Following the Serpent: Communication Secrets of Dungeons & Dragons

I recently wrote about the Coordinated Management of Meaning in the context of D&D and wanted to look into this further. The image of Dungeons & Dragons portrays slaying dragons, exploring dungeons, and collecting treasure. And of course, rolling dice! While those things certainly happen, anyone who has ever played a long-running campaign knows that the real game takes place in the interactions between players. Every decision, every plan, every argument, and every heroic speech shapes what happens next. This idea sits at the heart of the Serpentine Model from the Coordinated Management of Meaning (CMM) framework.

The model suggests that communication is not a series of isolated messages. Instead, conversations form a winding path where each person’s response influences the next person’s action. Like a serpent slithering across the ground, communication twists and turns as people react to one another.

As you might imagine, D&D provides the perfect environment for observing this process in action.

Every Conversation Creates the Adventure

Imagine the party discovers a suspicious merchant selling magical artefacts. Much to the rest of the party’s consternation the fighter immediately accuses him of being a fraud. As a result the merchant becomes defensive. The rogue interprets the defensiveness as guilt and starts sneaking around the merchant’s wagon. He’s not as stealthy as she thought and the merchant’s guards notice. Weapons are drawn. Suddenly, the party is fighting for their lives.

At first glance, it might appear that the combat encounter happened because the merchant was suspicious. The Serpentine Model tells a different story. The encounter emerged from a chain of actions and reactions. Each participant responded to what came before, creating a conversational pathway that led to conflict.

The same encounter could have unfolded very differently.

Upon meeting the merchant our fighter asks polite questions. The merchant, initially cautious of the party relaxes. Naturally curious the Rogue starts looking though his wares. A bit more conversational digging and the party uncovers an ring of invisibility that will help them with the heist they are planning. Some friendly haggling and the Party are now well equipped for the next stage of their adventure.

The situation changed because the communication pattern changed.

This type of back and forth is highlighted really well in an in game negotiation that went wrong in my Gutter Rats campaign.

Using the Serpentine Model to Look Beyond Individual Decisions

One of the most useful aspects of the Serpentine Model is that it encourages us to look beyond individual actions and examine the sequence of interactions. This can be especially valuable when a gaming group experiences tension between the players rather than in the game itself.

Perhaps one player feels that another is dominating every discussion. While the dominant player may feel that nobody else contributes ideas. A couple of the quieter players feel there is no room to speak.

Viewed individually, everyone can justify their behaviour. However, looking through the Serpentine Model, a pattern emerges. Each person’s actions are influencing everyone else’s responses. Instead of asking, “Who is causing the problem?” the group can ask, “What conversational pattern are we creating together?”

By removing the avenue for accusations and defensive behaviour the question can lead to far more productive solutions.

The Dungeon Master as Pattern Weaver

Dungeon Masters frequently focus on world-building, story writing and encounter design. Actually some of the most important work a DM does involves managing communication patterns during play.

A skilled DM notices when conversations are spiralling toward frustration. Perhaps two players keep talking over each other. Or another player repeatedly has their ideas dismissed. Maybe the group continually defaults to the same leader even when others have useful contributions.

By recognising these patterns, the DM can introduce small interventions that change the flow of interaction. Ask a quieter player what their character thinks. Summarise competing viewpoints before a decision is made. Orchestrate situations where different characters have opportunities to lead.

Applying small changes in communication can produce dramatic changes in group dynamics.

Learning Leadership Through Play

As you’d expect, the Serpentine Model has applications far beyond the gaming table. In workplaces, leaders often focus on individual performance, decisions, and behaviours. Yet many organisational challenges emerge from interaction patterns rather than individual failings.

For example, a manager becomes more directive because staff seem disengaged. However, the staff become less engaged because the manager is more directive. The cycle reinforces itself.

D&D allows players to experience similar patterns in a safe environment. Players can see how trust develops, how misunderstandings escalate, and how collaborative problem-solving emerges through communication. Because the consequences are fictional, participants can experiment with different approaches and observe the results without real-world risk.

Changing the Story

One of the most powerful lessons of the Serpentine Model is that every conversational turn creates new possibilities. No matter how entrenched a pattern appears, the next response can alter the direction of the interaction.

A suspicious NPC can become an ally. That party disagreement can become a moment of understanding. Our reckless plan can become a collaborative strategy. Every response changes the path. We can help direct the conversation by being purposeful in the way respond. Spot the patterns and if necessary take steps to redirect them.

This is one reason Dungeons & Dragons remains such a powerful tool for learning teamwork and leadership. The game constantly reminds us that stories are not created by individuals acting alone. They emerge through countless interactions between people working together.

The adventure may begin with a dungeon map and a handful of dice, but the real journey follows a winding serpent of communication, twisting and turning through every conversation, every decision, and every shared moment at the table. How you respond can have very real impact.

Dungeons & Dragons and Communication: Surprising Parallels with CMM

I’ve been invited to run some short D&D style sessions for the CMM conference in Birmingham (UK) next year. While chatting to Abbie VanMeter on the Stories Lived Stories Told podcast it became apparent that playing and running D&D ties in very closely to CMM. So for this article I want to look at the CMM communication theory and see how it relates to playing tabletop roleplaying games.

What is CMM

Before chatting to Abbey I had never heard of CMM before. So after a few pointers from Abbie, I’ve started trying to understand what CMM is all about. Coordinated Management of Meaning (CMM) was developed by communication scholars W. Barnett Pearce and Vernon Cronen back in the 1970s. CMM suggests that people don’t simply exchange information through conversation. Instead, they actively create and manage shared meaning together. Communication is less about transmitting facts and more about building a common understanding of the world through interaction.

That sounds very similar to the way we communicate when playing Dungeons & Dragons.

Please keep in mind that while I have my 10,000 hours playing D&D, I am very much a layman when it comes to the CMM paradigm. As such, I encourage you to do your own research into this fascinating topic.

Building a Shared Reality

Every game of D&D begins with a simple premise: a group of people agree to imagine the same world. Which of course can be a problem. As the Dungeon Master describes a tavern one player imagines a bustling medieval inn. Another pictures a smoky pirate den. A third envisions something inspired by their favourite fantasy novel. None of these interpretations are exactly the same. Yet through conversation, questions, and storytelling, the group gradually coordinates their understanding of the setting.

According to CMM, communication creates social realities. We don’t just talk about the world, we help construct it together. A D&D adventure is perhaps the most literal example of this process. The game world only exists because the all the players at the table continuously create it through their actions, questions and collaboration.

Some examples of CMM in interpersonal communication (from Examples.com)

More Than Just Words

CMM argues that meaning exists at multiple levels. A statement gains significance not only from the words themselves but also from the relationship between speakers, the context of the conversation, and the broader culture surrounding it.

This is of course true when playing D&D. Consider a player saying:

“I draw my sword.”

The meaning depends entirely on context. In one scene, it’s a heroic act of defence. In another, it’s a reckless escalation that could start a brawl or even a war. Around some tables it might even be a running in-joke.

The same action carries different meanings because players interpret it through the context of the story, their relationships with one another, and the norms of the campaign. The best players instinctively understand this. They don’t simply think about what their character is doing. They think about what that action means to the group and the story. context is everything.

Coordination Is More Important Than Agreement

One of the most counterintuitive ideas in CMM is that successful communication doesn’t require people to completely agree. Instead, they need to coordinate their actions in a way that creates a shared pattern of understanding. Odd, but what does this look like in D&D.

The lawful do-good paladin may disagree with the chaotic out for herself rogue. The idealistic god fearing cleric may clash with the more cynical warlock. Yet the party still functions because the players coordinate their actions toward a common goal.

In fact, some of the most memorable moments in campaigns emerge from disagreement. In my friends Duskfall campaign, I played an “Old One” Worshipping Warlock who seemed at odds with the rest of the party. At the beginning I was a little worried that the character might cause a rift in the party. If he did I was fine to retire him. However, I needn’t have worried. Despite seemingly being at odds with the other characters, they all found common ground. In fact the Old One cult grew in stature becoming a force in the city and a convenient way to dispose of inconvenient bodies… As players we still joke about the cult of Ygeggos and it has even crossed campaigns and made appearances in other adventures.

The key is that players understand the difference between character conflict and player conflict. They coordinate the story even while their characters argue within it.

This is a valuable lesson for leadership and teamwork. Effective teams do not eliminate differences. Instead they learn how to work productively with them.

Stories Create Meaning

One of the things I really like about CMM is that it places significant importance on the stories people tell to make sense of their experiences. These stories help create coherence and allow individuals to understand who they are and how they fit into the world.

Of course, D&D is built entirely on emergent stories. Characters develop identities through their adventures. Parties create shared histories. Campaigns generate legends that players remember for years. Ask any long-term D&D player about their favourite campaign and they’ll never describe game mechanics.

Instead they tell stories. They tell you about the halfling midwife who died fighting an ancient green dragon. The orc shaman who freed a Kraken from a Glacier or even the party who used their gold to build a theatre to put on plays about their adventures. Who could forget the hanging tree, where the well meaning fighter released the demons on the world. All these really happened in my campaigns.

These stories help players make sense of the experience and become part of the group’s collective identity.

The Mystery Beyond the Rules

An aspect of CMM that particularly resonates with roleplaying games is the concept of “mystery”. No matter how much we communicate or coordinate, there is always something beyond our understanding. No story is ever completely predictable or fully explained.

Any Dungeon Master knows this feeling. You spend hours preparing encounters, maps, villains, and plot twists. Then the players decide to befriend the monster, ignore the plot hook, and start a trading company. Consequently, the campaign becomes something nobody anticipated. Of course, far from being a problem, this uncertainty is often where the magic happens.

The most memorable moments in D&D are rarely the ones anyone planned. They emerge from the unpredictable interactions between players, characters, dice, and imagination.

D&D: both fun and great for improving your communication skills

CMM Lessons for Leaders

Looking at D&D through this lens it seems obvious that D&D is an excellent tool for developing communication skills. Particularly as it forces participants to practice the very things CMM describes.

When running or playing these games players must:

  • Create shared understanding.
  • Interpret meaning in different contexts.
  • Coordinate actions despite differing perspectives.
  • Build relationships through conversation.
  • Develop stories that create group identity.
  • Adapt to uncertainty and ambiguity.

Of course, these are not just gaming skills. They are leadership skills.

Every workplace team is engaged in its own process of coordinated meaning-making. People all bring different experiences, assumptions, values, and perspectives. Success very much depends on a leaders ability to create a shared understanding of goals, challenges, and opportunities.

Luckily for us the D&D table simply makes that process visible. Behind every adventure, regardless of how fantastical, is a group of people engaged in the ongoing task of creating meaning together. And that may be one of the most valuable things the game teaches.

The very act of playing D&D is actually more than having fun with friends. It enhances the way we communicate. We’re practicing Coordinated Management of Meaning without even realising it. Which in turn makes us better at navigating web of relationships and communication that is the workplace, ultimately making us better leaders.

Now that I’ve scratched the surface of CMM, I cant wait to dig deeper and learn more.

How to Recruit Players for Your D&D Group

At work right now, I’m involved in a recruitment campaign. I review CVs, help shortlist candidates, and sit in on interviews as we look for the right people to join our team. Of course, technical skills matter. We need people who can do the job. But experience and qualifications are only part of what makes someone successful in a role.

What we are really looking for is cultural fit.

  • Are they passionate about botany or zoology?
  • Are they proactive?
  • Do they volunteer for opportunities?
  • Will they take initiative and get things done without constant direction?
  • Will they work well with the rest of the team?

These are the things that often determine whether someone will truly succeed and enjoy their role long term. The more I have been involved in recruitment at work, the more I have realised that recruiting players for a Dungeons & Dragons group might well be very similar.

Your D&D Group Needs the Right Culture

When people look for new D&D players, they often focus heavily on experience and rules knowledge.

  • Do they know how to play?
  • Have they played before?
  • Do they understand the system?
  • Can they build a character correctly?

Those things can certainly help, but they are not necessarily the most important qualities in a long-term group. The bigger question is whether they fit the culture of the table.

  • Will they get along with the other players?
  • Do they enjoy the same style of game?
  • Are they interested in roleplaying, tactical combat, storytelling, or character development in the same way as the rest of the group?
  • Will they contribute positively to the table dynamic?

A player can learn rules over time. It is much harder to change attitude, engagement, or play style.

Recruit for Long-Term Fit

At work, my goal is not simply to hire someone to fill a position for a few months. Ideally, I want someone who will stay with the company, grow into the role, contribute to the team, and find genuine fulfilment in what they do.

The same applies to a D&D group.

When recruiting a new player, you are not just trying to fill an empty chair at the table. You are looking for someone who will become part of the group long term. Someone who contributes to the stories, the friendships, and the overall experience of the campaign.

Thinking back to my most successful campaigns, it’s group dynamic that really made them tick. So it is absolutely worth taking the time to protect it.

Referrals Can Make a Huge Difference

One thing that often helps in recruitment is referrals from trusted staff members. Recommendations can provide confidence that someone will fit the culture and work well with the team.

Of course the same is true with your D&D group.

Some of the best additions to a gaming group come through existing members. Current players already understand the group dynamic and often know who is likely to fit well with the table’s style and expectations. While referrals are not a guarantee, they can often help avoid many of the issues that come from bringing in completely unknown players.

Where to find new adventurers.

Where to Find New Players

If you cant get any referrals or are starting completely from scratch don’t despair, there are more ways than ever to connect with potential players, both online and in person.

Facebook Groups

Local Facebook groups are still one of the easiest ways to find players. Most cities have tabletop gaming or D&D community groups where people regularly post looking for campaigns.

The advantage of Facebook is that you can often get a sense of someone before inviting them to your table. You can see how they communicate, what sort of games they enjoy, and how they interact with others in the community.

When posting, it also helps to be clear about the type of game you run. Mention things like:

  • Tone of the campaign
  • Frequency of sessions
  • Experience level required
  • Whether the game is roleplay-heavy or combat-focused
  • Expectations around commitment and attendance

Being upfront helps attract players who are genuinely suited to your group.

Reddit and Online Communities

Reddit can also be a useful recruitment tool. Subreddits dedicated to D&D, tabletop RPGs, or local gaming communities often have players actively searching for groups. Online platforms like Discord communities and RPG forums can serve a similar purpose.

The key is not to recruit the first available person immediately. Treat the process carefully. Have conversations first, ask about play style, and make sure expectations line up on both sides.

Local Game Stores

Even in this digital world we live in local game stores are still one of the best places to meet tabletop players. Many stores have noticeboards where you can post flyers or group advertisements. Even a simple poster with your contact details and a short description of the campaign can attract interested players.

Game stores also allow you to meet people face to face before committing to a long campaign. You can often get a much better sense of personality and enthusiasm through casual conversation than through online messages alone.

A DnD interview…

Public Gaming Groups

Another excellent option is attending public gaming groups and community events.

Groups that run open or public games are often full of people actively looking for regular campaigns. They also give you the opportunity to actually play with potential recruits before inviting them into your long-term group.

In Western Australia, groups such as DnD Fremantle provide a great way for players and Game Masters to meet others in the local community. Public games can act almost like a trial run, helping everyone work out whether the personalities and play styles fit together naturally.

This approach can often lead to much stronger long-term groups because everyone has already experienced what playing together is actually like.

Take Your Time

Whether it is in the workplace or around a gaming table, finding the right people matters. Rules can be taught. Systems can be learned. Experience can grow over time. But building a strong group culture takes care and patience.

If you want a D&D campaign that lasts for years, with players who genuinely enjoy playing together, it is worth taking your time and recruiting wisely.

Dungeons & Dragons: A Surprising Tool for Workplace Success

While I have talked about this before I thought it would be worth revisiting for people who are a bit newer to this blog. While most of us know Dungeons & Dragons (D&D) as the worlds most popular fantasy role-playing game, I really believe that it offers more than entertainment. D&D has the potential to be a powerful tool for personal growth and professional development. Surprisingly, the skills honed at the gaming table—creativity, collaboration, and critical thinking—extend far beyond the dungeon and can have a lasting impact in the workplace. In this article, we’ll revisit three compelling reasons why playing D&D can help foster a productive and innovative work environment.

1. Fostering Creativity

At its heart, D&D thrives on imagination. Players immerse themselves in complex worlds, creating unique characters, crafting storylines, and solving challenges in unexpected ways. This exercise in creativity translates directly to the workplace, especially where fresh thinking and innovation are highly prized.

Employees who engage in creative activities like D&D become adept at looking at problems from different angles. They are better equipped to brainstorm unconventional solutions and tackle obstacles with creativity. This flexibility is especially valuable in industries where problem-solving requires innovative approaches. for example film production, software engineering and marketing could really do with more D&D players amongst their workers. Additionally, D&D encourages players to adapt on the fly, sharpening their ability to remain agile in the face of rapidly changing situations—a skill that’s equally important in all fast-paced professional environments.

Workplace Takeaway: By nurturing creativity, D&D empowers employees to approach workplace challenges with enthusiasm, confidence, and a sense of resourcefulness, benefitting the entire team.

2. Encouraging Collaboration

D&D is a collaborative experience. Players must work together as a team, using their individual strengths to overcome obstacles and achieve shared goals. Similarly, in most workplaces, teamwork is essential for success.

Through playing the game, employees can develop essential collaboration skills such as effective communication, cooperation, and trust-building. The game offers opportunities to practice working together, combining diverse talents to achieve the best outcomes. In doing so, D&D mirrors real-world team dynamics—players need to listen to one another, adapt their strategies, and support each other to succeed. They may also come up against disagreements in game. Navigating these helps hugely in overcoming similar situations in the real world.

I see the game as also being a fantastic space to develop leadership skills, as players often take turns guiding the group through quests, motivating others, and coordinating efforts toward a common goal.

Workplace Takeaway: D&D builds a strong sense of camaraderie and helps employees understand the value of working together, ultimately leading to improved collaboration in the workplace.

Not this sort of collaboration…

3. Cultivating Critical Thinking

D&D is filled with complex challenges, from solving intricate puzzles to navigating moral dilemmas and tactical combat. To overcome these obstacles, players must think critically, analyzing situations and making decisions that could affect the outcome of the entire adventure or campaign. While not real, the in-game consequences can be vast, with whole worlds in the balance. Of course, these decision-making skills are highly transferable to the workplace.

In professional settings, critical thinking is a cornerstone of problem-solving and strategic planning. D&D teaches players to evaluate situations, consider multiple perspectives, and anticipate consequences. What’s more, the game encourages players to embrace failure. When a strategy doesn’t go as planned, the group regroups, reevaluates, and tries again—fostering the ability to persevere in the face of setbacks. This mindset is invaluable at work, where adaptability is crucial, and learning from failure is essential for long-term growth.

Workplace Takeaway: By sharpening critical thinking skills, D&D helps employees become better problem solvers, enhancing their ability to navigate complex situations in the workplace.

Final Thoughts: Why D&D Is Good for the Workplace

If you’ve been reading this blog for a while you’ll already know that I consider D&D to be much more than a game. It really is a gateway to developing skills that are essential for a thriving workplace. From sparking creativity to enhancing teamwork and sharpening critical thinking, D&D equips players with tools that can transform how they work and collaborate with others. Whether you’re looking to foster a more innovative team, improve communication, or build resilience, the lessons learned through D&D can have a profound impact on workplace dynamics.

So, keep an eye out for D&D players at work and don’t dismiss it as just a pastime. It could be the key to unlocking their potential as creative problem-solvers and collaborative teammates as well as helping forge your next cohort of effective and successful leaders.

Discovering the Hidden Joy of One-Page RPGs

Roleplaying games come in all shapes and sizes. Some arrive in beautifully bound rulebooks hundreds of pages thick, complete with detailed character creation systems, extensive equipment lists, and years of accumulated lore. I love those games. But sometimes, the funnest adventures fit on a single sheet of paper. One-page RPGs occupy a special place in my gaming heart. They are unapologetically focused, delightfully weird, and incredibly accessible. In a hobby that can sometimes feel intimidating to newcomers, a one-page RPG keeps it simple: “Here’s the premise. Grab some dice. Let’s play.”

Theme Heavy, Rules Lite

The magic of a one-page RPG isn’t found in complex mechanics. It’s found in commitment to a theme. A good one-page RPG takes a single idea and runs with it at full speed. The handful of rules exist purely to support that concept. There is no attempt to simulate every possible situation. Instead, each game asks a simple question:

“What if we spent the next few hours fully embracing this particular fantasy?”

That focus creates something remarkable. Players aren’t spending the first hour learning rules or optimising character builds. They’re immediately stepping into the tone and spirit of the game. The result is often a session that feels more like an improv comedy show, a favourite movie, or a particularly chaotic stage play than a traditional campaign.

Perfect for a Single Evening

Where I think One-page RPGs really shine is as one-shots. Most can be taught in less than minutes and completed in a three to four-hour session. That makes them ideal for game nights when the full Dungeons & Dragons campaign isn’t happening, when new players are joining the table, or when you simply want to try something different.

There’s also a peculiar freedom that comes from knowing the story begins and ends in a single sitting. Players are more willing to take risks. They make bigger choices. They embrace ridiculous plans. Nobody is worried about preserving a carefully crafted character for the next two years of campaign play.

If the plan fails spectacularly, then that’s a great way to finish.

Nice Marines

One of my favourites is Nice Marines. I ran this back at MartyCon 2026 with ten minutes prep and we had a blast.

The premise is wonderfully simple. You’re genetically engineered super-soldiers in enormous power armour, capable of crushing enemies and surviving impossible odds.

Your mission? Diplomacy. Helping a planets government after the war. The contrast between the imperial murder machines and the non combat scenario became a great source of comedy.

Want to play regency era? Virtues and Scandals might be for you.

Virtues and Scandals

Then there’s Virtues and Scandals, which I would like to run for my current gaming group. This throws the players into a Bridgerton-esque Regency-era romance drama. Think grand balls, whispered rumours, unsuitable romances, ambitious social climbing, and enough scandal to keep society talking for months.

Here success isn’t measured by defeating monsters or collecting treasure. It’s measured by reputation, romance, influence, and whether your latest social disaster can somehow be turned into an advantage.

The stakes are completely different, yet somehow feel just as important. And for a group that enjoys the rough and tumble of combat it will make for a fun change of pace. I might even buy some cheap fans for the players to hide behind during the game.

This One Time at Bard Camp

If Virtues and Scandals is Regency drama, This One Time at Bard Camp is pure college comedy. Players take on the roles of aspiring bards attending a summer academy dedicated to music, performance, and probably causing trouble.

The game embraces all the classic teen movie tropes: rivalries, friendships, crushes, embarrassing mistakes, talent competitions, and authority figures who are somehow always one step behind the chaos.

I think this would be great fun for my group to get let loose on.

A Perfect Fit for the Workplace

One of the biggest challenges when introducing roleplaying games to a professional audience is overcoming the learning curve. Participants may only have an hour or two available, and few want to spend half that time reading rules.

That’s where one-page RPGs excel.

Explaining the rules takes minutes, allowing groups to spend the majority of their session actually playing, communicating, and solving problems together. The simplicity removes barriers and helps participants focus on the experience rather than the mechanics.

The strong themes also make it easier for people to engage quickly. Most people immediately understand the social dynamics of a Regency romance, or the chaos of a summer camp comedy. Familiar tropes give players permission to jump straight into roleplaying without worrying about getting the setting “wrong.”

For workplace conferences, training sessions, and leadership development programs, this makes one-page RPGs an ideal tool. In a single 90-minute session, participants can practise communication, teamwork, creativity, adaptability, and problem-solving while sharing plenty of laughs along the way.

In many ways, one-page RPGs demonstrate one of the greatest strengths of roleplaying games as a learning tool: meaningful experiences don’t require complex systems. Sometimes a simple premise, a clear theme, and a group of willing participants are all that’s needed to create genuine engagement and lasting memories.

Why They Matter

One-page RPGs remind us of something important about our hobby. The rules are not the point. Rather, we should be focusing on is gathering around a table with friends and collectively creating fun, memorable stories.

A one-page RPG strips away almost everything except imagination and theme. What’s left is often pure roleplaying joy. They’re easy to learn, easy to run (usually), and easy to share. As such they allow us to explore worlds and genres that would never justify a year-long campaign but make for an unforgettable evening.

Most importantly, they remind us that roleplaying games don’t need to be complicated to be memorable. Sometimes all you need is a single page, a handful of dice, and a group of players willing to embrace the premise completely.

Jump onto google. Search one-page RPGs, and find one that has a theme that appeals to you. After a quick read you can have it at the table in 15 minutes. I think you’ll enjoy the results.