Encouraging Terrific Teamwork in D&D: Mechanics and Tips

Dungeons & Dragons (D&D) and other games like it, are praised for their ability to bring players together in a shared narrative. While individual character development and heroic moments are highlights, the real magic, at least from my perspective, lies in the collaborative storytelling and problem-solving that happens at the table. Emphasizing teamwork and communication not only enhances the experience but also ensures that players feel a strong connection to both the story and each other.

While writing this blog, I have also been developing a simple RPG ruleset that can be used in the workplace. (You can download a free working copy of Play to Lead and a sample adventure here.) I showed the draft to Rich, a very good friend of mine, and he made a great observation.

“If you’re writing a game to help encourage teamwork, why isn’t there a mechanic that encourages teamwork?”

I was gob smacked. Rich was absolutely right!

In an effort to improve Play to Lead I want to explore a few ideas that aid in the teamwork aspect of roleplaying games. While I am looking to incorporate some of these into my ruleset you can use these ideas to elevate the cooperative nature of your own games.

Team-Based Objectives

The first step would be designing scenarios and challenges where success depends on the entire team working together. For instance, create objectives that require multiple skill sets or abilities to complete, such as a puzzle that needs both intellectual and physical solutions. I’ve tried to incorporate this in the design of my adventure The Lost Temple. Each character has specific skills and equipment that need to be used together to complete the challenges.

As the Dungeon Master/designer it is important that no single character can resolve these objectives alone. Encourage players to discuss and strategize as a team, highlighting the value of each member’s contribution.

Synergy Bonuses

From the game mechanic point of view synergy bonuses are pretty simple to implement. Essentially, these are bonuses where characters gain extra benefits when they combine their abilities or work in tandem. For example, if one character uses a defensive ability while another attacks, they both receive a temporary boost to their effectiveness.

Dungeons and Dragons has an excellent mechanic already in place. When characters pool their resources or assist each other advantage is applied. That means you get to roll two dice and choose the best result. This is excellent in the context of that game. But for Play to Lead I want teamwork to be at the forefront. Therefore anyone who assists on a task gets to roll their dice. The highest roll from all participants then constitutes the final result. Hopefully players will look for interesting ways to work together to gain this bonus.

As a Dungeon Master make sure to provide visual or narrative feedback when these bonuses trigger, reinforcing the idea that collaboration leads to greater outcomes. Regardless of the system players must be aware of the mechanical advantage that teamwork gives them.

Mechanics including rolling additional dice, or using a pool of dice can really highlight the teamwork and communication in game

Shared Resources

Another idea is to implement a shared resource pool that players can draw from for special abilities or actions. This could be a pool of “teamwork points” that accumulates based on cooperative actions or successful team-based objectives. Having a physical pool of teamwork dice that actually gets bigger before their eyes could really keep the idea of teamwork front and center. The additional twist here is that the team have to agree when these additional dice get to be used.

When running your games encourage players to manage these resources together, discussing when and how to use them for maximum impact. This promotes communication and planning, making teamwork an integral part of gameplay.

Role-Based Interactions

When designing the adventure assign specific roles within the team that complement each other. These could includes a leader who provides direction, a scout who gathers information, and a support character who buffs others. These roles should be flexible but designed to work best when used in concert.

As an example, I’ve used this in my adventure Lost Temple which includes the roles below.

  • Archaeologist – professor of the ancient world. Equipped with a lantern. Read hieroglyphics, understand artefacts, high level of knowledge
  • Climber – working at heights professional. Equipped with a 50m rope. Climbing, ropework, high level of agility
  • Engineer – technical specialist. Equipped with a shovel and axe. Construction, demolition, high level of practical know how
  • Navigator – directional expert. Equipped with a compass. Map and compass skills, unerring sense of direction
  • Pilot – helicopter pilot. Equipped with a lantern. Piloting vehicles of all types, radio use, electronics master
  • Expedition Leader (optional) – no specialist skills. Equipped with a knife. Must facilitate the team working together

As you can see, each role has very distinct skills and equipment. Only by combining these skills together can the team hope to escape the lost temple.

For games where you aren’t providing the characters consider guiding players in choosing roles that suit their play style but also encourage them to think about how their character’s strengths can benefit the group. Make sure to create moments in the game where these roles can shine, showing the value of each position.

Communication Challenges

Create in-game challenges that require clear and effective teamwork and communication to overcome. For example, a puzzle that involves different players receiving different pieces of information that they must share and interpret together. The most simple of these could be a simple cypher or map split into multiple parts and the team need to work together to fit them together. Another idea would be to make the puzzle verbal. Players need to take it in turns to speak parts of the solution in the correct order to pass.

Use these challenges to subtly teach players about the importance of listening and sharing information. Encourage out-of-character discussion if needed, but make sure the challenge requires in-character communication to succeed. Using the children’s game “Chinese Whispers” to pass complicated messages between themselves could work really well in this instance.

Narrative-driven Collaboration

In addition to having team-based objectives for your scenarios consider designing narrative arcs that require the players to create plans together and execute them as a team. These could be heists, diplomatic missions, or large-scale battles where every character’s role is vital to the outcome. During these moments, focus on the story implications of teamwork. Highlight how their collaboration influences the world and the NPCs around them, making their teamwork feel impactful beyond the mechanics.

Final Thoughts on Teamwork

In Play to Lead, making teamwork and communication central to gameplay can turn a good game into a great one. Presently I have a teamwork mechanic in place. However, I’m going to spend more time thinking about how a team dice pool can be incorporated as I love the idea of having a physical representation of teamwork at the table. I’ll also make sure to have teamwork as a central theme to all future Play to Lead adventures.

Make sure to keep the ideas above in mind when designing your adventures. Having players working together makes for a much more satisfying experience.

An Unexpected Lesson from Running Call of Cthulhu

As an avid tabletop RPG enthusiast I’ve enjoyed running various campaigns and oneshots over the years. Of course, there are always lessons to be learned from most sessions. However, one recent experience with my Call of Cthulhu campaign taught me more about teamwork and leadership than I ever expected.

The Game Begins

About a year ago our group, a tight-knit collection of friends, decided to embark on a Call of Cthulhu campaign. The game, known for its intense and often disturbing horror themes, seemed like an exciting challenge. something significantly different to the sprawling multi-year Dungeons & Dragons campaign I had been running. As the Game Master (GM), I was responsible for weaving a narrative that would keep everyone engaged and on the edge of their seats.

Initially, everything went smoothly. We had some incredible characters, backstories, and a dark, mysterious plot that promised endless thrills. I was excited to run “A Time to Harvest” a campaign designed for those new to Call of Cthulhu. Everything was set. However, what I didn’t anticipate was how the horror themes would affect each player differently.

A Surprising Revelation

While the campaign was moving along we had some amazing roleplaying, unsettling moments and that gradual decline of the characters that the game invokes. To my mind the campaign was going exactly as it was meant to. One morning, mid-campaign, one of our players messaged me privately. They confessed that the horror elements were not sitting well with them and that they were struggling to enjoy the sessions. This revelation came as a massive surprise. In my enthusiasm to create an immersive experience, I had overlooked the importance of checking in with my players to ensure everyone was comfortable with the content. this was particularly important given the horror themes explored in the game.

A Moment of Reevaluation

After the initial shock subsided I contacted the other players. This moment forced us as a group to reevaluate why we were playing. We realized that the core of our enjoyment came from playing together as a team, not necessarily from the specific themes of the game. It was very cleat that our primary goal was to have fun, build stories, and spend quality time together.

With this new understanding, we collectively decided to shift our campaign to something more suitable for everyone. The decision was unanimous and surprisingly easy to make. The group’s willingness to adapt and support each other made the outcome even sweeter. We transitioned to a different narrative, ensuring that all members were comfortable and engaged.

The Power of Regular Check-ins

Reflecting on this experience, I recognized a critical mistake I had made both as a leader and GM: I hadn’t conducted regular check-ins with my players. In the rush to progress the story, I neglected to pause and ask how everyone was feeling about the themes and direction of the game. This oversight highlighted the importance of regular feedback and communication, not just in gaming but in any team setting. I had written about this very subject in the past, but failed spectacularly to heed my own advice.

Lessons for Leadership

The parallels between running a roleplaying campaign and leading a team in the workforce are striking. In both scenarios, regular check-ins are crucial for maintaining a healthy, productive, and positive environment. This is something I do weekly with my direct team in my role of General Manager. Having a regular opportunity to catch up with your team and understand their needs is crucial. You can celebrate wins, discuss strategy and any issues in a timely manner. So it seems odd that I missed doing it at the gaming table. Here are a few key takeaways from my Call of Cthulhu experience:

  1. Prioritize Communication: Just as I should have checked in with my players, leaders should regularly communicate with their team members. This helps to identify any discomforts, misunderstandings, or issues early on.
  2. Adaptability is Key: Being willing to change course for the benefit of the group is essential. In our game, shifting the campaign’s theme ensured continued enjoyment. In the workplace, adapting strategies based on feedback can lead to higher employee satisfaction, engagement and productivity.
  3. Focus on Common Goals: Our group’s enjoyment stemmed from our camaraderie. Similarly, in a professional setting, understanding and focusing on shared goals can unify a team and drive collective success.
  4. Create a Safe Space for Feedback: Encouraging open and honest feedback without fear of reprisal is crucial. It allows team members to express their concerns and contribute to a more inclusive and supportive environment.

Final thoughts

This experience running a Call of Cthulhu campaign was a hard lesson in the importance of regular check-ins and adaptability in leadership. If we hadn’t adapted as a team, the group may not have survived! Whether you’re leading a group of adventurers through a fictional world or managing a team in the real world, the principles remain the same. Prioritize communication, be adaptable, focus on shared goals, and create a safe space for feedback. By doing so, you can ensure that everyone is comfortable, engaged, and working towards common success.

Create an Outstanding Gaming Group Using “The Culture Code”

My usual mode of operation in this blog is to see how we can use games to improve our leadership skills. However, today I wanted to turn that on its head. What can we learn from the world of work that we can apply to make our games better? When we are at the table, the group’s dynamic can make or break the experience. I’ve recently read Daniel Coyle’s book, The Culture Code: The Secrets of Highly Successful Groups and I think as gamers there is a lot to takeaway. This book looks into the principles that make groups work effectively. While the books audience is meant for leaders in business I believe it offers insights that can transform any gaming group into a fun, inclusive, well-oiled machine. Here’s a few ways you can apply the concepts from The Culture Code to create a high-performing and fun gaming group.

Build Safety: Creating a Comfortable Environment

According to Coyle, the first pillar of a successful group is building safety. In a gaming context, this translates to creating an environment where all players feel comfortable and secure. Of course, its important to remember that safety isn’t just physical but emotional as well.

  • Encourage Open Communication: Make sure everyone feels their voice is heard. Each player’s input should be valued. Encourage feedback and be receptive to it.
  • Foster Inclusivity: Ensure your group is welcoming to all players, regardless of skill level or background. A diverse group can bring fresh perspectives and ideas, enriching the gaming experience.
  • Set Clear Expectations: Clarify the group’s goals, rules, and etiquette. When everyone knows what to expect, it reduces anxiety and builds trust.

Having safety tools at the table, like the X-card, is a great way to make people feel safe. An x-card is simply a card with an x on that sits within easy reach of all the players. If at any time a player feels uncomfortable they pick up the card and that scene will stop. The Dungeon Master will then move the game away from that topic.

For more information on safety tools you can have at the table see this awesome post from dramadice.com.

Share Vulnerability: Building Trust Through Honesty

Coyle emphasizes that sharing vulnerability is crucial for building trust within a group. This doesn’t mean exposing deep personal secrets but rather being honest about mistakes and uncertainties.

  • Admit Mistakes: As a game master or leader, show that it’s okay to make mistakes. If you miss a rule or make an error in judgment, acknowledge it openly. This encourages others to do the same, fostering a supportive environment.
  • Ask for Help: Demonstrate that it’s okay to seek assistance. Whether you’re stuck on a puzzle or need advice on character development, asking for help can strengthen group bonds.
  • Embrace Feedback: Encourage constructive criticism and be willing to act on it. This not only improves the game but also shows that you value the group’s input.

When playing with my regular group, I don’t always know the rules. I’m okay with admitting this and the players jump in and assist. This has definitely strengthened the trust amongst us. It also helps prevent any feelings of them and us forming between the games master and the players.

Establish Purpose: Creating a Shared Vision

A high-performing group needs a shared sense of purpose. This involves not just playing the game but understanding and buying into a common goal or vision.

  • Define the Group’s Mission: What does your gaming group aim to achieve? It could be as simple as having fun, or as complex as mastering a particular game. Clearly define this mission and remind the group regularly.
  • Celebrate Milestones: Recognize and celebrate achievements, whether it’s completing a challenging quest or reaching a new level of teamwork. Celebrations reinforce the group’s purpose and motivate members.
  • Create Traditions: Develop rituals or traditions that strengthen group identity. This could be a regular game night, a pre-game ritual, or special events for holidays or milestones.

This is something that we could do more of in my regular group. I would say our shared vision is to have fun gaming together. While this vision is not something we have articulated often we recently found that two players were not enjoying the horror themes of a particular campaign. Circling back to our purpose of having fun gaming together, we have pivoted the game were playing and moved to a campaign where we can all have fun.

Applying the Culture Code to your group can bring more cohesion and ultimately more fun

Applying The Culture Code to Gaming

How might these principles look in a Dungeons & Dragons group aiming to enhance its culture:

  1. Build Safety: The Dungeon Master (DM) creates a welcoming environment by encouraging all players to share their character backstories and contribute to the narrative. Rules and expectations are clearly laid out, ensuring everyone feels secure in their role. they also have an X-card prominently displayed in the center of the table and clearly explain its use.
  2. Share Vulnerability: The DM admits when they’ve forgotten a rule and asks the group for input. Players are encouraged to share their ideas and help each other, fostering a collaborative atmosphere.
  3. Establish Purpose: The group agrees on a campaign goal, such as exploring a vast new world or defeating a formidable enemy. Regular sessions are held to maintain momentum, and achievements are celebrated, keeping everyone motivated and aligned with the shared vision.

By incorporating the principles from The Culture Code, your gaming group can become more cohesive, resilient, and high-performing. The result is not just better gameplay, but a richer, more fulfilling experience for all members. In essence, applying these ideas to your group will take group cohesion and culture far beyond the game itself.

Rust Monster Wisdom: Unique Leadership Lessons from D&D

In the rich world of Dungeons & Dragons (D&D), monsters serve as more than mere obstacles for adventurers. They can embody interesting lessons for those of us willing to look more closely at their characteristics. One creature that I love including in my games is the rust monster. This seemingly unassuming foe has a unique ability that can teach us some valuable leadership lessons. Let’s explore how the rust monster can inform and inspire effective leadership.

What is a Rust Monster?

As alluded to above, a rust monster is a fictional creature from D&D, known for its ability to corrode and consume metal. It is typically depicted as an insect-like creature with a hard, chitinous exoskeleton, long segmented body, antennae, and a maw designed for crunching and consuming metal. When a rust monster touches metal with its antennae or mandibles, the metal rapidly rusts and deteriorates, posing a significant threat to adventurers’ weapons, armor, and other metal equipment.

Encountering a rust monster in D&D can be challenging for players, as it goes beyond simply attacking the foe. Instead it requires strategic thinking to protect their hard earned gear and defeat the creature without losing their equipment.

Embrace Unconventional Strategies

The rust monster isn’t a fearsome beast in the traditional sense. It doesn’t wield sharp claws, spit poison or breathe fire. Instead, it has a unique and highly disruptive ability: it corrodes metal. This ability can render even the most well-armed adventurer vulnerable, showcasing that strength doesn’t always come from power but from creativity and unconventional methods.

Leadership Lesson: Effective leaders often need to think outside the box. Unconventional strategies can lead to success in ways that brute force or traditional methods cannot. Embrace creative problem-solving and look for unique approaches to challenges.

It is also worth bearing in mind that there is no cookie cutter approach to leadership problems. Each issue involves unique people and situations. As such, embrace strategies that suit your specific situation. In turn, this can often mean looking at unconventional and creative answers.

What a rust monster is actually supposed to look like

Leverage Your Natural Strengths

Rust monsters are designed to do one thing exceptionally well—destroy metal. They don’t try to be something they’re not. By focusing on their natural abilities, they become formidable opponents despite their otherwise unthreatening appearance.

Leadership Lesson: Understand and leverage your strengths. Focus on what you and your team do best. By honing these natural talents and skills, you can maximize your effectiveness and impact, much like the rust monster.

I find this to be particularly true when leading a business. Opportunities will present themselves that fall beyond your teams core capabilities. To my mind this can be dangerous as you will end up struggling to deliver on your usual quality. Sticking to your strengths is a significant strategic decision.

Disarm Your Opponents

A rust monster’s primary threat is its ability to disarm opponents by destroying their metal weapons and armor. This tactic forces adventurers to rethink their approach and often leaves them scrambling to adapt.

Leadership Lesson: In leadership, disarming your opponents doesn’t mean undermining them but rather finding ways to neutralize challenges and obstacles. This involves proactively addressing concerns, resolving conflicts (internal and external), and identifying and removing barriers to your team’s success.

Consequently, a leader needs to have strong situational awareness. What are the competitors doing? How are your clients behaving? Do your team members have the right tools to be productive? A leader who is not seeking this information will be caught unawares, without the chance to protect and strengthen their team.

Create Strategic Disruption

A rust monster’s presence can cause significant disruption within a party of adventurers. Ultimately, forcing them to change their tactics and often leading to a more creative and strategic approach to overcoming obstacles.

Leadership Lesson: Strategic disruption can be a powerful tool in leadership. Sometimes, shaking up the status quo and challenging existing processes can lead to innovation and improvement. Be willing to disrupt complacency and encourage your team to think creatively and strategically.

A good example of this is when a leader asks why something is done the way it is. If the response is, “We’ve always done it this way,” it is time to investigate and consider disruption. Strategic disruption does not need to be overly dramatic. Instead fostering a culture of continuous improvement can make sure that disruption occurs on a smaller, often more manageable level, while yielding stronger results.

Final Thoughts on the Rust Monster

The rust monster, with its unique abilities and characteristics, offers a wealth of leadership lessons for those who look beyond its surface. By embracing some of the learnings from this humble creature, leaders can draw inspiration and up their own game. So, the next time you face a leadership challenge, remember the rust monster and maybe it will hold the solution.

Echoes of Xenos: An Event Focused on Emergent Play

Following on from my last experience running a multiplayer game I’ve been exploring emergent play. In parallel to this I have developed a mini event for six participants that I hope will create an emergent narrative experience for all involved. I’ve included mechanics to ensure that no two games are alike and every decision can lead to unexpected outcomes. Welcome to Echoes of Xenos!!

While this is a campaign of sorts with players playing multiple games, it is going to take place over the afternoon/evening of a single Saturday. Keeping it short and sweet will foster maximum engagement. Resulting, I hope, in lots of player interaction with the narrative and each other.

Setting the Stage: Embrace the Unknown

I’ve always had a soft spot for the INQ28 movement. This is based loosely on an old Games Workshop game that was more roleplaying game than wargame. It pits bands of Inquisitors, secret agents of the Imperium, against one another. Different ideologies, agendas and objectives make for a murky espionage fueled setting that truly fosters creativity in scenarios, art and model making. As such I’ve set this event squarely within this milieu.

The campaign is based in the western reaches of the Ultima Segmentum, specifically in the enigmatic Lupin System. As commanders of various factions, players are on a mission to retrieve the lost research of the radical Inquisitor Tiberius Glaze. While they all have the same core objective, secret objectives, emergent narrative and sworn enemies will make this anything but straight forward.

Player packs and warbands ready to go

Factions in Pursuit

As mentioned, multiple factions are on the hunt for Glaze’s elusive research. Each with its unique motivations and secret agendas:

  1. Puritan Inquisitor of the Ordo Hereticus: Determined to destroy the heretical research.
  2. Rogue Trader: Sees profit in capturing and selling the research.
  3. Tech Priest of the Adeptus Mechanicus: Aims to harness the research for their own mysterious purposes.
  4. Two Radical Inquisitors of the Ordo Xenos: Both seek glory through the continuation of Glaze’s work. However, the glory can only go to one!
  5. Rogue Inquisitor of the Ordo Malleus: Believes the research is linked to a prophecy foretelling the downfall of the Imperium.

As you can see, there is already a lot of scope for conflict. But for emergent play to flower we need additional complications.

The Mechanics: Fueling Emergent Narrative

This campaign is structured to encourage emergent play, where the unfolding story and strategic interactions create a unique and engaging experience for every participant. As such the details of each battle will be randomly determined. Firstly, there will be three rounds of 1v1 battles . At the start of each round, factions will randomly draw opponents and battle locations. Each location has a shared primary objective and a set of secret objectives. After objectives are revealed, faction leaders select their roster for the engagement. The final round will involve all the players competing against one another in a large multiplayer scenario.

Like the last game I ran we’ll be using the Space Weirdos ruleset. This is simple enough for players to pick up the concepts easily. However, it has enough complexity to allow for strategic play. A great balance. It also plays fast. Letting us complete multiple games over the course of the event.

Roster Management

Each faction begins with a 125-point Space Weirdos list, but for each scenario, players can only field three agents from their roster. This limitation means roster management is crucial, as losing agents can significantly impact your strategy and the outcome of future battles. It also means that agents need to be carefully chosen for each game, as each have different advantages. I’m interested to see how this plays out. Will players be more cautious in their tactics? When will they commit their more valuable agents?

Locations and Objectives:

To keep things uncertain battles will be fought over 4 different locations. Each is rich with potential for emergent play, featuring primary objectives and a variety of special secret objectives specific to each. Here’s a glimpse of what to expect:

  1. Abandoned Orbital Station: Retrieve data from the lone servitor.
  2. Research Station on the Moon: Get a copy of the research papers.
  3. Ag Settlement: Identify and interrogate Glaze’s old companions for the location of the genetics research base.
  4. Space Port Relay Station: Hack the last communication from the Research Station.

Winning a game at each location gives the victorious player a secret clue that details some of the back story and the villainy that Inquisitor Glaze was up to.

Combining roster management, narrative clues, secret objectives and a range of game boards will keep the players on their toes. Decisions will have to be made with imperfect information. Stories will emerge. I cant wait to see how the game evolves.

Points and Clues

An emergent narrative may not be enough for some players so I have introduced a competitive element in the Campaign Points (CP) which are awarded based on performance

  • Win Primary Objective: 2 CP
  • Win Secret Objective: 1 CP
  • Beat sworn enemy in battle: 1 CP

The warband with the most CP will start the final scenario with a crucial advantage – the research genetic material. A tally of points on a whiteboard near game control will keep everyone on their toes. Announcing changes in the leaderboard at the end of every round should enhance the competitive element.

It’s my hope that this element spurs players to strive for a win and push their secret objectives for each round to get that valuable additional CP.

The Grand Finale

The final showdown takes place at a secret location (no spoilers), the fifth moon of Lupin III. Here, factions must secure the genetic material – the ultimate prize. With dangerous abominations lurking, this climactic battle will push the players strategic skills to the limit and create unforgettable moments of emergent play. Will they work together to get run the gauntlet or fall into mad competitive scrambling to get the prize. Only time will tell.

Preparation

In an effort to make the game as immersive as possible I’ve prepared individual player briefings, faction rosters, thematic clues and ideological clashes. Additionally, I’ll be using my collection of miniatures and terrain to its fullest. I’m hoping that this will give the players enough to really lean into the setting and make the most of the game. This has take a lot of work, but I’m hoping it’s worth it.

Once we’ve played I’ll write about the experience and my learnings from it. Will emergent narrative occur? I’ll also see whether this format may be utilized in a different form to teach/enhance leadership skills.

Wish me luck!!