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D&D Taught Us How to Run Great Teams | Khaled Abdel Rahman | TEDxSantaClaraUniversity


[Music]
my mid fashion life is games I’ve spent
most of my years playing them and the
last few trying to be good at building
them I specialize in running large scale
teams and creative environments and I
should be here talking about some of my
learnings but I took the opportunity to
talk about Dungeons & Dragons so here
goes
D&D is one of the most elegantly
designed games that ever made it is an
icon that all other role-playing games
board games and narratives in general
aspire to be it is a game about creative
creativity and imagination and it’s set
in a constraint and goal driven world
the game setup is fairly easy players
sit around the table get a few papers
and pens and we’re all set the structure
requires that one player acts as the
dungeon master DM for short this is the
narrator or creator of our adventure and
the other players act as the heroes and
the players that are going to go through
this adventure and much like the office
dungeons that we visit in our day to day
lives the heroes here collectively have
a goal that they seek to accomplish at
the start of every game a Dungeon Master
crafts world bound only by their
imagination and the well defined rules
of the game they can decide on a
Victorian setting or a city that’s
hanging between two cliffs they can
decide on a world in which humans can
breathe underwater or even decide on the
very grim world in which our heroes need
to wake up early and go to the
nine-to-five job
as long as the dungeon master can
describe it the game is good together
however no matter how far our Dungeon
Master’s imagination go one thing must
be four-second the villain the dragon
the treasure
the end goal must be an attainable one
even though the journey might be long
with tons of monsters to fight days of
agony to survive in different mountains
to climb the goal must always be within
a certain reach our DM knows that a tale
without an end is rarely worthy of a
tell and the heroes are rarely satisfied
with the loop with the goal in mind our
Dungeon Master looks towards a cast of
heroes D&D is a game that relies on
numbers character statistics but perhaps
even more importantly error lies on here
as personalities social skills traits
and ideologies their bonds and even
their flaws it’s a game built on the
concept of branching and creative
conversation debate and even conflict
within a group of people that are
seemingly not fit to be together because
they are not the same but not being the
same is the point the same heroes will
attempt to solve the same problem in the
exact same way worse yet the same heroes
fall into the exact same traps our diems
only job is to create an environment in
which creativity thrives where one hero
could pick the other up and two heroes
could discuss different ways of approach
our Dungeon Master knows then in the
days where at bet were adventures of
grown longer monsters have grown bigger
that the modern team of heroes should
not look like this a modern-day hero is
not defined by what they look like or
where they come from they are not
defined by a false image or a false
ideal of a hero heroes are defined by
themselves accepted and embraced as they
are a modern team of heroes should look
closer to this heroes come from
verse backgrounds ideologies skill
levels experience genders races
ethnicities and religions and it’s with
their diversity that the quest for loop
becomes interesting to begin with it’s a
diversity in which creativity thrives
now that we have all of our heroes ready
and set up it’s time for our DM to start
giving out quests challenges and smaller
steps towards our larger goal a good
deal first makes sure to understand the
different hero’s strengths and
weaknesses and even better one starts
with relatively easy quests to better
understand behavioral preferences as
well as skill levels an interest in an
area combined with a high skill level
for that area maximizes both the players
interests and the overall team
efficiency and solving problems both of
which are equally important in having a
healthy and highly functional team which
brings us to the next point at hand DMS
tend to know the game its rules
everything in and out not only that
since they are laying out the challenges
they tend to know the solutions for
those challenges or so they think
in a world or you need to be aware you
need to have a broad range of topics
that you’re knowledgeable of you’re
likely the least expert on any and that
is okay that is why you’re building a
team of heroes the absolute worst teams
are the ones that pigeonhole our heroes
into solutions that they assume are
correct but again they’re not because a
correct solution and a diems mind is not
the same solution and empowered diverse
group of people would come up with DMS
must give heroes the creative freedom to
approach problems the way they see fit
they have to trust in their team and
trust that they assembled the right team
of Heroes that can collaborate and
collectively work towards a target and
solve it in their own way not only will
this be more rewarding for our heroes
but it’s often the better and faster
solution anyways with everything set in
place in proper challenges line
our heroes are ready to tackle the days
and cycles of fighting monsters and
gathering glue now a lot of things in
the nd are left intentionally open-ended
and babe it’s a game about creativity
and a lot of these rules can be bent
however there is one that I don’t think
should be because it’s so simple yet
it’s brush brush to the side and rarely
acknowledged no matter their power
strength enthusiasm passion even the
mightiest of heroes need a good night’s
rest a refreshed hero comes back with
even more power and enthusiasm with even
more unique creative problem-solving
skills even in the fantasy world of D&D
where some of these heroes can fly and
some of them turn into wolves they still
get tired even in the fantasy world they
have families to go to and lies to live
outside the day in day heroics so let
the heroes rest given the independence
the right set of goals a balance our
heroes are unstoppable
they will craft their own stories and
reach their goal the best stories are
the ones told by the heroes themselves
and the ones that the heroes themselves
are proud of back in 1974 the world got
D&D it’s a game that pushed players
towards creativity ownership exploring
identity problem-solving and more D&D
told us to set realistic goals to have a
diverse group of people working together
to give the right challenges to the
right people to give people creative
ownership and to let them rest the indie
taught us how to run great teams thank
you
[Music] [Applause]
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