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This is terrible advice and whoever gave it to you doesn't know the games guard-mechanics.
NEVER put guards in parole rooms, or even within visible sight of a parole room (as in, never have windows looking outside from a parole room that can see a guard)
Same goes for classrooms and training areas (like teaching a class in the kitchens)
The visible presence of guards drastically reduces a prisoners chance of success for both parole and learning which causes an artificially high failure rate, raises tensions and potentially triggers rioting. These are the areas of the prison where you should not be increasing suppression.
If you want those areas watched, use a camera in the room and then place a guard outside the room nearby but out of sight.
Putting guards in the room during parole is a leading cause of parole failure which is what gets them angry in the first place because you are raising tensions with too much suppression.
Notice that game displays "30 prisoners up for parole" in the to-do list on the left, but in Programs it lists only "2 in queue" for parole session.
I'm afraid that it is a minor stupid bug, game just counts all prisoners who did the half of sentence as "up for parole" despite their security level.
(I still have a hope that once I have heard something about qualifying insane prisoners for parole by psychiatrist...?)
Besides that: it is true that visiblr presence of guards lowers focus and success rate in all learning programs, Kunovega shared here a lot of good advices. But I sometimes keep the armed guard in parole area, and sometimes not, and I haven't notice any difference: if prisoner has reoffending chance lower than limit I set in Policy tab => release, no matter how he feels during the session, so I thought that parole is different. Now I am curious :)
First, I set up my Parole cutoff Policy to what I want it that day. Then, I open detailed reform scheduler, and fill the ENTIRE day with parole hearings. I go back to the list thing and cancel all of them that don't immediately have a bright red strip under them.
[Then I go to detailed scheduling again and move all the remaining ones to the beginning of the day, but that's completely optional.]
Result: Prisoners who would be denied don't go to the meetings and are not triggered to be angry. Prisoners I want to release are released and usually grant me 3k each as my cutoff is usually like 10% and they mostly leave with the lowest possible 2%.
You just aren't thinking in broad enough terms.
"Extra Security FOR YOUR PRISON" does not need to mean "put a guard in the parole room to cause additional stress / suppression"
Security cameras in the room to monitor what is going on are "extra security"
Guards stationed nearby, outside the room, out of view to respond to the cameras are "extra security"
Having enough extra guards to respond to problems swiftly is "extra security"
Extra security monitoring and in position for swift response is not the same thing as "I'm going to stress out my prisoners and make them fail more often by increasing their suppression and making them nervous during the parole meeting"
The game didn't lie to you, but you aren't looking at the side effects of visible guards and structuring that security in a way that is responsive rather than destructive to the goals of the parole room.
Same thing happens with education and treatment programs, if you want to increase your failure rates, go ahead, swarm those rooms with visible guards. If you want to actually play the game efficiently, you'll learn to increase security and monitoring in ways that don't increase heat, stress or suppression during those sessions for the prisoners trying to pass their sessions.
It can also mean being more critical in who you allow to even go for parole (as Queen Salis pointed out above). Risk reduction is a security decision.