• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Situational Enrichment

Jack7

First Post
This is a sort of follow-up thread to the thread on the Easter Eggs.

Today a buddy of mine sent me a link to a video on Hyper-Realistic Tactical Training. He knows that I’ve been active in experimenting with and developing training techniques for a long time and thought I’d enjoy the video. (I did by the way. I had never seen it before.)

Anyway the video reminded me of a technique I use both in-
games and in training scenario development that I call Situational Enrichment.

You might think of situational enrichment as the non-combat version (or parallel development version) of Hyper-Realistic Immersive Training.

It has a couple of objectives, but this is basically how it works. You take a non-combat situation, but one highly charged, and interject the players into this situation without warning. The situation will be filled with a veritable plethora of challenges, obstacles, and enrichments. Usually these enrichments will be multi-layered, have various applications, will sometimes compete against each other (in nature, or for the player’s attention), be in continual motion, and have some immediate or demanding application.

The point of an enriched environment is to provide a high level of stress and potential danger without anything that might necessarily induce a combat situation. It will simply be that the enriched environment will be filled with so many potential problems, devices, articles, objects, creatures, movements, events, etc. that are all happening either simultaneously or in quick succession that attempting to react to everything available might very well produce exhaustion, or information, observational, and functional overload. Plus a well-enriched environment might present so many “potential dangers” (regardless of whether the dangers are real or not) that to the player it seems as dangerous if not more so than a standard combat situation.

One of the advantages to this kind of situation (among others) from the point of the DM or scenario developer is that you can test the participants reaction capabilities, see how they react to conflicting and/or multiple stressors, and to conditions of “overload.” The advantages to the player are manifold, but include learning to handle high stress situations that do not involve combat, improvement of observational skills, learning to organize reactions to environmental demands (conducting environmental triage), improvement of mental capabilities and problem solving abilities, and so forth and so on. Plus such situations are usually very interesting and fascinating to both develop and play through.

You do not want to inflict conditions of Situational Enrichment on players continuously as they can become mentally exhausted, just as protracted periods of combat or unknown danger can also take a mental and psychological toll.

But used occasionally and judiciously they can, I think, provide a fascinating enrichment experience, and serve as a great training scenario for future actions.

Let me give an example of what I would call an Adapted Gaming Enrichment Situation.

Situation: (this is a situation I have actually used before) The players have been moving through a set of underground ruins. It has been a relatively long time since they encountered any creature or real danger or threat. They are walking down a seemingly ordinary corridor when suddenly there is a blaring din, like several horn blasts going off simultaneously. The noise does not abate but only grows louder over time. At about the same time the walls begin to pulse and glow in a variety of different colors, and it can now be seen that the walls are covered in complex and strange glyphs and designs. As the noise gets worse the walls glow more fiercely until the light becomes almost painful. Fire erupts behind the players and seems to run along the floor, ceiling, and walls. Smoke begins to accumulate along the ceiling and the temperature rises. From the fiery ceiling suddenly erupts a huge swarm of buzzing, flying locusts, all alight. They are careening crazily towards the players. Forced forwards by the fire and the burning insects the players tumble into a room ahead that is also blaring non-stop and whose walls both pulse and seem to bleed. The locusts begin landing on the players, threatening to set their clothes afire. There is apparently a pool of water ahead but as the players move for it a large flesh golem erupts from the water and it can now be seen that the liquid is corrupt and foul. The golem does not attack but screams relentlessly, gesturing wildly at the players and a corner of the room in which lies a man, seemingly a fellow adventurer, moaning in pain and severely wounded. As the party watches some of the locusts swarm around the golem and it and the pool catch fire. The pool was actually filled with some type of highly combustible liquid, not water.

The golem screams even more loudly and rushes towards the wounded man. Before he can reach him the floor drops away spilling both the golem and the man into some type of pit. The players can hear the man is crying and begging for help, but just barely due to the intense and relentless blare. Many of the blocks upon the floor begin to heat, but some seem dark and cool. The air begins to shimmer and several characters vanish from sight, only to wink back into view ten to twenty seconds later. The ones who disappeared swear that it was the other players who actually disappeared. This continues at random intervals until one player reappears in different clothing, and with different possession than he had before.

Suddenly three doors appear which might allow escape from the room. One is on the ceiling and is apparently made of stone and metal. One is on the floor and has already caught fire. One is on the wall on other side of the pit where the golem and man disappeared, and has a demonic like face with a horn for a mouth. The din seems to be absorbed by the mouth of the monstrous face but any time the players try to speak or communicate with one another the demon mouth also instantly absorbs their words. Suddenly the din is gone but there is no noise at all as the face mouth absorbs all sound.

How would your players react at each stage of such a scenario or situation? What would they make of it? How would they attempt to solve such problems, and in what order? What would they fear might be happening?

The point of an enrichment environment however is not necessarily to do any physical harm to the players at all. It is to misdirect, exhaust, and test them with seemingly dangerous, bizarre, and confusing situations. Although occasionally I will throw in a trap or series of them or a real fight in the middle of such a disordered or over-stimulated environment.

However the example I just used was one of “Stress Enrichment.” You can also enrich an environment in any number of ways, such as providing so many amazing, wonderful, and valuable things, all operating at once that the players have a difficult time sorting priorities and modes of reaction.

Anywho, that’s some of the ways I use situational enrichment. Do you do something similar or related, and if so, how do you o about it? Can you cite examples?

By the way I’m sure I made quite a few typos in writing this. I wrote it from one of my laptops in the bedroom. I hope it all made sense to you. But I’m not good on a laptop.
 
Last edited:

log in or register to remove this ad

Very interesting ;)

Today a buddy of mine sent me a link to a video on Hyper-Realistic Tactical Training. He knows that I’ve been active in experimenting with and developing training techniques for a long time and thought I’d enjoy the video. (I did by the way. I had never seen it before.)

Yea, that was interesting - I have seen something similar before a while back, but this had much more detail (particularly the wounded). The one I saw a while back had wounded as well, but they were merely people laying on the ground - no effects or anything.

Let me give an example of what I would call an Adapted Gaming Enrichment Situation. <snip>examplehere</snip>

How would your players react at each stage of such a scenario or situation?

I would think mine would try and slow things down. If that didn't work (aka I continue to press them) I'm not really sure.

What would they make of it?

I think they would like it once it was over - they would appreciate the challenge.

How would they attempt to solve such problems, and in what order? What would they fear might be happening?

Well, if it were me, I would be trying to solve the most immediately dangerous situations first I guess. On fire? Move to the water... bad water? Get away from it quickly, etc. The rest, less immediately lethal, I would probably put on the back burner (no pun intended) to deal with a bit later.

The point of an enrichment environment however is not necessarily to do any physical harm to the players at all. It is to misdirect, exhaust, and test them with seemingly dangerous, bizarre, and confusing situations. Although occasionally I will throw in a trap or series of them or a real fight in the middle of such a disordered or over-stimulated environment.

Yea, I can see how I have come close to putting my players in these kinds of situations as a DM, but only in social situations. Doing something a bit more intense in combat might be fun (I have run some intense combats, but that is a lot going on at once).

Anywho, that’s some of the ways I use situational enrichment. Do you do something similar or related, and if so, how do you o about it? Can you cite examples?

Like I mentioned, I have put my players in some stressful situations, but not to that degree in combat.

To give an example, I put the players in a situation where they needed to make an immediate decision about where to go. It had to be decided right away - but on top of the time constraints, there were multiple trusted NPC's involved giving conflicting advice. Neither NPC was right or wrong, they just had different ideas about how the situation should be handled - so they are each grabbing at the players trying to convince them to choose the option they are presenting - there was yelling and cursing, finger pointing and interrupting.

Anyway, the players are pretty good about making decisions quickly and sticking with them, but it was a stressful situation for sure.
 

The one thing I've used successfully in enhancing the game experience more than once is music.

And the single best time I ever did it was when I used Kodo's [ame="http://www.youtube.com/watch?v=4BG0XpOBNFs"]Main theme to "The Hunted"[/ame] (please ignore the random game screen-capture video) for a scene in which the party had been taken prisoner by anthro tigers, stripped naked and released onto a tropical island. They were now being hunted...for dinner. Because they had fought valiantly when being captured, they had earned the right to a few hours head-start and to have their gear scattered on the island, to give them a chance.

At first, the players took things in stride, methodically planning and plotting how to recover this piece of gear and that. Their PCs strode into the green, looking here, there and everywhere for their gear...sometimes passing up gear that wasn't theirs.

Then I hit "play."

When that music started up, one player stopped mid-sentence and said "Wait...do we hear that?"

"Oh, yes." (Smile.)

"Oh CRAP!"

All of a sudden, the stress level at the table jumped- people were talking over each other, voice volume and pitch went up. Decisions were hastily made. People grabbed whatever gear they could find. It was as if they were actually naked on an island being hunted by big anthro tigers...
 
Last edited:

(please ignore the random game screen-capture video) for a scene in which the party had been taken prisoner by anthro tigers, stripped naked and released onto a tropical island. They were now being hunted...for dinner. Because they had fought valiantly when being captured, they had earned the right to a few hours head-start and to have their gear scattered on the island, to give them a chance.

At first, the players took things in stride, methodically planning and plotting how to recover this piece of gear and that. Their PCs strode into the green, looking here, there and everywhere for their gear...sometimes passing up gear that wasn't theirs.

Then I hit "play."

When that music started up, one player stopped mid-sentence and said "Wait...do we hear that?"

"Oh, yes." (Smile.)

"Oh CRAP!"

All of a sudden, the stress level at the table jumped- people were talking over each other, voice volume and pitch went up. Decisions were hastily made. People grabbed whatever gear they could find. It was as if they were actually naked on an island being hunted by big anthro tigers...

That's a good example of Real World Enrichment enhancing the in-game situation.

However what you described is an excellent enrichment situation anyways. You could do a lot in that type of situation that would be situationally enriching, and in the background awareness of the player's mind, in addition to the various enrichment features, they would also know their lurked encounters with those attempting to kill and eat them.

That would be a great set-up situation with a lot of built in background stressors, and you could layer-on from there. Things like the music would only enhance the experience even more.


Well, if it were me, I would be trying to solve the most immediately dangerous situations first I guess. On fire? Move to the water... bad water? Get away from it quickly, etc. The rest, less immediately lethal, I would probably put on the back burner (no pun intended) to deal with a bit later.

One thing that is interesting to watch in circumstances like this is exactly what the players consider potentially dangerous (remember, they don't know what is going on or what it means) , interesting, or even malignant, and what they consider of secondary or non-immediate importance.

You'd be surprised the difference between what you think they might consider most important and what they do "in the field." Plus, if they are being really pressed or harassed, and have little time for analysis of their real situation, even if the situation is not all that dangerous, they can make it very dangerous for themselves due to panic and over or under-reaction to particular stressors and features of the situation.

It's also interesting, after they have undergone a few enrichment scenarios, how they change and become more and more immune to foolish and panicked and reckless behavior. I call this Stress Adaptability, I believe the video calls this "Inoculation against Stress."

I often use in-game enrichment situations to teach my own children (when they play) how to mentally triage or sort potentially dangerous situations, remain calm even in chaos and when they do not understand the real situation, maintain a good security and operational profile, and how to adapt to the unanticipated.

That's not true of every enrichment situation of course, because not every such situation is like my example above (full of harassing stimulators), but it is good mental training when it is.
 
Last edited:

This is a cool thread. I like these ideas. And the story about the music and the tiger-man hunt and the way the players reacted is great.

I've got a scene that I want to do in my upcoming game session, and this is the kind of stuff I'd like to have going on. I'd love some ideas.

Basically, the players are going to be coming into one or more small, normally-peaceful villages where they grew up but haven't been for several years. But the end of the world has basically come, today, with a horde of Far Realm aberrant entities swarming all over the place, causing sheer havoc and terror and madness, driving the people insane and devouring minds.

I want the scene or scenes of them entering these villages to be just out of this world crazy and scary. Like, these were just calm, quiet little towns full of common farmers and such, and now they're the worst kind of Lovecraftian horror shows, with people going totally nuts and these incomprehensible alien monstrosities twisting the very fabric of reality.

I'd love to have my players just sitting there going, "Holy crap..." when I describe the things going on.

So, any ideas along the lines of what you're talking about here in this thread would be awesome.
 

I'd love to have my players just sitting there going, "Holy crap..." when I describe the things going on.

So, any ideas along the lines of what you're talking about here in this thread would be awesome.

I gotta go for now because I've gotta get ready for my SAR and fire suppression final exercise. But I'll return later with a few ideas. I gotta couple. And maybe in the meantime I hope others will stop by and help ya out with their ideas.

I would say this though. To cause a state of mental panic and perhaps even fear, you want to inflict on your players a constant barrage of potentially dangerous and stressful things. Don't just let them observe, but put them along the fringes or frontier of the danger so that they keep encountering it in pieces or in small doses until you want them centered in the action. The less time though they have to catch their breath, analyze their situation, and react to whatever stressors you throw at them, the more panicked and spooked they are likely to become. So don't let them encounter-withdraw, encounter-withdraw. Instead let it become apparent to them they are gonna be in the danger and that it surrounds them, and they aren't gonna really escape it, or withdraw from it. And of the population is totally going nuts and they become a dangerous hindrance in themselves, as populations will do in disasters, that's even better. Nothing really is quite as spooky or as dangerous as the very population group you're trying to help out or organize just plain exploding into chaos. They can bury you quick. That's just kind of "general atmosphere" advice.
 

Smaller doses and red herrings.

I'm running the Drow War Campaign...(minimal spoilers below, but ye've been warned).


The players are in a "stonehenge like" circle when dark gobllins crawl out of shadows...but they crawl out as if pulling themselves out of darkness. Each of them is bathed in wisps of black and their right hands look even darker, as if they had just dipped them into a vat of oil or tar.

Game rules: these were completely normal goblins apart from appearance, the way they came into view, that they had "infinite" javelins made of shadowstuff (i.e. 5 javelins each), and that they melted into pools of black oil when they died (normal "difficult terrain" as per dead body).

But every single thing was a red herring, in reality...or to be more accurate, an enriched detail meant to color the encounter, but not actually causing game effects.

The players? They were FAR more afraid of these goblins than any goblins I've ever seen. Heck, they were probably more afraid of them than they would have been of shadows. Avoiding puddles of oily black stuff? (Oh, yeah, gotta mark those on the map). You got it.




In my experience, players learn that only relevant details are included. Throw in any extraeous (not even confusing or misleading) details, and it will set player (including myself when I play versus dm) minds spinning.




Another, separate way to do this is with a prop. I collected rocks as a kid...and I have some cool and strange looking ones. I can only imagine their reactions if , amongst the treasure they find on someone (be it BBEG or single low level normal orc), I handed them a real world rock and said, "and also this".

We'd spend a good hour talking about that rock.

"Does it detect as magic?"
"No."
"Do any of my knowledge skills tell me what it is?"
(checks for relevant, and unlikely skill of stonemasonry or geology.)
"No."
"What does it feel like when I touch it."
"Here, take it. It feels just like this."

and so on...
 

Just to be clear- I had told the players at part of the lead huntsman's speech that they would know The Hunt had begun when they heard the signal drums...

I didn't repeat myself or draw attention to the line, just subtly pressed the play button on my CD player's remote and didn't say anything. The song had been playing maybe 30 seconds or so before anyone noticed...

I have to say that their reactions far exceeded my expectations.
 

How would your players react at each stage of such a scenario or situation? What would they make of it? How would they attempt to solve such problems, and in what order? What would they fear might be happening?

Some of 'em would probably get annoyed at me. :)

It depends on the characters they were playing (as well as which players). I mean, the current game I'm GMing, the characters would probably level the place -- they're superheroes with (amongst other powers) control over fire, insubstantiabilty, control of gravity, and teleportation. Nothing would be falling in a pit or burning, I'm fairly certain.

D&D characters, depends on what level they were. I can see some rapid teleportation/dimension dooring, though, and/or some wall spells being cast to block things off. Or the sorcerer might just start disintegrating stuff. ("Bodies", by Drowning Pool, was their theme song.)

See, they have no real reason to be in the midst of that chaos, and no real reason to stay there -- so vamoosing to return later would be an obvious option. OTOH, it's effectively an ambush (a weird one) and, well, "iimmediate, positive, and offensive action", right? So blast away.

Who knows, though?
 

Basically, the players are going to be coming into one or more small, normally-peaceful villages where they grew up but haven't been for several years. But the end of the world has basically come, today, with a horde of Far Realm aberrant entities swarming all over the place, causing sheer havoc and terror and madness, driving the people insane and devouring minds.

I want the scene or scenes of them entering these villages to be just out of this world crazy and scary. Like, these were just calm, quiet little towns full of common farmers and such, and now they're the worst kind of Lovecraftian horror shows, with people going totally nuts and these incomprehensible alien monstrosities twisting the very fabric of reality.

Can you be a little bit more specific before I make some suggestions? Do you want this horror to seem physical, psychological, or a mixture of both? Do you want it to be implied, or graphic, or both?


Soylent Green

Soylent Green is people. I always wodnered why Soylent Red wasn't people.


In my experience, players learn that only relevant details are included. Throw in any extraeous (not even confusing or misleading) details, and it will set player (including myself when I play versus dm) minds spinning.

I think this an excelelnt point. One of the real keys to situational enrichment is not to necessarily present the wholly alien, as it is to present the well-known as alien, and the mundane as the unknown. Maybe when I get the time I will post a list of what I think are Key Elements in creating Situational Enrichment. And see if others can add to, or improve upon it.
 

Into the Woods

Remove ads

Top