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10 Business Lessons I Learned from Playing Dungeons & Dragons


 

Throughout my 20s and 30s, I played D&D and other fantasy role playing games at least once a week. Doing so did more than teach me the rules of combat or proper behavior in a dragon's lair. I gained several skills that truly did help me in my career.

Note that by "Dungeons & Dragons," I don't mean necessarily the very structured fantasy world made famous by Gary Gygax. I played in standard D&D and other created-worlds (such as Harn), but mainly I played in independently-created universes, at the whim of a particular dungeonmaster (DM).

I got real jobs as a result of playing D&D, one of them directly. One DM hired both my husband and me after we'd played in his universe for five months, because D&D is a great way to find out how someone solves problems and copes with stress. However, in this post I'm not talking about people-networking but rather gaming skills that map to real life. After coming up with a short list on my own, I asked the three primary DMs in my life for their suggestions. I'm grateful to Bill, Ivan, and (especially) Steve for their help. Which probably is an outgrowth of the first lesson....

  1. Feed the DM. Gamers laugh as they say this (and slide the veggie tray in the DM's direction), but it's important to treat those in power with extra kindness. The DM is busy rolling dice for your battle with the monster, while simultaneously responding to a scribbled private note from another player ("My character Rumin Bard is stealing gold from the cleric's saddlebag") and preparing for an interaction at an upcoming crossroad your party hasn't reached. If you take care of the DM (or your manager), perhaps he'll be kind to you. Or to your character. (Sometimes it's hard to tell the difference.) Or he'll answer silly questions sent to him by e-mail, 25 years later, because he continues to be your friend. (In feeding the DM, it helps if you can cook.)
  2. One spell, used well, can be more powerful than an entire book full of spells. I first met Ivan when he showed up for a game in Steve's standard D&D world. Ivan drew up a first-level wizard character who had almost no hit-points and only one wimpy spell: cast an illusion. Whereupon Ivan's character cast an illusion of a 5th-level illusionist... and proceeded to run that powerful "5th level illusionist" through the rest of the game. Years later, Ivan played in a play-by-mail dungeon (yes, children, we did those things before e-mail) in which the DM permitted custom spells. Ivan's "swap" spell seemed Mostly Harmless: Transpose a 1" cube of anything with another 1" cube of anything. Whereupon Ivan set up a magical FedEx business (for very short messages) and a sideline of an assassin-business (swap a square inch of heart muscle with anything else; who could tell that murder was done?). This taught me to get everything possible out of the tools at my disposal. It also taught me to expand my notion of "What do I have, and what can I do with it?"
  3. It's better to out-smart an orc than to fight one. Young D&D players get into the game because they want an endless repetition of "Find a monster. Kill it. Get its treasure." But your character (and career) can get hurt that way. If instead you set up a situation in which the orcs think that they were attacked by the goblins, the orcs will blow up the goblin castle in retaliation. That leaves your party to walk through afterward, picking up the spoils (and the experience points). "Let's you and him fight" is a very effective business strategy... or it's far safer for you, anyway.
  4. "I'm the DM. I'm not there." D&D players often turn to the DM to ask for information about the universe. ("Is the person offering me this three-headed dog trustworthy?") The DM often doesn't know, or he isn't telling; just because he puts something in your path doesn't mean you need to trust it, accept it, fight it, or buy it. Experimentation without investigation can be very painful; learn to ask questions. Steve didn't ask a single clarifying question about the beautiful fairy-fly before he decided to catch it... and it burned a hole straight through his character's hand. Don't rely on assumptions, particularly in a world (or an office) you don't know. It's the wrong assumptions that kill you. (Particularly in computer consulting contracts.)
  5. The best quests require a mixture of skills in the party. Find new friends and cultivate ancillary skills. That pesky little hobbit thief may eat you out of house and home, yet sometimes he comes in pretty handy. This is the point of all those tedious "diversity training" exercises from your HR department; perhaps the message would get across better if they talked about the apparently-weak wizard and the bard with those amazing negotiation skills.
  6. Simple and internally consistent is more fun than random. My dungeonmasters assure me that, while all players are "chaotic neutral" no matter what their characters' allegiance might be, the fastest way to upset the game is to be completely erratic. (Well, next to running out of food.) I like to think that most software developers understand this point, and then I see evidence to the contrary.
  7. You create your own traps. If you fall into a habit, the universe will bite you. One player had a "standard door-opening procedure" that rarely was effective, but John did the same thing every time. Another player regularly became "party leader" by bullying in the name of leadership; based on Ron's longtime behavior, the DM set up an irresistible scenario that Ron fell for... and his character barely escaped. (Ron never realized it was his own human weakness that inspired the trap.)
  8. Treasure is not always what you expect it to be. Both a rock and an egg hold hidden treasures if you know how to craft or care for them. Thought and creativity tend to win out over immediate return.
  9. You don't have to read all the books, but a modest description of the beast you are about to face is better than facing a daemon and trying six dozen spells before finding the right one. (If you live that long.) Do not eschew documentation. Learn from others' mistakes — or from your own. Draw a map as you go. It is easier to avoid the pitfalls and to find that hidden room the next time through.
  10. When selecting a weapon or tool, bigger is not always better. Unique weapons tend to identify the heroes in the room.

So what did I miss? Add your own D&D-to-life lessons in the comments.

Funny but true. Another

Funny but true. Another one, or maybe it's an offshoot of #7, is: Teams work together to get things done, not squabble about minor details. I used to play with a group that squabbled so much I would (literally) fall asleep while they argued. One day the DM got fed up with their antics and threw at them a pile of Vampire Undead Baby Ducks. While the nitpickers fumed for weeks about the "non-standard monsters", I got the hint burned into my head. Fifteen years later when I listen to people squabble about little nits I think of Vampire Undead Baby Ducks and start laughing.

DM and cohesion

Amazing, isn't it, how many DM's have to work so hard to keep the group together. It takes great skill to be the Dungeon Master and orchestrate all the moving parts that make make the story (or business) flow. The "squabbling" gets old, and learning to be a team player is essential.

And, One "Good Framework" to

And, One "Good Framework" to rule them all.

10 things I learned about Esther Schindler from this blog

A friend I used to work with sent this to me and asked for my thoughts.
I *think* that this is a great idea, even better that a woman wrote it.

But, for the most part, she doesn't apply any of her lessons to the real world. At least half of them don't offer application AT ALL. I'm not sure some of the advice--as written--would even help someone TO PLAY D&D. [Which I have, for 25 years.]

I would specifically not hire her for any position in the "business" world, if I googled her during the hiring process and found this blog.
1. She prefers emotion to logic...and doesn't see the difference between the two.
2. She has jumbled thoughts and difficulty focusing.
3. She offers ideas with no bearing on the problem at hand.
4. She doesn't follow through.
5. She can't write (or perhaps otherwise express herself) coherently even given a structured format.
6. She lacks attention to detail.
7. She has difficulty taking the perspective of others (including her own audience).
8. She prefers to act from intuition; she never realizes that her intuition may be wrong.
9. She does not have a realistic view of her own image or importance. Borderline narcissism.
10. She perceives herself as much smarter than she is, or having better/more diverse real-world experiences than she does. This translates into a pedantic need to share her perceived gifts with those around her.

I have read over Esther's

I have read over Esther's blog nine or ten times and I still cannot see how you could come to your opinions of not just her post but her herself. Gauging by the extremely critical, I dare say even hateful, things you say I think you must know her personally.

5 things I learned about a 25 year gamer

Likewise, I wouldn't employ you based on your comment, because
(a) your opinion of the worth of an essay is influenced by the gender of the writer;
(b) you don't understand metaphors, incorrectly thinking that they have no direct application to the "problem at hand";
(c) you think blogs should exhibit that tired trope of public sector job descriptions, "attention to detail";
(d) you're prepared to diagnose mental disorders in someone you don't know based on a light-hearted blog post;
(e) (the most damning) you don't trust intuition.

You shold add (f)...

(f) obviously a hateful troll that lives beneath a bridge,wallowing in his own feces and refuse : D

Do not always assume that

Do not always assume that you're smart enough to see what's really going on, especially if the player thinks he knows more than his character.

The Head of Vecna is a perfect demonstration of characters making assumptions based on what the players think they know.

Also, dont forget never to

Also, dont forget never to fight dragons :)

Business lessons?

I thought these would be Business lessons? These seem like D&D lessons with only a little bit of business/life application.

These are indeed D&D

These are indeed D&D Business lessons and a good tutorial for gamers. But our life is a game too

Thanks!

What an insightful and unique article! It's good there are still people today who can see the important lessons hidden in apparently frivolous things like games. I always say you should be able to learn a lesson from just about anything as long as it means something to you.

lessons

I think behind every game they make, inventors hope to convey a certain lesson beside entertainment, but unfortunately most often people don't realize that. Good job. Thanks. Theo

the history of organizations and economics

My wife never believes me when I tell her how much I learned from D&D. It really turned me on to ancient history. When I went to design campaigns and kingdoms, I researched political and social structures from the dark ages. A bit of history goes a long way in life.

Beware the distracting quest

Don't let the DM distract your from your goal with silly side fights.

All I Learnt from RPGs

I only learnt one thing from RPGs: It's good to be good, but it's better to be lucky. PDL (Pure Dumb Luck) has saved my (character's) bacon more times than I can count.

Schindler's list is actually

Schindler's list is actually pretty good!

...Wait...

Whatever happens, respect

Whatever happens, respect others and enjoy yourself -- even if you die!

Extra things learnt from DnD

a) Protect your healers, kill their healers first.

As a Project Manager and dnd player - Your support are your most important assets. They'll be doing the actual work, keeping everyone happy, and are more highly skilled that you in a huge number of areas. Keep them happy in the work place, and you can continue.

Also when faced with a negotiation remember that resources and priorities are paramount to success. Success is also a fluid concept, so you can change the battle plan mid way if need be, but always focus on the fundamentals which will lead to success (which in dnd is killing their healers).

b) Don't stand in the fire

The more dumb actions you make, the more chance you have of dying. Don't keep doing something if its hurting you, your team, or the business.

c) It's always a trap

Assume that every scenario will have adversity within it somewhere, and always be prepared. Something will go wrong almost all the time, and if you're already being flippant with the risks, you'll fail much faster.

Roleplaying can change your life

When I was younger (around 16, I was extremely shy and was hiding away from contact to others.
I started playing D&D as a thief and in that role I was quite cunning.
At some stage I realised that there is nothing that holds me back from being a bit less shy in reality. So I finally crawled out of my shell and life is awesome ever since.

I 38 and still playing (on the other side of the globe form where I grew up) and most of the skills I learned help me in business quite a lot.

The author is right…as soon as you step out of the ‘slay that monster” game play, you will be able to develop good business skills.

How about: If you're not

How about:

If you're not sure you can handle a quest, don't be afraid of going and recruiting some help (NPC's anyone?). The extra hands can always be a help, and it's better than the alternative of failing (and worst case dying).

Private notes

Passing notes and creating party intrigue can be fun--but they don't get the quest done.

What was Ron's weakness?

Thanks for sharing your experience with us.

On "You create your own traps."
What was Ron's weakness?
(I am lost between the "Someone", "another player", John and Ron.)

Split up the party

#11. Never split up the party (well almost never). Going in more than one direction at a time leaves you open to attack on multiple fronts. It correlates well to trying to do too many projects at once. Trying to get your best programmer to do 8 simultanous projects just leaves her defeated. The same applies to a marketing team, give them 12 new totally different products and equal deadlines and burn out is a guarentee.

It is similar leaving the mage fighting a bunch of fighters, the cleric a pin cushion and the fighers battling mages. Mixed skills are good in a group, and cover weaknesses, but split them up and their weaknesses become glaring.

The good player will take the 8 projects or 12 products and attack with the entire party, but one at a time. Making easy work of all of them.

Totally agree with you that

Totally agree with you that is similar leaving the mage fighting a bunch of fighters, the cleric a pin cushion and the fighers battling mages.
Thanks,
Alan -

11. Everybody wants to be the hero

Human nature states that people want to be justified in their actions. Of course people have all sorts of crazy ways of justifying things to themselves, but if you can understand these justifications and then help them become the "good guy" in a way that suits your purposes, you will a motivated person that can help you. This is helpful for people above, below and on the same level of management as yourself.

If you can't beat 'em, join em.

If you're fighting the horde of orcs, why not jump ship and JOIN the orcs? No sense in being on the losing side, and who doesn't like to get their WAAAAGH on?

communication

Apart from the fact that the Wilderness Survival Guide is a much more fun read than any survival handbook, I'd add the obvious ones about communication and collaboration - gamers are sociable, and skilled at, and enjoy, working in groups to solve problems.

Lesson ?

XP > Gold. Always.

Pay attention to the needs of the players

As a novice DM I created a complex maze with an excess of twists and turns and rather few other things to see. It was fairly clear after 10 minutes that they were not going to find their way out before the end of the year so I made a few "adjustments" to the map to keep the game flowing. It's not about the DM beating the players it's about the DM providing a challenging game for them.

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