Game Development
Dungeons & Collaboration: A Player's Handbook on How To Work With a Distributed Team

Summarized using AI

Dungeons & Collaboration: A Player's Handbook on How To Work With a Distributed Team

Rolen Le • November 03, 2017 • Earth

The video titled "Dungeons & Collaboration: A Player's Handbook on How To Work With a Distributed Team," presented by Rolen Le during the Keep Ruby Weird 2017 event, explores the intersection of tabletop role-playing games (RPGs) and effective collaboration within distributed teams. Rolen, portraying the role of a wizard, uses the fun and imaginative context of RPGs to convey valuable lessons for working together across distances.

Key points discussed throughout the session include:

- Understanding Tabletop RPGs: An introduction to tabletop role-playing games, characterized by collaborative storytelling rather than competition. Rolen explains that RPGs revolve around narratives facilitated by a Game Master (GM) and player characters.
- Choosing the Right Game: Emphasizing the importance of selecting games that align with players' expectations and the behavior that the game rewards, Rolen shares his experience with "Dungeon World," which fosters growth through both success and failure.
- Setting Expectations: Prior to starting an RPG session, just as in professional settings, establishing clear expectations through a session zero is crucial. Discussions around personal objectives and game tone help prevent misunderstandings.
- Collaboration Techniques: Techniques such as reframing ideas rather than shutting them down promote a collaborative environment. Players are encouraged to ask questions about ideas to adapt and innovate freely.
- Remote Communication: The session highlights the need for empathy and thoughtful communication when working with diverse individuals across time zones. Rolen adapts his communication style to accommodate varying references and backgrounds.
- Game Mechanics in Practice: As they embark on their adventure, Rolen leads a collaborative gameplay example, demonstrating how characters interact and how player engagement is essential to prevent anyone from dominating the storytelling. He illustrates the importance of teamwork and aligning actions toward shared goals.
- Learning from Gameplay: The group engages in activities that mimic real workplace scenarios, such as active listening and knowledge sharing, reinforcing how these skills are transferable to software development and project planning.
- Conclusions: Rolen concludes by discussing key learnings from their game and encourages camaraderie, thanking participants for supporting the session. He shares his contact details and expresses a desire for participants to collaborate in the future.

Overall, the session presents RPGs as a metaphor for distributed teamwork, encouraging creativity, adaptability, and respect among team members, resulting in enhanced collaborative efforts.

Dungeons & Collaboration: A Player's Handbook on How To Work With a Distributed Team
Rolen Le • November 03, 2017 • Earth

Keep Ruby Weird 2017- Dungeons & Collaboration: A Player’s Handbook on How To Work With a Distributed Team by Rolen Le

Keep Ruby Weird 2017

00:00:10.759 Welcome to Dungeons and Collaboration, a player's handbook for working with distributed teams.
00:00:11.320 I'm Rolen Le, and you'll find me online as Troll and Tilly. I'm based in Washington, DC.
00:00:14.630 I do a lot of rhyming, and I'm also a software developer at Aetna. Most importantly, I'm a level 9 wizard.
00:00:18.930 So, show of hands, who here knows what tabletop role-playing is?
00:00:21.930 Cool, cool! Now, where are my real nerds at?
00:00:24.210 Regardless of whether you’ve played before or this is your first time hearing about it, we're going to have a session zero.
00:00:26.820 In this session, we will set expectations and get on the same page.
00:00:30.630 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.
00:00:34.239 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.
00:00:43.500 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.
00:00:51.539 The Dungeon Master facilitates the story, while the players act as supporting characters, terrain, and monsters. They also adjudicate the rules.
00:00:55.500 The goal isn't to win, but to create a compelling story using rules as a narrative device.
00:01:02.100 Now that we're all on the same page about what an RPG is, I want to walk you through my journey.
00:01:03.800 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.
00:01:09.339 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.
00:01:16.200 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.
00:01:24.029 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.
00:01:31.180 Adam refers to it as hipster Dungeons & Dragons. It shares the same genre conventions—wizards and elves—but is mechanically different.
00:01:39.190 This is because it’s powered by the Apocalypse, a different game system. RPGs are varied with many forks and variations, just like programming.
00:01:46.400 The distinct feature of Dungeon World is its 2d6 mechanic, which means players will describe an action, such as 'I slash the baddie.'
00:01:51.310 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.
00:02:01.310 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.
00:02:08.490 The game teaches the player that they can either succeed at their actions or learn from their failures.
00:02:15.090 Now, let’s talk about the process of finding people to play with. This can be tricky.
00:02:20.329 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.
00:02:29.170 So, how do I find people to play with when there’s nothing available locally? I went online and discovered a website called Roll20.
00:02:36.510 Roll20 is a platform where RPG players can collaborate; it’s akin to Google Hangouts, but includes a whiteboard and dice rolling.
00:02:43.990 I found a group there and was able to play Dungeon World at a time that worked best for me.
00:02:48.060 However, just because I had a group doesn't mean it was the right group, and that’s what we have to work towards.
00:02:51.230 This starts with having the right expectations—whether it’s starting a new job or embarking on a new project.
00:02:54.980 Understanding what you’re getting into really helps with happiness. Like before, we have a session zero.
00:03:01.090 In this meeting, we discuss our personal goals and figure out what the tone of the game will be.
00:03:06.230 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.
00:03:12.880 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.
00:03:16.010 Just like professionally, being adaptable is key. I might still be playing an enjoyable game online.
00:03:20.600 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.
00:03:27.720 That brings us to an important piece of advice in RPGs: never start with 'no.' Always ask 'why?'
00:03:34.660 If the idea gets shut down and everyone is at a standstill, reframe it by asking 'why do you want to be a pirate?'
00:03:41.330 The response could be 'I want a sweet boat.' What if, instead, your boat travels on sand dunes rather than water?
00:03:46.550 This way, instead of getting entrenched in the original idea, we focus on creating collaborative solutions.
00:03:50.210 I use this technique a lot when discussing feature development with product teams and other developers.
00:03:54.560 Now, let's get into some gameplay. I’m going to kick this off by introducing the party.
00:04:02.290 Here's our game master, played by John from Florida. We have Hawthorne, our cleric who heals people, played by Luz from Australia.
00:04:09.810 Then we have Kaiba, our thief, played by Josh from Texas.
00:04:13.520 Don't hold it against him that he’s from Dallas.
00:04:16.140 Next is Wisteria, our druid who shape-shifts, played by Lucy from California.
00:04:19.830 And finally, we have me—Rolen Le from DC, wizard extraordinaire and lover of fireballs.
00:04:22.690 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.
00:04:29.780 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.
00:04:35.400 If she needs an extra couple of minutes to get ready, she deserves it.
00:04:37.610 When nine o'clock rolls around, I also need to get ready for the next day.
00:04:42.350 We're three men and two women of different races and ethnicities, in our 20s, 30s, and 40s.
00:04:45.800 So, when considering how we communicate, it’s important to be empathetic.
00:04:51.850 In my old group, we were all just 20-something dudes sharing the same jokes and humor, which was fine.
00:04:58.630 But when I started playing online with people I didn’t know, I became more thoughtful in how I expressed myself.
00:05:05.240 For example, if I said, 'the dragon looks like a Charizard,' I can't assume everyone will understand that reference.
00:05:11.640 It's important to establish a common understanding.
00:05:14.440 So, who here knows what pair programming is?
00:05:17.100 Great! And mob programming?
00:05:18.410 Okay, yeah. This is where you collaborate with more than one person.
00:05:20.790 Today, we're going to do something a bit unusual: we'll mob GM in this game together.
00:05:24.780 I’ll ask a question like, 'What color is the dragon?' and everyone can contribute.
00:05:30.320 The dragon could be green, red, or even turquoise!
00:05:35.220 Let’s say our party has just slain a turquoise dragon and they’re ready to celebrate their hard-earned victory.
00:05:41.510 Where are they celebrating? At the Alamo Drafthouse, enjoying good food and drinks.
00:05:44.420 Everyone is having a great time until suddenly, a hooded figure walks in.
00:05:48.020 The party recognizes him; if he's around, things are probably not good.
00:05:51.040 He approaches the party and says, 'The town's guard and Duke have been kidnapped. We need your help to rescue him.'
00:05:56.710 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.
00:06:03.680 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.
00:06:11.460 It's similar to software development, where good stack traces provide better feedback than just saying 'it's broken.'
00:06:15.640 The group makes a polite exit from the conference they were attending and heads to ADA's shop.
00:06:22.450 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.
00:06:28.330 There, they spot a specific item: a double-bladed axe displayed on the wall. As they approach the counter, ADA greets them.
00:06:35.180 '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.
00:06:43.710 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.
00:06:47.600 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.
00:06:55.510 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.
00:07:02.320 She advises them to keep an eye out for anything hiding in the trees or bushes and emphasizes the importance of active listening.
00:07:07.520 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.
00:07:13.960 Knowledge sharing and understanding lies at the foundation of any successful collaboration.
00:07:19.240 Once the party leaves the shop, they prepare for their adventure.
00:07:24.740 They spend a day hiking and decide to make camp for the night. Hurry is on watch while everyone else sleeps.
00:07:32.810 During his watch, he thinks about the adventure ahead and decides he can handle a simple rescue mission.
00:07:39.570 As he heads to the cabin, he sees two goblins on patrol—obviously the thugs who kidnapped the Archduke.
00:07:46.290 Hurry decides to cast fireball, rolling an eleven, thus succeeding!
00:07:50.120 The goblins turn around, surprised. Thinking about how easy this will be, Hurry gets closer to the cabin.
00:07:53.800 He reaches the cabin and notices two goblins guarding the entrance.
00:07:57.960 Without hesitation, he casts magic missile, and while he partially succeeds, he manages to take one Goblin down.
00:08:05.390 However, the remaining Goblin tackles his other hand, causing him to lose focus.
00:08:14.150 In a moment of cleverness, he decides to punt the Goblin, resulting in success!
00:08:21.410 Opening the door, he shouts, 'I’m here to save you!'
00:08:24.970 However, it’s crucial in gameplay to prevent dominating the narrative.
00:08:29.630 While Hurry’s encounter can be thrilling, the other players could check out if they don’t engage.
00:08:34.890 As with programming, we should not aim to be cowboys or rock stars in RPG sessions.
00:08:41.730 Bursting through the door, he's met with the smell of something cloying; what does he do?
00:08:46.630 Holding his breath to cover his mouth, he rolls a six and passes out.
00:08:52.080 Cutting back, the rest of the party awakens to the sound of an explosion—something like a fireball.
00:08:56.300 Understanding the imminent danger and the shopkeeper's warning about the woods, they are on guard.
00:09:02.360 Hawthorne decides to transform into a bird to scout for any threats and discovers two goblins hiding.
00:09:10.350 Overhearing them stumble over Hurry and the wizard casting spells, she figures the best way to attack is by getting the drop on them.
00:09:16.850 Kaiba, eager to try out his new double-bladed axe, says he wants to go take them both out with a swing.
00:09:20.660 Rolling a twelve, he successfully takes them both down!
00:09:27.780 Hawthorne then uses her spell to speak to the dead Goblins. She needs some answers.
00:09:30.260 Rolling a seven, she’s able to ask three questions. She starts with, 'Where’s Hurry?'
00:09:37.100 The Goblin replies that a mind flayer has him and that he’s stuck in a cabin.
00:09:44.080 Then she asks, 'Who is the boss?' to which they confirm it’s a mind flayer.
00:09:47.090 Finally, she inquires about defeating this foe. 'He is afraid of spiders' sounds like an important hint.
00:09:54.760 And there’s a magical double-bladed axe somewhere in the forest that could finish him off with one hit.
00:09:59.840 Encouraged, the party discusses their next steps with this valuable intel.
00:10:05.740 One player suggests transforming into a spider for stealth and to scare the mind flayer.
00:10:10.100 They sneak into the cabin, where both Hurry and the Archduke are still unconscious.
00:10:14.360 The mind flayer looms over them, completely unaware of the unfolding rescue.
00:10:20.490 As a spider, a player jumps onto the mind flayer’s tentacles, causing panic.
00:10:27.880 With all the commotion, Cabo takes the opportunity to sneak in through the door.
00:10:31.230 He charges forward, ready to strike!
00:10:35.610 Finally, Hawthorne hastily heals both Hurry and the unconscious Archduke.
00:10:41.600 It's crucial to play off each other’s strengths, just like in programming.
00:10:43.950 The Archduke shares that he was previously researching the forest before being captured and offers the group stones to communicate.
00:10:50.560 These stones allow communication across vast distances.
00:10:53.220 The players are grateful for the rescue and start making plans to return to the city.
00:11:00.010 Before wrapping up our four-hour session, Dungeon World encourages us to engage in a ritual.
00:11:04.650 We ask three questions, and for every 'yes' answer, we gain a point of experience.
00:11:09.980 Did we find a memorable treasure? Yes, we got the stones of far speech!
00:11:12.660 Did we overcome a notable enemy? Yes, the mind flayer was defeated.
00:11:16.380 And did we learn something new about the world today? Yes, we gained new techniques to collaborate better.
00:11:20.240 In conclusion, I want to express my gratitude to John, Josh, and especially Lucy.
00:11:24.960 She did all the artwork for this presentation and taught me so much about effective collaboration.
00:11:28.570 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.
00:11:35.400 Thank you for your time!
Explore all talks recorded at Keep Ruby Weird 2017
+4