The Academy of DungeoneeringStory games for working teams

Team sessions · How it works

One session, from the first call to the write-up.

A session is one complete story, start to finish, in three hours, then a conversation about what it showed. This is everything that happens, in order.

Jump to the quests

Ink-and-watercolour drawing seen from above: a meeting table in the dark, lit by one lantern, with a hand-drawn map spread across it and the shadow of a sleeping dragon falling over the map.
Somewhere in the middle of the story.

The session

Every step, in order.

  1. Before the day · 15 minutes

    A call with whoever booked it

    What does the team want from the session? Is there anything that should stay out of the story? Which quest and which world would suit you?

  2. Session Zero · 15 minutes

    Characters, dice and ground rules

    Each player picks a ready-made character from a one-page sheet and gets a set of dice to keep. The table agrees what stays out of the story. The game master explains that they'll be watching how the team works together, not how anyone performs.

    Session Zero is what game masters call these first fifteen minutes. Playing online? Everyone's dice arrive in the post before the session.

  3. The adventure · 1 hour 50 minutes

    One story, one problem

    The team faces one problem together, and every challenge needs more than one person to solve it. Players say what their character does. The game master handles the rules and the dice maths.

  4. Break · 10 minutes

    Tea

    A chance to stretch before the conversation.

  5. The debrief · 45 minutes

    What happened, and what it says about how you work

    First reactions, one sentence each. A replay of the three moments that decided the story. Who did what: how the team made decisions, who led, and where it stuck. Then each person names one thing they'll do differently at work.

  6. Within two working days

    The write-up

    One page: the story, the moments that mattered, and the team's commitments in their own words. The team reads it first. See an example

  7. For pilot teams · two or three weeks later

    A follow-up conversation

    Twenty minutes about what happened afterwards. What did the team try? What helped? What would make the session more useful?

Choose your quest

Three kinds of story.

Every session is one complete story built around one problem. Pick the kind that suits what your team wants from the day, or tell us on the call and we'll suggest one.

A ring of old keys, a roll of lock picks, a sealed ledger, a shuttered lantern and the corner of a harbour map.

The heist

Get it out without being caught.

Something valuable sits somewhere well guarded. The team has to plan, pool what each of them knows, and change the plan when it breaks.

Tends to bring out Information Adaptation

A coil of rope with a grappling hook, a lit lantern and an hourglass beside a tower with one lit window, on the corner of a map.

The rescue

Someone needs you, and time is short.

Someone is trapped and the clock is running. The team has to agree what matters most, decide fast, and keep going when the first route closes.

Tends to bring out Decisions Adaptation

A brass balance with a coin on each pan, two pewter goblets, a lit candle and an agreement with a quill and two wax seals.

The negotiation

Win the deal without drawing a sword.

Two sides, one agreement, and no fighting your way out. Every voice counts, and disagreement has to go well inside the team as well as across the table.

Tends to bring out Voice Challenge

Nobody needs to know the story beforehand. Every quest starts and finishes in the one session.

Choose your world

Then pick where it happens.

Most quests work in most worlds: a heist on a space station, a rescue from a haunted manor, a negotiation with a dragon. Tell us what you'd like and we'll find a combination that works.

A clasped spellbook, a wooden staff with a glowing amber crystal, a dragon scale and a small potion bottle on the corner of a map.

Fantasy

Swords, spells and a dragon somewhere.

Castles, forests and old magic: the classic setting for a story like this.

A brass model starship on a stand, a dusk-blue star chart with a ringed planet, a brass navigation instrument and a glowing crystal.

Science fiction

A long way from home.

Starships, strange planets and machines that don't always do what they're told. The same teamwork, under different stars.

A guttering candle whose smoke curls into the faint shape of a ghost, an old iron key, a misted hand mirror and a small crooked manor house with one lit window.

Horror

A ghost story, not a slasher.

Creaking houses, guttering candles and the feeling that something is watching. Dread, not gore, and the table sets the limits in Session Zero.

Something else in mind? Ask, and we'll talk it through on the call. See the games we run

What the game master watches

Five things, all about the team.

During play the game master keeps notes on five things. Every one of them is about how the team works together. Nobody is assessed as an individual, and the team knows this before play starts.

  • Information

    What gets shared, and what stays in one person's pocket.

  • Voice

    Who gets heard, and who hasn't spoken yet.

  • Decisions

    How choices get made, and how fast.

  • Challenge

    How disagreement goes, and whether doubts get said out loud.

  • Adaptation

    How the team recovers when a plan fails.

Our promises

Nothing hidden, nobody judged.

  • Nothing hidden

    Before play starts, everyone knows what's being watched and how the write-up will be used.

  • The team comes first

    The write-up describes the team, never named individuals, and the team reads it before whoever booked it.

  • Behaviour, not personality

    A game shows how people played that game. The debrief tests whether it says anything about work, rather than assuming it does.

  • Never for judging people

    Nothing from a session is for hiring, promotion or performance decisions.

  • Nothing recorded without consent

    No photos, audio or video unless everyone at the table agrees first.

Book a table

Pull up a chair.

Email us with your group size, two or three possible dates, and whether you'd like to play in person or online.

For in-person sessions, tell us the location and whether you have a venue or would like us to arrange one. Travel is included in Cambridge and London. Additional travel and venue costs are agreed before booking.

hello@academyofdungeoneering.com

Open your email app

Explore the games · Start a campaign

Need to convince someone first? Here's a note you can send

The Academy's house dragon: a small dragon curled asleep on a stack of old books beside a lit candle, one eye half open.