Exploring Dynamics in Uncertainty: A Wargame Experience

April saw me attend MartyCon 2024, where I ran a miniatures wargame intended to test players resolve under uncertain conditions. As leaders in the real world we deal with a distinct lack of information about our competitors motives and objectives. This uncertainty leads to difficult decision making and stress. My players came from all walks of life including engineers, teachers, ex soldiers and bankers. All were thrust into a scenario of limited information where quick decision making was needed to win the game. In this article I describe the game set up and play before looking at three leadership lessons we can draw from the experience.

The Set Up

I designed the game using the Space Weirdos ruleset with players commanding one of six factions battling it out under a giant factory complex set in the underbelly of the Warhammer 40,000 universe. Each player had a different primary and secondary objective. These ranged from hunting a demon infused artefact, starting a rebellion and assassinating a rival leader. Below is a summary of each group:

  • Inquisition/Sisters of Battle: A formidable force dedicated to rooting out heresy and chaos, armed with faith and righteous fury.
  • Enforcers: Tasked with maintaining order and eliminating gang activity, these elite warriors are the enforcers of Imperial law.
  • Honor Guard Kill Team: The personal guard of the Imperial Governor, wielding the authority to bring the Mining Guild. They also had a side mission to get rid of the Governors future Son in Law.
  • Acolytes of the Red Mist: A mysterious order shrouded in secrecy, rumored to be on the brink of completing an elaborate ritual with unknown consequences.
  • Mining Guild: Hard-bitten workers pushed to the brink of rebellion by mistreatment, seeking to assert their rights amid the chaos of civil unrest.
  • Scissor Sisters: An influential crime syndicate capitalizing on the turmoil, maneuvering in the shadows to exploit opportunities for profit and power.

Each players team comprised four miniatures with different weapons and abilities. But so many that the game became overwhelming.

I took the role of gamemaster to keep play moving, answering rules queries and making sure everyone was having fun. Of course, this was key in keeping the game running smoothly and allowing for players to try things outside of the normal ruleset.

Part of the battlefield with four factions visible

Space Weirdos

I chose the Space Weirdos ruleset intentionally during my planning of the experience. First, it is very simple, but with enough variety in character skills and weapons to keep things interesting. Secondly, players take turns moving one miniature each. This, and the fact that players can interrupt each others goes with actions made sure that no players were left out twiddling their thumbs. Lastly, movement was completed using a 6 inch stick removing the cumbersomeness and clutter of tape measures.

Everyone around the table picked the rules up easily. This is high praise indeed as most hadn’t played a wargame before. I cant recognize this game enough. In fact, I know my friends and I will be playing this ruleset again in the near future.

Adding Uncertainty

Having read their briefs, each player knew their main objective and main adversary. They also had notes on potential allies. Consequently, there was a base line of understanding around the situation. Encouraging players to communicate by secret notes added extra spice. Creating and breaking alliances as needed. Communications lit up within the first minute of the game, with notes flying between all participants. I quickly ran out of post-it notes and players turned to texting one another.

Now the waters were truly muddied. Who to trust. How to win your objective and how to illicit help in doing so was no longer a straight forward concern.

Game Action

We played for two and half action filled hours. Alliances were made. Motives were guessed at. The ensuing firefight unleashing chaos. Feedback from the players showed how difficult they found working with such unknowns. Enjoyable, but difficult.

One player, found himself getting frustrated at another player, perceived to be a neutral party who seemed to be targeting him. Afterwards it dawned on him that the targeting was the result of an unknown objective. He was of course completely right about that.

The player who eventually won, was double crossed, lost most of their team members, but stayed focused on their objective to pull a win on the very last turn.

Often wargames can turn into straight forward affairs. Not this one. Everyone was second guessing each other right until the end. The debrief at the end created more than a few ah ha moments as pieces of the puzzle fell into place.

Given all this uncertainty experienced by the players, what lessons can we learn from the scenario?

The action from a models perspective

Lesson 1: Flexibility and Collaboration

The game’s setup, designed to pit players against each other amidst uncertainty, showcased the importance of flexibility and collaboration in leadership. One of the players, embodying these traits, adeptly negotiated alliances and adapted his strategy on the fly to help achieve his objective. His willingness to collaborate with unexpected allies underscored the power of flexibility in leadership, demonstrating the value of adaptability in the face of adversity.

Lesson 2: Trust, Betrayal, and the Art of Managing Expectations

As players delved into the fray, trust, betrayal, and the delicate art of managing expectations emerged as crucial leadership lessons. The player running the Sisters of Battle/Inquisition faction, initially sought alliances based on his knowledge of the Warhammer 40,000 universe. However, when his allies turned on each other and betrayal ran rampant, he found himself isolated and betrayed. His assumptions very nearly cost him the game. This experience highlighted the importance of managing expectations and understanding the fluid nature of alliances in leadership scenarios.

More action as the mining guilder sprints for the vox cast station (their primary objective)

Lesson 3: Effective Communication and Information Management in the Face of Adversity

Against the backdrop of clandestine dealings and covert alliances, effective communication and information management emerged as critical leadership skills. Players communicated covertly through notes and smartphones, forming secret alliances and plotting betrayals. This emphasis on information management underscored the importance of access to key intelligence and the ability to convey messages discretely in leadership scenarios, especially amidst the chaos of conflict.

Final Thoughts on Uncertainty

In conclusion, I believe this experience moved beyond that of a simple game. Instead serving as fertile ground for exploring leadership dynamics. Leading the different factions, players not only battled for victory but also honed their leadership skills in the crucible of conflict amidst uncertainty.

I will be sure to use this type of game to explore other leadership themes in the future.

Unleashing Attributes: Translating D&D Abilities into the Business World

Dungeons and Dragons (D&D) is not only a game of fantasy and adventure but also a platform that explores the diverse abilities that define characters. In today’s article, we delve into the six primary attributes of D&D—Strength (STR), Dexterity (DEX), Constitution (CON), Wisdom (WIS), Intelligence (INT), and Charisma (CHA). Ultimately, with the aim of uncovering their relevance to the business world. As a player in D&D, understanding these abilities and their impact on the game allows creation of a character that has a strong chance of success. Likewise, by understanding how each attribute relates to essential qualities and skills in business, individuals can harness their own strengths and develop a well-rounded approach to professional success.

Strength (STR): Power in Action

Strength in D&D represents physical prowess, raw power, and the ability to overcome challenges. Characters with high STR scores would be Conan the Barbarian, Buffy the Vampire Slayer or Aragorn from Lord of the Rings.

In the business world, strength translates into action-oriented leadership, resilience, and the ability to navigate and overcome obstacles. Individuals with high STR traits exhibit determination, drive, and the physical and mental fortitude required to persevere in demanding and competitive environments. Entrepreneurs and construction managers exhibit this trait, as leaders dealing with fast paced highly fluid situations every day.

Dexterity (DEX): Agility and Adaptability

The Dexterity attribute encompasses agility, nimbleness, and reflexes. Sneaky rogues and accurate archers are characters with high DEX. Think Robin Hood or Jyn Erso from Rogue One.

In leadership, DEX translates into adaptability, quick thinking, and the ability to respond swiftly to changing circumstances. Individuals with high DEX traits exhibit flexibility, strategic thinking, and the capacity to navigate complex situations with grace and efficiency. Development managers in the IT sector and project managers of all scales must have high DEX to succeed.

Constitution (CON): Resilience and Endurance

Constitution reflects resilience, stamina, and the ability to withstand physical and mental challenges. Within the game this equates to more hit points and thus makes your character harder to kill. Ellen Ripley from Alien and Ethan Hunt from Mission Impossible display huge levels of constitution and fortitude.

In the real world, CON translates into resilience, perseverance, and the capacity to endure setbacks and overcome adversity. Individuals with high CON traits exhibit determination, emotional stability, and the ability to maintain focus and performance in high-pressure situations. Successful leaders with high CON bounce back from failure stronger than ever before. For real world examples think Elon Musk or JK Rowling of Harry Potter fame.

A great explanation of D&D abilities, referencing tomatoes…

Wisdom (WIS): Insight and Decision-Making

Intuition, perception, and the ability to make sound judgments fall out of a high WIS attribute. From a players perspective these characters are often Clerics, wise in the ways of the world. In fiction characters with high WIS often take the form of mentors. Dumbledore and Yoda are great examples from popular culture and need no introduction. A character with high WIS who is most definitely not a mentor is Tyrion Lannister from Game of Thrones. Throughout the series Tyrion displays great wisdom, finding inner peace where his flaws are concerned and recognizing his great power lies in his ‘smart brain’.

WIS translates into insightful decision-making, problem-solving, and the capacity to evaluate situations holistically. In the business world, individuals with high WIS traits possess keen observation skills, intuition, and the ability to navigate ambiguity and make informed choices. Often leaders with high WIS act as mentors. However, positions where a large number of conflicting stakeholders are involved also need this attribute. Any leadership position in a government department or other bureaucracy must have this to succeed.

Intelligence (INT): Knowledge and Analytical Thinking

Intelligence for a D&D character signifies intellectual acumen, knowledge, and the ability to process information. Since the first days of the game INT has bee important for Wizards as they research the arcane. Over time this has ported to alchemists, artificers and bards. It comes as no surprise that fictional characters like Gandalf, Spock and Hermione Granger display intelligence as their primary attribute.

When looking at real world professionals, INT translates into analytical thinking, strategic planning, and the capacity to gather and apply knowledge effectively. Individuals with high INT traits exhibit strong problem-solving skills, critical thinking abilities, and the capacity to make informed decisions based on data and insights. Leaders with this primary attribute excel in running teams and projects with a high level of technical complexity. They should also be included when formulating long term strategic plans for the business or division.

Charisma (CHA): Influence and Relationship-Building

Charisma in D&D represents charm, persuasiveness, and the ability to influence others. In the game this is often used to avoid deadly combat situations. Fast talking Bards, inspirational Paladins and silver tongued Warlocks all benefit from having a high CHA attribute. In the business world, CHA translates into effective communication, relationship-building, and the capacity to inspire and motivate others. In the movies Tony Stark, James Bond, Jack Sparrow and Princess Leia all have high CHA scores.

Leaders with high CHA abilities possess strong interpersonal skills, the ability to communicate ideas effectively, and the capacity to build rapport and influence outcomes. This is particularly important if you have a large team so that messages are clear and easily understood. A leader with the ability to communicate a strong and compelling vision to his team can create strong loyalty and collaboration. Think Elon Musk or Steve Jobs and see what they have achieved by using this attribute.

Final Thoughts

The six abilities of Dungeons and Dragons—Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma—hold valuable lessons for leaders. By understanding and harnessing these attributes, individuals can identify their strengths and develop the qualities necessary for success. Whether it’s leveraging physical and mental fortitude, adapting to changing circumstances, building resilience, making informed decisions, applying analytical thinking, or fostering effective communication and relationship-building, the attributes of D&D can empower individuals to thrive and excel as leaders in the real world.

Survive the Sinking Submarine: Ultimate Hell Week Scenario

My last post explored using roleplaying games like Dungeons and Dragons to create a Hell Week scenario experience for your staff. With the aim of creating a bonding experience for teams, leaders and new starters. In this post I aim to develop a scenario/event that you could use to create this type of experience.

Event Goals

Before we start, it is essential to understand the goals of the event and work out from there. This event is designed to be run for groups of new leaders in an organization. These are high performing individuals tipped for future leadership positions or newly promoted into one.

The goal of the event is to foster a sense of team and belonging amongst the future leadership of the business. This will achieved through overcoming shared adversity.

Overview of the Hell Week Scenario

In an effort to keep the hell week scenario outside of the lived experience of the cohort but allowing for high pressure the scenario will focus on escaping from a submarine. Participants will be allocated different roles/skillsets and work together to escape. A series of tasks requiring multiple skillsets will need to be prioritized and completed against time pressures. Additionally, surprise events throughout the scenario will add additional pressure, upsetting any planning. Adaptability and teamwork will be essential in beating the scenario.

In addition, each participant will have six endurance points that are lost if tasks are failed. They can also be traded in to help improve the likelihood of success. However, when the last point is lost the player is out of the scenario.

The player briefing might look something like the following:

Congratulations on joining our team! We believe in hands-on training to prepare you for real-world challenges ahead. In this immersive training scenario, you will find yourself a crew member of a sinking research submarine. Your mission is to work together to overcome a series of challenges and escape before it’s too late. Remember, teamwork, communication, and quick thinking are essential. Good luck!

Duration: 2 hours

Location: Office setting or conference center. Smaller rooms preferred.

Lighting and sound effects can really enhance the immersion

Required Props and Setup to Enhance Immersion

As discussed in my last post immersion is really important. Of course, you don’t need a full on mock up of a submarine. But there are some simple things you can do to help create a sense of place out with the normal office environment.

  1. Submarine Environment: Create a makeshift submarine environment by shifting tables and chairs into a series of spaces along a thin column Alternatively, set up in a corridor to give an improved sense of the enclosed space. Additionally, turn off overhead lights and use desk lights with blue/green lighting gels to mimic the underwater setting. Having a red alarm light will definitely add to the sense of urgency when it goes off.
  2. Sound Effects: Use a portable speaker to play submarine sounds, alarms, and underwater noises. This can be used as a timed track signaling surprise events and highlighting the sense of urgency.
  3. Props:
    • Flashlights
    • Walkie-talkies or two-way radios
    • Gauges to indicate hull integrity and oxygen levels
    • Life vests
    • Clipboards with task instructions
    • Stopwatch
    • Nautical maps and charts
    • First-aid kit
    • Ropes and carabiners
    • Puzzles or challenges related to navigation and communication
  4. Instructor/Facilitator: You will need someone to facilitate the scenario and provide guidance when necessary.
Keeping to schedule is key in running an event like this

Training Scenario Schedule

Below is a proposed schedule of the hell week scenario.

  1. Briefing (15 minutes):
    • Gather all participants and explain the scenario.
    • Emphasize the importance of teamwork, quick decision-making, and effective communication.
    • Assign roles to each participant (e.g., captain, engineer, navigator, medic, radio operator etc) and distribute their respective skills and tasks.
  2. Submersion and Initial Challenges (20 minutes):
    • Participants enter the makeshift submarine (clearly demarcated).
    • Turn on the sound effects to create an immersive atmosphere.
    • The submarine begins “sinking.” Water and pressure-related challenges arise.
    • Participants must address immediate issues like water leakage, pressure indicators, and stabilizing the vessel. Limited resources, must prioritize tasks.
  3. Navigation and Communication (20 minutes):
    • Provide a nautical map with coordinates.
    • Participants must collaborate to determine their location and chart a course to safety.
    • Encourage the use of walkie-talkies for communication between navigation and the steering team.
  4. Obstacle Challenge (15 minutes):
    • Present a challenge that requires participants to work together to overcome an obstacle (e.g., blocked hatch or damaged equipment).
    • They must use ropes, carabiners, and problem-solving skills to succeed.
  5. Medical Emergency (10 minutes):
    • Simulate a crew member’s injury.
    • The medic must provide first aid while others maintain the vessel and continue with the mission.
  6. Countdown to Escape (20 minutes):
    • Introduce a time constraint and associated red lights and klaxon.
    • Announce that the submarine’s condition is deteriorating rapidly.
    • Participants must complete their tasks and navigate to the surface before it’s too late.
  7. Debriefing (20 minutes):
    • After the scenario, gather the team and discuss their experiences.
    • Encourage feedback, focusing on what went well and what could be improved.
    • Highlight the importance of adaptability, teamwork, and problem-solving under pressure.
  8. Final Remarks (10 minutes):
    • Conclude the training with a reminder of key takeaways.
    • Reiterate the importance of quick thinking, clear communication, and collaboration in real-life situations.

Further Work

While I have listed each of the tasks above in a linear series, it would be better to have tasks overlapping. Teams must then prioritize tasks. Remember, failed tasks remove endurance points from participants, adding additional pressure. Endurance points can also be traded for clues and assistance.

Perhaps you can restrict the number of people in each section of the submarine and create time penalties for movement between the sections. This would emphasize the use of walkie talkies for communication. It would also highlight the need for clear and concise communication between different sections of the submarine.

Each task needs more work around the detail, but I think this gives the picture of how an event like this might work. I for one would love to experience it. Part escape room, part rpg, part leadership learning experience. For me it ticks all the boxes.

What do you think? Would this hell week scenario work? Is there anything you would add? Have you attended something similar?