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Six 25-minute fantasy RPG episodes that teach Lean, Kanban and the product operating model β where the retro is a game mechanic and every session ends in real commitments. You're the Game Master. No dice experience required.
Join the waitlist β Episode One is free Founding GMs get half-price licences at launch.Everything is scripted, timed and tested β you bring the team, the game brings the transformation.
Three to six players pick a class β Product Paladin, Delivery Druid, UX Bard, Data Wizard, Engineering Ranger or Reformed Executive. Each class earns luck for using real principles.
One villain per session, each embodying a way of working that's holding your teams back. Beat-by-beat GM script, one d6, no rulebook. Fits a standing team slot.
The debrief is built into the game: the party spends its Insight Tokens naming the real-world lesson, earns the shard, and writes two-week commitments you take to the next retro.
Every villain is an anti-pattern in a costume β and none of them can be beaten by force. Only by practising the lesson.
Every new project grows a head. Slain by finishing β tamed as a pet WIP limit. Stop starting, start finishing.
Forty years of specifications, zero conversations. Freed by five words: "let's go and see." Real users beat proxy opinions.
14,208 features shipped, nobody knows why. Shrunk only by the forbidden question: did it help anyone? Outcomes over output.
997 stamps that manage blame, not risk. Dissolved by a leader who says "the blame is mine." Trust over control.
Hand-off Ghosts file your work and return it wrong. Escaped by one complete fellowship. Team design is destiny.
Feeds on fear, shrinks at small brave commitments β and the Codex's pages turn out to be mirrors. The secret is practised, not installed.
Most training games end with a facilitator asking "soβ¦ what did we learn?" In the Codex, reflection is how you win: no Campfire Council, no shard. Players connect the fiction to their real work all session because connections earn tokens β and the campaign ends with a written stack of real, two-week commitments, not a feedback form.
Join the waitlist and the Hydra kit arrives when we launch β everything you need to run your first session with a real team.
Beat-by-beat scenes, encounters and the tamed-hydra climax β timed to 25 minutes.
All six classes plus a blank, with dice rules on the sheet so nobody reads a rulebook.
The whole campaign on one page β rules, pacing, and rescue kits for every facilitation wobble.
Live player views, dice, tokens and the Campfire β waitlisters try it before anyone else.
Founding GMs get Episode One first and half-price licences at launch.
No spam, no sharing β just the kit and launch news.
Episode One rides to your inbox the moment we launch. Until then β may your WIP stay limited.
Run the whole campaign with your teams. Only 50 founding places.
A$199 + GSTA$218.90 inc. GST
Per year. No GST outside Australia.