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The Analog Incident Story Compass Arcade: Designing a Wall of Low‑Tech Risk ‘Games’ Your Team Actually Plays

How to build a physical, low‑tech ‘incident arcade’ in your workspace so teams can practice risk, reliability, and incident response through simple, engaging games they actually use.

The Analog Incident Story Compass Arcade

If your incident response and reliability practices mostly live in docs, dashboards, and slide decks, your team is probably under-practiced and overconfident.

Most organizations say they care about reliability. A few run tabletop exercises. Almost nobody builds a culture where incident thinking is part of everyday work—visible, tangible, and easy to practice in five spare minutes between meetings.

That’s where an Analog Incident Story Compass Arcade comes in.

Instead of another tool or platform, you create a physical, low-tech “incident wall” in your workspace: a curated set of simple, game-like exercises that make risk and reliability visible, approachable, and continuously practiced.

This isn’t decoration. It’s a deliberately designed system of small, analog games that:

  • Simulate real incident scenarios
  • Expose gaps in communication, ownership, and protocols
  • Feed back into your actual response and recovery plans
  • Normalize blameless, psychologically safe learning

And because it’s low-friction and physical, people actually use it.


Why an Analog Incident Arcade Works (When Tools Don’t)

Digital tools are powerful, but they have a hidden cost: activation energy. To practice incidents in a tool, you usually need:

  • A calendar slot
  • A facilitator
  • A Zoom link
  • A deck or playbook

That’s great for quarterly exercises, terrible for everyday learning.

An analog incident wall lowers the threshold:

  • No logins, no permissions
  • Visible in the physical workspace
  • Understandable at a glance
  • Easy to join for 5–15 minutes

Think of it as making incident practice as casual and ubiquitous as grabbing coffee: always there, always easy to start.


Core Principles of the Incident Story Compass Arcade

Before you start taping index cards to the wall, anchor your design in these principles:

  1. Low-tech, high-touch
    Use physical artifacts—cards, posters, sticky notes, tokens. The tactile nature makes risk and decisions feel more real than another virtual board.

  2. End-to-end thinking
    Don’t just simulate "the outage" moment. Walk through the entire lifecycle: detection, triage, communication, coordination, recovery, and learning.

  3. Blameless and psychologically safe
    Design prompts and instructions that explicitly avoid blame. Focus on systems and conditions, not individuals.

  4. Information and ownership surfacing
    Each game should reveal where information gets stuck, who’s confused about ownership, and which protocols exist only on paper.

  5. Living system, not a poster
    Refresh scenarios using real incidents, near-misses, and reliability data. The wall should evolve at least monthly.

  6. Low friction, high accessibility
    Every exercise should be:

    • Startable without a facilitator
    • Playable in under 30 minutes (ideally 5–15)
    • Explainable with a single short instruction card

Designing Your Incident Wall: Zones and Game Types

Think of the wall as an arcade with different “machines” your team can walk up to and play.

Below are example zones and games you can adapt.

1. The Scenario Carousel: Quick Incident Snapshots

Purpose: Build pattern recognition and incident vocabulary through fast, low-stakes practice.

Materials:

  • Scenario cards (index cards or printed)
  • Sticky notes
  • Pens

Each scenario card contains:

  • A brief situation (e.g., “Payment API latency spiked from 150ms to 2s for 20% of traffic in EU region.”)
  • A timestamp and context (day of week, time, peak vs off-peak)
  • 2–3 guiding questions, such as:
    • What is the first thing you’d check?
    • Who needs to know within the first 10 minutes?
    • What’s the worst plausible impact if this is mishandled?

How to play:

  1. A person or small group picks a scenario card.
  2. They write answers on sticky notes and attach them under the card.
  3. When others walk by later, they can add alternative answers or comments (in a different color sticky).

What it surfaces:

  • Different mental models for “what to do first”
  • Divergent assumptions about who to notify and when
  • Gaps in understanding of impact and blast radius

Collect the sticky notes weekly and review: are people aligned? Where are the biggest discrepancies?


2. The Ownership Maze: Who Does What, When?

Purpose: Expose unclear roles and responsibilities during incidents.

Materials:

  • Large poster with stages: Detect → Triage → Communicate → Mitigate → Recover → Learn
  • Sets of role cards (e.g., On-call Engineer, Incident Commander, Product Owner, Customer Support, SRE, Comms/PR)
  • String or arrows and sticky notes

How to play:

  1. Choose one specific class of incident (e.g., "Customer data leakage" or "Major feature outage").
  2. As a group, place role cards under each stage.
  3. Use string/arrows to show who talks to whom, and sticky notes to answer:
    • Who is accountable at this stage?
    • Who is consulted or informed?
    • What artifact should be produced (ticket, status page update, Slack announcement, etc.)?

What it surfaces:

  • Stages where no one is clearly accountable
  • Individuals overloaded with too many arrows pointing to them
  • Missing artifacts or communication channels

Feed these findings into updating your RACI charts, runbooks, and incident commander training.


3. The Broken Telephone Board: Information Flow Stress Test

Purpose: Reveal how incident information mutates or dies as it moves through the organization.

Materials:

  • A starting "incident statement" card
  • Blank “message” cards in a vertical column
  • Envelopes or pockets

How to play:

  1. Post an initial incident statement at the top (e.g., "At 09:12, our internal monitoring detected a 3x increase in 500 errors on the checkout service in US-East.").
  2. Below it, a chain of 5–7 “message” slots.
  3. Rules:
    • Person 1 reads the statement, then writes a status update targeted to their assumed audience (e.g., on-call channel, exec channel, support team) and puts it in slot 1.
    • Person 2 can only read slot 1, then writes their update based on that and places it in slot 2.
    • Continue until the last slot.

At the end of the week, unveil the chain and compare the last message to the original.

What it surfaces:

  • How technical details degrade or disappear
  • Overly optimistic or overly alarming messaging
  • Misaligned assumptions about what different audiences need

Use this to refine your incident communication templates and training.


4. Tabletop Corner: Scripted Situation Manuals (But Lightweight)

Purpose: Give teams a structured way to walk through end-to-end incident workflows without scheduling a formal tabletop.

Materials:

  • Short, printed situation manuals (2–3 pages max) for specific scenarios
  • A visible timeline strip on the wall (T+0, T+5, T+15, T+30, T+60, etc.)
  • Sticky notes and markers

Each situation manual includes:

  • Incident background and environment (systems, teams, known constraints)
  • Injects that advance the scenario over time (e.g., "T+10: PagerDuty alert from another service", "T+20: Major client asks what’s going on")
  • Prompts at each step:
    • Who leads now?
    • What do you say to customers?
    • What decision do you make with incomplete data?

How to play (15–30 minutes):

  1. 2–5 people gather at the wall and choose a manual.
  2. One person reads the scenario; they advance the timeline step-by-step.
  3. At each inject, the group discusses for 3–5 minutes and writes:
    • Key decisions
    • Owner of each action
    • Communication choices on sticky notes placed along the timeline.

What it surfaces:

  • Where decision-making bogs down
  • Missing playbooks or unclear escalation paths
  • Conflicts between business risk and technical risk

Afterward, take a snapshot of the timeline and feed it into your incident program improvements.


5. The Near-Miss Story Shelf: Normalizing Vulnerability

Purpose: Make it safe and normal to talk about failures, near-misses, and “that weird thing that almost blew up production.”

Materials:

  • A small section of the wall titled: “Near-Miss Stories (Blame-Free Zone)”
  • Simple story cards with 4 prompts:
    1. What almost went wrong?
    2. How did we catch it?
    3. What made it hard to catch sooner?
    4. What small change would reduce the risk next time?

Guidelines on the wall:

  • No names. No finger-pointing.
  • Focus on systems, signals, and tradeoffs.
  • Stories can be anonymized.

How to play:

  • Anyone can anonymously write a near-miss story and pin it up.
  • Once a week, a reliability champion or incident lead reviews the stories and pulls themes into your backlog or improvement roadmap.

What it surfaces:

  • Invisible risks and brittle areas that haven’t yet caused major incidents
  • Repeated friction points in tooling, process, or communication
  • Cultural signals about what feels safe or unsafe to talk about

Keeping the Wall Alive: Operational Practices

A dead wall is worse than no wall; it signals that learning isn’t actually valued. Treat your incident arcade as an operational system.

1. Assign a "Wall Steward"

Designate someone (or a rotating role) responsible for:

  • Refreshing scenarios monthly based on real incidents and postmortems
  • Retiring stale games and adding new ones
  • Summarizing insights to leadership and relevant teams

2. Connect the Wall to Real Change

Close the loop explicitly:

  • Add a small “What changed because of this?” card next to each game.
  • When a gap is identified and addressed, write the change there.

People are more likely to engage when they see that wall insights lead to:

  • Updated runbooks
  • Clearer roles
  • Better tooling
  • Reduced on-call pain

3. Make It a Ritual, Not a Random Extra

Fold wall activity into existing rhythms:

  • 10 minutes at the end of weekly team meetings
  • A “pick any game” slot during on-call handoff
  • New hire onboarding: “Play one scenario and one ownership game”

The more the wall is part of normal work, the less it feels like unpaid extra labor.


Conclusion: Turn the Hallway into a Reliability Classroom

You don’t need another SaaS product to improve incident response.

You need more visible practice, more shared stories, and more low-friction ways for people to engage with risk and reliability in the flow of everyday work.

An Analog Incident Story Compass Arcade transforms blank office walls into a living, evolving classroom where your team:

  • Rehearses real scenarios
  • Uncovers hidden gaps in information and ownership
  • Learns to talk about failure without fear
  • Continuously feeds insights back into your incident program

Start small: one wall, one scenario game, one ownership exercise, one near-miss shelf. Make them easy, light, and blameless.

Then watch as your team’s incident literacy—and psychological safety—quietly compound over time.

The Analog Incident Story Compass Arcade: Designing a Wall of Low‑Tech Risk ‘Games’ Your Team Actually Plays | Rain Lag