Dungeons and Collaboration
summary
Claims concrete practices that improve distributed teamwork: use session zero to set expectations, run games on Roll20, pick a ruleset like Dungeon World with its 2d6 moves, and adopt safety tools such as the X card. Examples include a five‑player party across four time zones, a completed campaign, specific failures (burnout, role shifts), and narrative devices like Chekhov’s gun and stones of far speech that show how detailed language and role clarity keep remote collaboration working.
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chapters (5)
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