The Academy of DungeoneeringStory games for working teams

Team Development

Put teamwork into play.

Your team already works together. When do you get time to explore how? A shared adventure gives you something to work through, then something to talk about.

An agreed focus. A shared challenge. Time to reflect.

A compass, candle and supplies laid out on an expedition map.
One adventure.
More than one way forward.
Half-day workshop45-minute debrief includedField report & follow-upLet’s begin

Start with your team

What would you like to explore?

On a short call, we’ll agree one or two areas to focus on and choose or adapt an adventure to suit. Explore a few starting points below.

A focus for your workshop

Bring the pieces together.

Asking questions, sharing what you know and checking assumptions.

Imagine this…

Everybody has part of the map. How do you find out what’s missing?

A focus for your workshop

Choose a way forward.

Choosing a direction when time is short and the information is incomplete.

Imagine this…

Two routes. One chance to leave before the tide turns.

A focus for your workshop

Make room for another view.

Testing an assumption or offering another approach before the group commits to a plan.

Imagine this…

The plan is nearly agreed. Someone notices a problem.

A focus for your workshop

Find another way.

Reassessing the options when the first approach fails and circumstances change.

Imagine this…

The bridge is gone. The message still needs to get through.

A focus for your workshop

A part for everyone.

Knowing when to lead, when to ask for help and who else has something to contribute.

Imagine this…

You can’t do everything at once. Who takes which part?

These are things to practise and discuss. The game does not diagnose the team or measure individual ability.

A half-day in four chapters

An afternoon at the table.

From choosing a character to choosing something to try at work. Step through the workshop below. Timings are a guide.

Ready-made character cards and dice at each place around the table.

Chapter 01 / Arrival

15 minutes

Characters, dice and ground rules

Everyone chooses a ready-made character. We explain how to play and agree the story boundaries. You can describe what your character does; voices are entirely optional.

A map and dice on the table, lit by a lantern as the adventure unfolds.

Chapter 02 / Adventure

2–3 hours

A problem worth getting into

A heist, a rescue, a mystery or an expedition. Your team shares information, weighs up ideas and makes choices. I handle the rules and keep track of moments we might return to afterwards.

The map rolled up beside notebooks and cups of tea.

Chapter 03 / Tea

10 minutes

A little breathing room

A chance to stretch, put the kettle on and step out of the story before the conversation.

A one-page field report lies on the meeting table in daylight.

Chapter 04 / Reflection

45 minutes

What happened at the table?

We revisit a few moments. What helped? What went unasked? How did the plan change? The team decides what feels relevant to work and agrees one or two things to try. Anyone can keep a change of their own on a card, too.

Before the day

A conversation about your team.

We agree the focus, choose a suitable story and discuss participation requirements and anything that should stay out of the adventure.

About four weeks later

What happened back at work?

Once you’ve had time to try the agreed actions, we check in. What did you use? What helped? What got in the way? We agree the timing and format before booking.

Something to take with you

The story ends.
The conversation carries on.

Within two working days, your team receives a one-page field report recording the story, its reflections and its agreed actions. Participants review it before it goes beyond the team.

In our example, six characters have one night to retrieve a stolen ledger. They get the ledger and lose the boat. The conversation afterwards might turn to when information was shared, why they waited for the scout or how they found another way home.

Read the full example

Field report / illustrative example

The Harbour Ledger

One stolen ledger recovered.
One escape boat lost.

Information

Ask who knows what before we plan.

Decisions

Wait for the scout. Every time.

Adaptation

Say “I’m not sure” sooner.

A fictional example, not a client report. The real report records your team’s own reflections.

An oxblood wax seal with the Academy dragon.
An illustrated view from behind the game master’s screen.

Your facilitator

Designed by an educator.
Run by a storyteller.

I’m Mark Calleja. I’ve spent more than a decade designing learning experiences, working with learners and educators from primary age to adults. I’ve also spent thirty years running tabletop games.

At the Academy, those two parts of my work meet. I create a challenge, help people take part and guide the conversation afterwards. The conclusions belong to the team.

Your workshop

Plan your next afternoon.

Tell us about your objectives and we’ll send a proposed format, scope and complete quote, including any travel or venue costs and applicable VAT.

At the table
Half-day2–3 hours of play, plus introductions, a break and a 45-minute facilitated debrief.
Your team
Up to sixPer table. Larger groups by arrangement.
Location
Cambridge, London & onlineOther locations available by arrangement.
Within two working days
A field reportShared reflections and agreed actions.
About four weeks later
A check-inTime to revisit what you tried at work.
A wider programme?
Let’s talk.Bespoke scenarios and additional sessions quoted separately.

Book a table

Pull up a chair.

Tell us about your group, what you'd like from the session and a few possible dates. We’ll recommend a format and send a complete quote before you book.

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.

Or email us

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.