The Academy of DungeoneeringStory games for working teams
Ink-and-watercolour drawing seen from above: six people's hands at a meeting table in daylight, with laptops, notebooks and coffee cups. At the head of the table a small carved dragon sleeps on a stack of books. The same table during Session Zero: laptops closed, a character card at every place, one card being passed across, and a game master's folding screen standing open at the head of the table. The same table in the dark, lit by one lantern. A hand-drawn map is spread across the laptops, hands point and roll dice, and the little dragon throws a huge dragon-shaped shadow across the map. The same table in warm lamplight. The map is rolled up and tied with a ribbon, the lantern burns low, and people write in notebooks and pour tea while they talk. The same table back in daylight, a day or two later. A one-page report with an oxblood wax seal lies in the middle, and a hand reaches for it. The little dragon is still asleep on its books.
An ordinary meeting room. Characters chosen. Dice handed out. Deep in the story. The dragon is asleep. Probably. The lights come back up. Back at work. It's in writing.

Team sessions in Cambridge and online

A three-hour story game that shows your team how it works together.

One team of up to six, one cooperative story, and a game master, the person who runs the story and its rules. Then a debrief that turns what happened at the table into how you work on Monday.

  • Up to six players
  • Three hours
  • No experience needed

Session Zero · 15 minutes

Everyone picks a character. Nobody prepares.

Each player chooses a ready-made character from a one-page sheet and gets their own set of dice to keep. Then the table agrees what stays out of the story, and anyone can skip a scene later without giving a reason.

Session Zero is what game masters call these first fifteen minutes, when the table agrees how the game will go.

You don't need to have played before. I handle the rules.

The adventure · 1 hour 50 minutes

One problem, and it needs all of you.

The team faces one problem together: a heist, a rescue or a negotiation, in a fantasy world, among the stars or in a ghost story. 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.

While you play, I watch how the team works together: what gets shared, who gets heard, how decisions get made. I tell you I'm doing it before we start.

From the game master's notes

an example
InformationThe map's in one pocket. Nobody has asked for it yet.
VoiceHalf the table hasn't spoken. The plan is coming from one end.
DecisionsThey voted before the scout came back.
ChallengeOne doubt, said out loud. The plan got better.
AdaptationPlan A just failed. Plan B took ninety seconds.

Break · 10 minutes, then the debrief · 45 minutes

The lights come up, and the story turns into work.

This is where the game becomes something your team uses on Monday. Nobody is assessed as an individual.

  1. First reactionsOne sentence each, round the table.
  2. The replayThe game master walks back through the three moments that decided the story.
  3. Who did whatHow the team made decisions, who led, and where it stuck.
  4. One changeEach person names one thing they'll do differently at work.

The write-up · within two working days

Then it's in writing.

The team gets a one-page write-up: the story, the moments that mattered, and the team's own commitments in their own words.

It describes the team, never named individuals, and the team reads it before anyone else. After that, it's yours to share with whoever signed off the budget.

What lands on your desk

A field report on your team.

One page, written like a naturalist's notes: what happened, the moments that decided it, and what the team said it would change.

Each moment carries a sign in the margin for one of the five things the game master watches: how information moves, who gets heard, how decisions get made, how disagreement goes, and how the team recovers when a plan fails.

Example
Field report · an example team of six The Harbour Ledger

The story

One night to get a stolen ledger out of the harbour master's office. The plan changed three times. The team got the ledger and lost the boat.

The moments that mattered

  • InformationThe guards' rota sat on one character sheet for forty minutes before anyone asked about it.
  • DecisionsThe vote to split up took under a minute, and came before the scout reported back.
  • AdaptationWhen the boat sank, the team had a new plan in ninety seconds.

In the team's own words

  • Ask who knows what before we plan.
  • Wait for the scout. Every time.
  • Say "I'm not sure" sooner.

Describes the team, never named individuals. The team reads it first.

An oxblood wax seal pressed with a small sleeping dragon

What nobody has to do

Everyone plays. Nobody performs.

No experience

Nobody needs to have played a tabletop role-playing game before.

No acting

Players say what their character does. Voices are optional.

No rules

The game master handles the rules and the dice maths.

Nothing you'd rather not

Before play, the table agrees what stays out of the story, and anyone can skip a scene without giving a reason.

Price

One price per table.

Up to six players. It covers the session, the debrief, the write-up and a set of dice for every player to keep, posted ahead if you play online. Larger teams book one session per table.

Pilot

£250per table

For the first two teams, in return for a written testimonial and permission to name the team.

Book a pilot table

The Adventure

£750per table

The full session, debrief, write-up and dice, for any team.

Ask about dates
  • WhereIn person in Cambridge, or online by video call
  • How longThree hours, debrief included
  • WhoOne team of up to six
  • AfterwardsA one-page write-up within two working days

Booking it for your team? Here's a note you can send your manager

Who runs it

Thirty years behind the screen.

Mark "Mr.C" Calleja has run tabletop games for thirty years, and his current table has met every week since 2020. He has designed game-based learning for over a decade, for groups from pre-schoolers to postgraduates, and co-founded HackLabUK.

How Mark runs a table

The game master can win whenever they like. So winning was never the job. The job is making it hard enough to matter.

Mark Calleja

Book a table

Pull up a chair.

Email us with your team size, two or three possible dates, and whether you'd like the session in person in Cambridge or online.

hello@academyofdungeoneering.com

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