Driving People Crazy

How would you design a prison intended to drive adventurers insane? I've been working on a plot where adventurers need to bust a friend out of some kind of super prison, but this prison isnt just any old prison, its one designed by a genius psychologist to absolutely break its prisoners without the use of physical violence except in the most extreme of cases.

The prisons claim to fame is that the prisoner cells would always be left unlocked, the prisoners, presumably after countless attempts to escape, eventually just stay in their cells by choice, or even lock it themselves. Though i feel ive written myself into a corner with this. What could drive someone to imprison themselves, and yet not so far as to just commit suicide?

Alternatively, just share stuff that fucks with people you could incorporate into a dungeon.

The "claim to fame" is just propaganda. In truth he just keeps them in a drugged stupor.

Patrolling the hall are Brundlepenises that rape any adventurer that tries to leave. The only safe space are the cells.

Multiple levels of simulations to the point where the prisoners aren't even sure what's actually real. For the most part the simulations are perfect except that they sneak in a couple of details that give away the deception like 3 AM lasting two hours or titles of famous movies being slightly off. When the prisoner dies in the simulation, they wake up back in their cell and another begins.

The halls are filled with kender

The prison is made of modular segments that are shuffled daily.

Every prisoner wears a full body suit with a mask and a voice synthesizer so everyone more or less looks the same.

Well, what you're describing is a state of learned helplessness, so the question becomes something like, "How do we maintain a persistent state of learned helplessness in human beings?" Which is very similar to the question, "How can we induce clinical depression in our inmates?"

I don't have a clear answer to that question, but I can think of some things you might want in a prison like this:

1) Everyone who tries to leave gets caught, and everyone knows that; everyone can see that anyone who tries to leave gets caught.
2) They don't know exactly what will catch them. The guard system is perfect but unpredictable.
3) There are incentives for prisoners to rat each other out. Entrapment is not penalized. You could have the equivalent of an agent provocateurs-- someone who furthers escape attempts only to ensure that they play into the hands of the authorities.
5) The system is designed to encourage fear of the outside world. It uses propaganda to insinuate that life on the inside is better than life outside-- that, say, prison life is shitty but reliable, whereas the outside world is straight bonkers. Or you could isolate them from social contact and play up the role of the prison system as a harsh-but-caring provider.
6) You could also try to crush the inmates' self-esteem or dignity. For example, you could remind them that nobody will employ an ex-convict.

Look into the psychology used in the development of Guantanamo for an example of how the field can be (mis)used for this purpose.

Whoever runs the prison makes it clear to every adventurer interred that they can earn their freedom just by getting through a simple gauntlet. The gauntlet is very lethal, but fortunately that isn't much of a problem because should you ever die inside the prison, you will revive inside your cell one day later, feeling slightly exhausted but otherwise no worse for wear. In essence, you have an infinite amount of retries to beat this gauntlet. The gauntlet itself doesn't change at all, so as long as you keep trying you should eventually get sufficient practice that you can beat it and escape. Sounds simple enough, right?

The gauntlet itself, however, does not play fair at all, and is an extremely long and arduous ordeal that operates on a level of bullshit equal to the bastard child of Tomb of Horrors and I Wanna Be The Guy. Just to get an idea of how awful it is to get through, imagine there's a corridor, 200ft long. In the end you can see a door with a sign above it labeled EXIT. Immediately in front of you is a spiked pit, ten feet across. You easily jump across the pit only to fall into the SECOND spiked pit immediately beyond the first one, as the floor above it is an illusion. Next day you try jumping slightly further, and after a number of retries make it across both pits in one go... only for a giant blade to swing out from the wall and behead you instantly.

Imagine the entire 200 feet of corridor is filled entirely with this kind of bullshit "gotcha!" traps. Now imagine that, 195 feet into the corridor, 5 feet from the exit, a boulder trap is triggered, and you have to run all the way back through the corridor in order to not get squashed by the boulder. Through all those dozens of traps you've spent months getting through, that have all just been reset.

cont.

I can't say I understand. What is the aim of this place? Is it rehabilitation into polite society? If so, is "break" the word you should use? Is it for purposes of incapacitation and complete removal from society? If so, why not just kill them all, or trap their souls, or whatever?

What is the grade of prisoner? Political? Criminal? Insane?

I think maybe you've bunged yourself by not thinking about these things before playing it up, m8.

The halls are littered with trapdoors, and the prisioners are given some form of ID chip, if they fall through the trapdoor, they're teleported back into their cell, with a chute to give them a quick drop, if they have no ID? they're teleported out the prison!

You spend several more months trying to get through the trapped corridor and back. Eventually, you succeed, returning to the beginning and managing to avoid getting crushed by the boulder, which rolls into the spiked pit at the beginning. You take a moment to catch your breath, only for the boulder to roll back up and crush you on the way back.

You keep trying. It's been over a year at this point. Possibly years. Eventually you nail it, making it through the corridor, and back, and then to the end again. With the boulder trailing just behind you, you finally, finally make it to the door at the end. Your hard work has finally paid off, and freedom is soon yours!

As you are about to touch the handle of the door, the floor below you opens up, dropping you into a new area you haven't seen before.

In front of you is another 200ft long corridor.

At the end is another door that says EXIT.

probably overdone, but what if the cells provide them with some kind of escapist/wish fulfillment fantasy?

There are four lights.

Have the prisoners be told its a complex built just to house them, and have them all dressed as guards, then leave the place unguarded, with all the prisoners beating the shit out of each other on their own.

>friend computer/10

That's just evil.

prisoners have their shoes taken away
the halls and corridors are lined with Lego bricks and d4s

Taken together, these paint a pretty chilling picture. Persistent learned helplessness, an acceptance of the fact that life is shit and that you can't do anything to stop it. But then the question comes in--why? The average person won't stop to think about it, because the average person--on some level--thinks that prison is supposed to be punishment.

Which is where comes in. There are lies going on. This isn't just a prison. It's a barracks. Those sent here have their sense of self and purpose slowly stripped away by degrees. They give up on having any kind of control of their lives, any kind of desires.

That makes them perfect tools. They don't require payment, just that they be allowed to return to their safe cells. They won't go rogue because they don't believe that there's a point.

With the proper drugs, you could even go even more twisted: once an inmate has been a part of the program for long enough, he starts receiving doses of antidepressants after successfully completing a mission or task. After breaking them, you make them dependent on the work you give them for them to even feel alive. Combine that with some kind of drug that induces anterograde amnesia, administered before sending them out, and the things they do won't haunt them. Obviously, these antidepressant-dosed agents would be more costly, as they would require a higher standard of living in their cells, but they would also almost certainly be susceptible to a form of Stockholm Syndrome.

Holy shit, I didn't even begin to think of that. I've worried that we'll develop the ability to chemically induce mental illness for years, but that correlate never occurred to me. That's some serious evil there.

Obviously the necessary ingredient is hope. It will push men to stay alive. At the same time, there needs to be something that keeps them there and not try to escape after a point.

Every prisoner has their own personal number attached to their clothes. There is also a mechanic where at the end of every week, there is a lottery, and whichever number is rolled will be allowed to leave. Every prisoner's number has 10 copies of itself in the lottery.

Trying to escape or misbehaving means you lose one of the copies of your number in the lottery. If you inform the guards of an attempt to escape, or stop one, you get an extra copy.

Of course the lottery is fake. Let the public information be that the prison holds X10 or more cells than it really does. Have people pretend to be new prisoners and stage new prisoner deliveries weekly or monthly. Obviously the fake prisoners are the only ones who ever win the lottery, except maybe occasionally an actual prisoner at times, maybe a guy who's headed for death row anyway or he got pardoned.

This means that, since prisoners will have a tough time organising a situation where they will all have a secret escape, someone will either snitch at them or stop them themselves just to have their 'chances' go up

The prison forces the adventurer inmates to get a job and not carry weapons and armor around everywhere.

They only get released once they learn how to be productive members of society.

>But then the question comes in--why?