Dungeons & Collaboration: A Player’s Handbook on How To Work With a Distributed Team
summary
A concrete playbook for remote teamwork: five players across four time zones and two continents run recurring 4‑hour sessions 5–9pm ET using roll20, a session zero to set tone and goals, mob‑G decision making, active listening and repeated details as checksums. The claim is that RPG mechanics (2d6 outcomes, XP for failure) map to product work; the group builds a functioning campaign, rescues an NPC, and reports clearer expectations and fewer spotlight hogs.
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chapters (16)
- 0:00Start
- 0:32Know What Tabletop Role- playing Games(RPGs) are (e.g., Dungeons & Dragons)?
- 0:42Session 0
- 1:13Collaborative Storytelling Governed By a Set of Rules
- 2:33Dungeon World (DW)
- 3:09Player Describes an Action
- 4:57Group Preparation
- 5:47Be Adaptable
- 6:00Player: "I want to be a pirate."
- 6:24GM: "Why do you want to be a pirate?"
- 7:06Hawthorn Cleric Heals People Luck From Australia
- 7:21Wysteria Druid Shapeshifter Lucy From California
- 8:23Be Empathetic
- 14:18Active Listening
- 16:46Don't Hog the Spotlight
- 21:29Overcome Notable Enemy or Monster?
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