How to Persuade Your Boss to Play Dungeons & Dragons

Team bonding activities have become an essential part of modern workplace culture. They foster camaraderie, improve communication, and boost morale. While traditional team-building exercises like trust falls and icebreakers have their merits. There’s a new player in town that can level up your team’s cohesion: Dungeons & Dragons (D&D). Are you eager to introduce D&D to your team but need to persuade your boss? Read on to discover the tangible benefits, cost-effectiveness, and problem-solving potential that this legendary tabletop game offers.

Tangible Benefits for a Team to Play D&D

Dungeons & Dragons, a role-playing game set in a fantasy world, may seem like an unusual choice for team bonding, but it offers numerous tangible benefits to the open-minded team:

  1. Improved Communication: D&D requires players to work together, communicate effectively, and strategize as a team. It encourages creativity in problem-solving and collaboration in decision-making, all of which are transferable skills in the workplace.
  2. Enhanced Problem-Solving: Players must overcome various challenges and puzzles within the game, encouraging critical thinking and innovative solutions. Of course, this translates seamlessly to addressing real-world issues faced by your team.
  3. Building Trust: D&D promotes trust among team members, as players rely on each other to achieve common goals. As we know, trust is the cornerstone of a productive and harmonious work environment.
  4. Conflict Resolution: The game provides a safe space for addressing conflicts and making decisions, helping your team practice resolving issues constructively.

Low Cost Compared to Other Team Bonding Activities

One of the most compelling reasons to suggest D&D to your boss as a team bonding activity is its cost-effectiveness. Traditional team-building events can be expensive, often involving off-site venues, facilitators, and equipment rentals. In contrast, D&D requires minimal investment:

  1. Affordable Materials: The basic materials needed for a D&D session are relatively inexpensive, including rulebooks, character sheets, and dice. Many resources are available online for free.
  2. No Travel Expenses: D&D can be played in the office or remotely, eliminating the need for costly off-site trips.
  3. Long-Lasting Benefits: Unlike one-off team-building events, D&D can become an ongoing tradition, providing ongoing value for your team without recurring expenses.
D&D really is a low cost alternative to pricey team building activities.

Option to Tailor the Game to Specific Problems Faced by the Team

Perhaps the best reason to introduce D&D to your team is its adaptability. You can tailor the game to address specific challenges or problems your team is facing:

  1. Custom Scenarios: The Dungeon Master (DM) can create scenarios that mimic real workplace challenges, allowing team members to practice problem-solving in a fun and low-pressure environment.
  2. Skill Development: D&D characters have various skills and abilities that can mirror your team’s skillset. By designing encounters around these skills, you can help your team hone their strengths.
  3. Feedback Mechanism: Including debrief sessions in your D&D sessions allows team members to share insights and feedback on how they approached in-game challenges. Before discussing their application to real-world issues.

How to Approach Your Boss

Now that you understand the compelling case for using D&D as a team bonding activity, it’s time to approach your boss. Here’s a step-by-step guide:

  1. Research and Prepare: Gather information about D&D, its benefits, and how it can be customized to address your team’s specific needs.
  2. Schedule a Meeting: Request a one-on-one meeting with your boss to discuss your proposal. Be sure to emphasize that it won’t take up much of their time.
  3. Highlight Benefits: Present the tangible benefits of D&D, including improved communication, cost-effectiveness, and its potential to address specific problems.
  4. Customization: Explain how D&D can be tailored to your team’s needs and provide examples of scenarios that could be beneficial.
  5. Address Concerns: Be prepared to address any concerns your boss may have, such as the time commitment or the perceived frivolity of the game.
  6. Offer a Trial Run: Suggest starting with a trial session to gauge interest and gather feedback.
  7. Follow Up: After the meeting, send a follow-up email summarizing your proposal and thanking your boss for their time.

With the right approach and a well-reasoned argument, you can persuade your boss to see the potential of D&D as a team bonding activity that will benefit your team and the organization as a whole. Tailoring the message and scenarios to your teams situation and any particular challenges they face would make the proposition very compelling. Why not do your prep and get that meeting with the boss. It’s time to level up your team’s cohesion and problem-solving skills with the power of imagination and collaboration that Dungeons & Dragons provides.

If you’re not sure where to start or which scenarios to suggest do not hesitate to get in touch for a quick discussion.

Failed Negotiation: A Real example from D&D

Today I want to discuss a failed negotiation that occurred in my Thursday night Dungeons and Dragons group. While the players were roleplaying their characters to the hilt, making some questionable decisions, I thought that there were some real learnings to be gleaned in the art of negotiation.

As Dungeon Master I had set up what I thought was a straight forward in-game negotiation. One that would take up half an hour at best. What transpired was a crazy rollercoaster of demands, ultimatums, alley chases and moral dilemmas. Three hours later and the Party was no closer to achieving their goal.

So what went down and what lessons can we learn?

Keep in mind that this was part of an ongoing campaign with well established characters. The players were heavily leaning into these characters, definitely not looking for the optimal outcome. Even so I think this example shows how you can gain real world leadership learnings through the medium of role playing games.

What Went Down

So as not to bore you I’m going to give you the basic framework of what went down. Ultimately, the player characters (PC) are the leaders of a now influential street gang. They needed the location of a key. The only person with this knowledge was the local Fence “Old Mog”. Go to Mog, find out what she wants, negotiate, get the location, move on. Simple. Or not! Here’s what happened:

  • Start discussions with Mog, fairly confrontational straight out of the gate, thinly veiled threats, posturing etc
  • Mog is open about what she wants (safety, by becoming part of the PCs street gang)
  • Party react aggressively and dive straight into an ultimatum
  • Mog demands a counter offer, as none is forthcoming
  • Counter offer does not take into account what Mog wants
  • Becomes clear that Mog is also negotiating with their arch enemies (shock, disbelief, anger)
  • Tempers flare, more ultimatums and threats are thrown around
  • Negotiations break down and Mog cuts a deal with the enemy
  • PC’s walk away empty handed.

Interestingly it seems like the PC’s treated the negotiation as a competition that ended in frustration and failure. So what could they have done differently? What can we, as learning leaders, gain from this experience.

BATNA

Firstly, what is BATNA? BATNA is an acronym that stands for Best Alternative To a Negotiated Agreement. This is what the best outcome would be if no agreement between the two parties can be reached. When entering a negotiation it is important to state what this is amongst your team. Understanding your BATNA gives you the ramifications of not reaching a deal.

Negotiating with a car salesman for example, the BATNA might be having to take public transport over the next week.

In the above D&D example the group didn’t even consider a BATNA to begin with. However, the consequences of not reaching an agreement was they wouldn’t get the location of the key they needed. Pretty straight forward. But not considered.

This meant that there was no strategy or no direction going in.

Understand What the Other Side Wants

The first part of any negotiation should be finding out what the other side of the negotiation wants. Often this may not be obvious at the very beginning. At this point all assumptions should be checked. As they may not be accurate. Once this understanding has been found it’s much easier to start crafting a mutually beneficial solution.

In the D&D negotiation example above, the Party did ask what Mog wanted. They got a response. She wanted to join their organization and feel safe in the area of her home. Unfortunately, this need from Mog was overshadowed by the competitive nature brought out by the act of negotiating. Which neatly leads to my next point.

Becoming overly competitive can lead to a failed negotiation

It’s Not a Competition

A negotiation is not a point scoring contest. It is not about having a winner or a loser. It’s about getting what you need and not agreeing to an outcome worse than your identified BATNA.

The problem can be that the act of negotiating brings out competitiveness in people. I remember an international Chief Sales Officer arguing for hours that in every negotiation there had to be a winner and a loser. He obviously didn’t think very highly of his customers, which is probably why he got fired a few months later. Ego takes over and the actual value of the outcome gets lost.

Back to the game. The Party didn’t define a BATNA, ignored what Mog wanted and went straight into competitive behavior. This included bullying, threats and ultimatums. Who wants to make a deal with people like that? Of course, Mog considered her BATNA and joined the opposition where she would be safe.

The result. A massive fail for our heroes.

Don’t let your ego lead to a failed negotiation. Stay calm and focused. Don’t lose your cool.

Final Thoughts on the Failed Negotiation

Despite the fact that this gaming session wasn’t being run as a Learning-RPG there are definitely some real world learnings to be taken from it.

If I was to run this type of scenario with leadership development in mind I would be tempted to have Mog played by a different person, not by me the DM. I’d give Mog a simple BATNA and guidance on motivations. I could then facilitate rather than be the focus of the players attention.

I would also give a clearer briefing to the players, defining set goals for their team. Lastly, a debrief after the scenario would put everyone’s actions into perspective.

Running the team through multiple negotiation scenarios with increasing levels of hostility and emotion from the opposition would provide an excellent experiential learning experience.

Lots of food for thought. I feel that this example really highlights the potential of using rpgs for experiential leadership learning.