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Welcome to Dungeons and Collaboration, a player's handbook for working with distributed teams.
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I'm Rolen Le, and you'll find me online as Troll and Tilly. I'm based in Washington, DC.
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I do a lot of rhyming, and I'm also a software developer at Aetna. Most importantly, I'm a level 9 wizard.
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So, show of hands, who here knows what tabletop role-playing is?
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Cool, cool! Now, where are my real nerds at?
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Regardless of whether you’ve played before or this is your first time hearing about it, we're going to have a session zero.
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In this session, we will set expectations and get on the same page.
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So, what is tabletop role-playing? Is it like a board game? Sort of, you take turns and make moves, but there's no winner.
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Is it like a video game RPG? Kind of! You tell stories with characters, but you're only limited by your imagination, not by the story in the game. I would say it’s collaborative storytelling governed by a set of rules.
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We have three to five players who take on the roles of main characters, and one specific player plays as the game master or Dungeon Master.
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The Dungeon Master facilitates the story, while the players act as supporting characters, terrain, and monsters. They also adjudicate the rules.
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The goal isn't to win, but to create a compelling story using rules as a narrative device.
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Now that we're all on the same page about what an RPG is, I want to walk you through my journey.
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It begins with playing the right game with the right people, much like having the right culture in a company; this can spell success or failure.
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We'll tackle the easy part first: the right game. At their core, games reward behavior. Scrabble rewards having a great vocabulary, while Risk rewards military strategy.
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RPGs are the same, just with different focuses. Some reward combat, while others focus on storytelling. My approach to a problem changes based on how I'm rewarded.
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This led me to the game Dungeon World, created in 2012 by Sejal Tora, a senior test engineer at Google, and Adam COBOL, a professional GM.
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Adam refers to it as hipster Dungeons & Dragons. It shares the same genre conventions—wizards and elves—but is mechanically different.
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This is because it’s powered by the Apocalypse, a different game system. RPGs are varied with many forks and variations, just like programming.
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The distinct feature of Dungeon World is its 2d6 mechanic, which means players will describe an action, such as 'I slash the baddie.'
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The GM will then prompt the player to roll two six-sided dice, similar to rolling dice in games like Monopoly or Catan. If the player rolls a sum of ten to twelve, they succeed.
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If they roll a seven to nine, they get what they want, but at a cost—and if they fail (two to six), they fail completely, but the game gives them experience so their character can grow.
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The game teaches the player that they can either succeed at their actions or learn from their failures.
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Now, let’s talk about the process of finding people to play with. This can be tricky.
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Here are all the different meetups where I could play Dungeons & Dragons in the Metro area. Unfortunately, there are no dungeon troll meetups in DC.
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So, how do I find people to play with when there’s nothing available locally? I went online and discovered a website called Roll20.
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Roll20 is a platform where RPG players can collaborate; it’s akin to Google Hangouts, but includes a whiteboard and dice rolling.
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I found a group there and was able to play Dungeon World at a time that worked best for me.
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However, just because I had a group doesn't mean it was the right group, and that’s what we have to work towards.
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This starts with having the right expectations—whether it’s starting a new job or embarking on a new project.
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Understanding what you’re getting into really helps with happiness. Like before, we have a session zero.
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In this meeting, we discuss our personal goals and figure out what the tone of the game will be.
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For instance, if one expects a game like Lord of the Rings or Game of Thrones, but the other players want something completely different, that could lead to problems.
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If I think we're going to Mordor to drop off the ring, but then my teammate suddenly betrays me, that’s not going to be a good time.
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Just like professionally, being adaptable is key. I might still be playing an enjoyable game online.
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Here's a great example: let's say a player wants to be a pirate, but the GM says that’s a dumb idea because the game is set in a desert.
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That brings us to an important piece of advice in RPGs: never start with 'no.' Always ask 'why?'
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If the idea gets shut down and everyone is at a standstill, reframe it by asking 'why do you want to be a pirate?'
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The response could be 'I want a sweet boat.' What if, instead, your boat travels on sand dunes rather than water?
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This way, instead of getting entrenched in the original idea, we focus on creating collaborative solutions.
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I use this technique a lot when discussing feature development with product teams and other developers.
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Now, let's get into some gameplay. I’m going to kick this off by introducing the party.
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Here's our game master, played by John from Florida. We have Hawthorne, our cleric who heals people, played by Luz from Australia.
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Then we have Kaiba, our thief, played by Josh from Texas.
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Don't hold it against him that he’s from Dallas.
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Next is Wisteria, our druid who shape-shifts, played by Lucy from California.
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And finally, we have me—Rolen Le from DC, wizard extraordinaire and lover of fireballs.
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We’re five players across four time zones and two continents, so the bare minimum we can do is respect each other's time zones.
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We play from 5 PM to 9 PM Eastern on Sunday nights. For me, that means Luz is playing from 7 AM to 11 AM Monday morning.
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If she needs an extra couple of minutes to get ready, she deserves it.
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When nine o'clock rolls around, I also need to get ready for the next day.
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We're three men and two women of different races and ethnicities, in our 20s, 30s, and 40s.
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So, when considering how we communicate, it’s important to be empathetic.
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In my old group, we were all just 20-something dudes sharing the same jokes and humor, which was fine.
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But when I started playing online with people I didn’t know, I became more thoughtful in how I expressed myself.
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For example, if I said, 'the dragon looks like a Charizard,' I can't assume everyone will understand that reference.
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It's important to establish a common understanding.
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So, who here knows what pair programming is?
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Great! And mob programming?
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Okay, yeah. This is where you collaborate with more than one person.
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Today, we're going to do something a bit unusual: we'll mob GM in this game together.
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I’ll ask a question like, 'What color is the dragon?' and everyone can contribute.
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The dragon could be green, red, or even turquoise!
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Let’s say our party has just slain a turquoise dragon and they’re ready to celebrate their hard-earned victory.
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Where are they celebrating? At the Alamo Drafthouse, enjoying good food and drinks.
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Everyone is having a great time until suddenly, a hooded figure walks in.
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The party recognizes him; if he's around, things are probably not good.
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He approaches the party and says, 'The town's guard and Duke have been kidnapped. We need your help to rescue him.'
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He tells them that the Duke is stuck in a cabin in the woods but to stop by ADA, the shopkeeper, for supplies for their perilous journey.
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The party nods in agreement and accepts the challenge. The GM encourages players to use vivid language when describing situations; this helps create a shared vision.
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It's similar to software development, where good stack traces provide better feedback than just saying 'it's broken.'
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The group makes a polite exit from the conference they were attending and heads to ADA's shop.
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As they approach the small shop, which is 10 yards by 10 yards, they notice the counter wraps around the room with shelves filled with basic supplies.
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There, they spot a specific item: a double-bladed axe displayed on the wall. As they approach the counter, ADA greets them.
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'Hello! I'm ADA. Is there anything you need? It's on the house.' Hawthorne replies, saying she needs new boots because the hike is going to be challenging.
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ADA smiles and agrees that they need good foot protection. However, as she hands over the boots, the players notice she's missing a finger.
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ADA’s hand shows signs of scarring that could only come from battle. She hands the boots to Hawthorne and reassures them to be careful in the woods.
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Hawthorne uses healing magic to reduce some of ADA’s scarring, saying, 'I want you to feel less pain.' ADA thanks her and offers advice about the dangers in the woods.
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She advises them to keep an eye out for anything hiding in the trees or bushes and emphasizes the importance of active listening.
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Active listening is a technique used in conflict resolution where the listener paraphrases what the speaker says. This is especially useful in software development and RPGs.
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Knowledge sharing and understanding lies at the foundation of any successful collaboration.
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Once the party leaves the shop, they prepare for their adventure.
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They spend a day hiking and decide to make camp for the night. Hurry is on watch while everyone else sleeps.
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During his watch, he thinks about the adventure ahead and decides he can handle a simple rescue mission.
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As he heads to the cabin, he sees two goblins on patrol—obviously the thugs who kidnapped the Archduke.
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Hurry decides to cast fireball, rolling an eleven, thus succeeding!
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The goblins turn around, surprised. Thinking about how easy this will be, Hurry gets closer to the cabin.
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He reaches the cabin and notices two goblins guarding the entrance.
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Without hesitation, he casts magic missile, and while he partially succeeds, he manages to take one Goblin down.
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However, the remaining Goblin tackles his other hand, causing him to lose focus.
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In a moment of cleverness, he decides to punt the Goblin, resulting in success!
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Opening the door, he shouts, 'I’m here to save you!'
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However, it’s crucial in gameplay to prevent dominating the narrative.
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While Hurry’s encounter can be thrilling, the other players could check out if they don’t engage.
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As with programming, we should not aim to be cowboys or rock stars in RPG sessions.
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Bursting through the door, he's met with the smell of something cloying; what does he do?
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Holding his breath to cover his mouth, he rolls a six and passes out.
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Cutting back, the rest of the party awakens to the sound of an explosion—something like a fireball.
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Understanding the imminent danger and the shopkeeper's warning about the woods, they are on guard.
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Hawthorne decides to transform into a bird to scout for any threats and discovers two goblins hiding.
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Overhearing them stumble over Hurry and the wizard casting spells, she figures the best way to attack is by getting the drop on them.
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Kaiba, eager to try out his new double-bladed axe, says he wants to go take them both out with a swing.
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Rolling a twelve, he successfully takes them both down!
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Hawthorne then uses her spell to speak to the dead Goblins. She needs some answers.
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Rolling a seven, she’s able to ask three questions. She starts with, 'Where’s Hurry?'
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The Goblin replies that a mind flayer has him and that he’s stuck in a cabin.
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Then she asks, 'Who is the boss?' to which they confirm it’s a mind flayer.
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Finally, she inquires about defeating this foe. 'He is afraid of spiders' sounds like an important hint.
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And there’s a magical double-bladed axe somewhere in the forest that could finish him off with one hit.
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Encouraged, the party discusses their next steps with this valuable intel.
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One player suggests transforming into a spider for stealth and to scare the mind flayer.
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They sneak into the cabin, where both Hurry and the Archduke are still unconscious.
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The mind flayer looms over them, completely unaware of the unfolding rescue.
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As a spider, a player jumps onto the mind flayer’s tentacles, causing panic.
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With all the commotion, Cabo takes the opportunity to sneak in through the door.
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He charges forward, ready to strike!
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Finally, Hawthorne hastily heals both Hurry and the unconscious Archduke.
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It's crucial to play off each other’s strengths, just like in programming.
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The Archduke shares that he was previously researching the forest before being captured and offers the group stones to communicate.
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These stones allow communication across vast distances.
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The players are grateful for the rescue and start making plans to return to the city.
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Before wrapping up our four-hour session, Dungeon World encourages us to engage in a ritual.
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We ask three questions, and for every 'yes' answer, we gain a point of experience.
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Did we find a memorable treasure? Yes, we got the stones of far speech!
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Did we overcome a notable enemy? Yes, the mind flayer was defeated.
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And did we learn something new about the world today? Yes, we gained new techniques to collaborate better.
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In conclusion, I want to express my gratitude to John, Josh, and especially Lucy.
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She did all the artwork for this presentation and taught me so much about effective collaboration.
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Here’s my contact information. You can reach me on Twitter or via email. If you ever want to connect with Lucy, here’s her email.
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Thank you for your time!