Ship It Conversations: Running Retros as Tabletop RPGs, With Jinger Meilani of Mountain on Chapters and Characters, Technical Archetypes, Reading the Room, Following Through, and Why Silliness Gets You Honest Answers
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In this episode, Jinger Meilani discusses her innovative approach to running engineering retrospectives as tabletop RPGs.
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Ship It Conversations: Running Retros as Tabletop RPGs, With Jinger Meilani of Mountain on Chapters and Characters, Technical Archetypes, Reading the Room, Following Through, and Why Silliness Gets You Honest Answers
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There's an old trick for getting kids to eat
their vegetables. You hide them in a fruit smoothie.
They get the good stuff, and they're too busy
having fun to notice. My guest today does that
with engineering retrospectives. She turns them
into a tabletop role-playing game, with characters,
chapters, and a story built around what her team
went through. Her point is that silliness disarms
people, and that's when you get honest answers.
Hand an engineer an orc to play, and they might
say the thing they'd never put on a retro board.
It's not really how they feel. They're just an
orc. I'm Brian Teller from Teller's Tech, and
this is Ship It Weekly. Welcome back to Ship
It Weekly, where I filter the noise and focus
on what matters when you are the one running
infrastructure and owning reliability. Most weeks,
it's a quick DevOps, SRE, platform, cloud, and
security news recap. In between those, I do conversation
episodes with people building and operating these
systems. Ship It Weekly turns one this November.
To celebrate, through mid-December, you're getting
two conversations a week, Mondays and Wednesdays,
with the news every Friday. Then, we're back
to our usual rhythm. Today, I'm joined by Jinger
Meilani, Senior Software Engineer in DevOps at
Mountain, and the creator of something she calls
Tabletop Retro. It's a good one for Halloween
week too, because this whole thing started as
a spooky retro she ran around Halloween. We talk
about why she calls it retro plus plus plus, how she builds
one out of chapters, characters, and technical
archetypes, why playing a character helps some
people speak up and makes others nervous, and
how to run a lightweight one of your own without
building a whole fantasy world. All right, let's
jump in. Jinger, thank you for joining me. Thank
you so much for having me. I'm super excited
to talk about this because it is just the accumulation
of so many things I love, which is world building,
psychological safety in teams, and engineering
enablement. So it really hits a particular niche
that I feel very well qualified to talk about.
Okay, let's start there. Why reinvent the retro?
Personally, to be honest, it's because I was
bored of them. Even when I would try to do a
more fun retro, right? There are some that kind
of have a visual spin or a metaphor kind of embedded
in there. And even those, you know, they kind
of get rote. And honestly, like, especially remote,
if you don't have cameras on, I am tuning out.
I'm not. I'm not engaged. I'm not really thinking
about it. Sometimes I can't remember, you know,
what I did yesterday, much less, you know, what
I did two weeks ago and then all of that time.
So when one of the previous companies I was at,
we would rotate through who did the retros. And
because I love Halloween, I love the Halloween
season, and I love taking things way too far,
again, with narratives and themes. It was my
time right where it lined up around Halloween.
So I decided to just kind of build a story around
our team. It wasn't anything super grandiose,
but over time, as I continue to do it throughout
the years and continue to do it with different
teams, I do it annually. So every year I get
a little bit more heavily involved. What's different
about this tabletop format, though? What are
we diving into? What are you pulling out of people that maybe
you aren't pulling out of at a normal retro?
Yeah, for sure. First of all, Tabletop Retro
isn't, I wouldn't necessarily even call it a
replacement for the standard retro. I would call
it retro plus, plus, plus. So all of these formats
that you know and love are still viable and they're
still feasible within this entire story that
we're building. And that's part of what you get
out of Tabletop Retro, just right up front is
the entire retrospective, however long you decide
to run your campaign for, is not one activity.
It is a bunch of activities and it's an uncovering
of not even just the story that the lead has
created for everybody, but also the uncovering
of a lot of emotional elements that, you know,
are very easily missed in a regular typical retrospective
because it's not creating that environment for
people to really dive in and experience something,
right? It's just kind of saying like, okay, let's
attempt to introspect, but I will not set the
scene for you. I will not remind you of what's
really has happened. And I will not do anything
that pushes your mind to get excited. And so
those elements primarily, I wanted to... Not
fix. Fix isn't the right word. I wanted to do
something about that while still getting all
of the goodness that comes out of a retrospective,
right? Things like we understood what we did.
We know what we want to do better. We understand
the posture of the team. We know where we're
aligned and unaligned. All of those things are
still the foundation of Tabletop Retro, just
like they are for any other retrospective. And
you mentioned you don't do these for every retro.
What cadence would you recommend for? for a tabletop
retro? Yeah, it's heavily dependent on the amount
of complexity and storytelling that you want
to do, the amount that you want to put out in
there, I would say. So I like to do it annually.
Like I said, I like to make it spooky. So I do
kind of a spooky retro variant. And I like an
annual story because it allows me to not... One,
always be thinking about Tabletop Retro, like
I get to do my own work, right? I'm not constantly
thinking about how to build this world. You can
be strategic about, you know, how, not how often
it happens, but when in the year it'll happen.
I wouldn't recommend doing something this involved,
something where you want people to put a lot
of themselves into when there is something huge
happening, right? We have fires every day. Let's
not play games right now. Let's, you know, unless
it's... We can have quick conversations kind
of about like, why are we having these fires?
But I don't think that's the appropriate moment
to then try to take fire as a metaphor and say,
you know, we are fighting a flame-breathing dragon.
I think that can happen after, you know, things
have sort of settled. And it also leads into
the idea that people have to be comfortable in
order to speak their truth, in order to tell
you things honestly. When there's a lot going
on and people are already stretched thin, I don't
think that's the most comfortable situation to
put a team in. Yeah, that's fair. So I was trying
to reconcile this. So it's less about like a
blameless culture or like talking about issues
during the last sprint or whatever, you know,
whatever the retro is for. And it's more about
like keeping it less dry or do they both go hand
in hand? Like what is the primary purpose of
the tabletop for the engineers? Like what are
they going to get out of it? And along those
same lines, do you find more frank conversations
or revelations from that than you would like
a traditional retro? Right, right. I would definitely
say that they kind of play off each other. And
the element of psychological safety and honesty
also kind of come into play here. I will throw
in kind of a fifth element, which is silliness.
So it's this accumulation of like, I want to
disarm you, right? That disarmament allows you
to fully embody the situation, right? I kind
of use this metaphor of like hiding vegetables
in a fruit smoothie, right? I get a lot of honest
answers without people necessarily understanding
me, but they're giving me an honest answer, right?
Because sometimes the metaphors work out really
well or the mappings work out really well where
we all kind of think we're talking about one
thing when secretly we're talking about another
thing and these dynamics kind of hold, right?
Whether we're playing a game or whether we have
to collaborate together as a team. So there's
definitely the engagement sort of unlocks things
that people tend to lock down. Whether that's
because, you know, seen this, been there, done
that. You know, it's too rote. It happens too
often. Nothing surprises me. Nothing is like
fun. I don't really get anything back from it
except for, you know, a list of action items.
So sort of giving people something to look
forward to in that way. The honesty aspect comes
from the creation of psychological safety and
the disarmament through silliness. So once you
have a team that's decided, we're actually going
to do this, how do you go from, I want a more
interesting retro to building out an entire fantasy
world around it? Like, how do we even get started?
Yeah, yeah. Great, great question. Talking about
it can be very nebulous because I say, you know,
like, it's different from a retro, but you can
use the retro, but it's so much more, but you
know, it can be very, um, also it doesn't happen
in any other teams, except for the teams that
I have been in. First of all, for our team, when
I ran it, the team didn't really give me permission,
but our manager did. And even our manager did
not know what I was getting into. So he kind
of just like, let me do it. He was sort of like,
is it going to take, you know, the entire quarter?
And the answer is no. Can you still do your other
stuff? And yes. And does it push the team forward
in terms of how we collaborate or in terms of
how we understand our own strengths and weaknesses?
Helps my manager sort of get a sense of like,
where should I allocate particular resources?
Where in my team are particular things kind of
lacking? And it allows people, when we have those
honest conversations, we can actually do something
about the real problems. So the way that you
start it is you ask your manager and you don't
tell anyone else because it's super fun and silly
when people have no idea what's coming. So the
structure of Tabletop Retro is defined basically
through a series of chapters that you take your
team on. So a chapter is a container that's going
to hold a portion of the story and at least one
activity where the activity is, you know, it
could be a typical retro activity, what went
well and what we want to change. It can be a
modified version. So you're like, you know, on
my team, we run retros this way. Help ease your
team into this experience by giving them something
that they're a little bit familiar with. It can
be straight up a game. So I've done some things
in the past. There's always the option to put
literal games in there. And that's part of silliness.
That's part of disarmament. Also icebreakers.
Icebreakers I use as a very, very generic term.
So yeah, to be more concrete, there's chapters.
Chapters hold stories and activities. And I find
it easiest where I map one activity to one chapter
and then we move on. Within these chapters, you
are giving your team narrative, visual, potentially
audio elements. So you kind of turn through pages
and you show them pictures and you read them
a story. And at the particular like plot point
where you care about the mapping of what the
narrative element is to what the team actually
experienced. You hit them with an activity. Sometimes
the activities are maybe outside of the context
of the retro. They could be pretty dry. But because
people are honed in to how weird this is, they
actually kind of ignore it. So that's the structure.
And so you would start with deciding, am I the
person leading this retro? You are as the world
builder and the experience curator and you go
past or you go through the past, whatever, call
it sprint. I do it annually. So we kind of look
past in the past year. You create the world.
You build a story. You take that story. You slice
it up into chapters. You think about plot lines
that map real experiences to the things that
are happening to your characters. And you make
people do activities. You take the input from
those activities. You store them so that you
can synthesize them and you can take the lessons
from those later. So, you know, don't just remove
all of the actual learning as the person running
the retro. You get to synthesize those results
later. And that's the kind of the structure of
it. It's super loose because you get to do whatever
you want. And so when you have people that are
attending this retro, they've built these archetypes
for this tabletop, how much of their character
backstory was like just fun and how much like
helped you actually build the actual retro? Yeah,
so characters, as the person leading the retro,
as the table lead, you can decide if your players
are going to be characters or if they're going
to be kind of their own people. Okay. So I've
done it before where we're all, it's the same
team. We're not, you know, in a fantasy world
or anything, but we are all just kids doing trick-
or-treating. There's not a lot that I'm like,
add some fantasy elements here. The point of
the technical archetype is somewhat twofold.
So I set it up where you give me a character
sheet, essentially, and the in-universe races
that your character is are mapped to these technical
archetypes. So we have, I forget what they are,
but they're like, the Goliath is sort of like
a high-level systems thinker. The Gnome is kind
of like a... tinkering, automation engineer,
things like that. So the first part about that
is engagement in self-insertion. So you get
to put pieces of yourself into this story and
people get super stoked about that. It's almost
like a horoscope where you say like, well, if
you're a Gemini, it means this and that. And
people love that. So I always give people the
option where it's like, if you really want to
be a gnome, but you don't care about automation,
like that's fine, go be a gnome. But the second
thing that that gives you in the character archetypes
and the way that we did it is we talked about
it as a team afterwards. So it's not like the
secret mapping and, you know, I know what it
means and you're telling me all these things
about how you like to work. And then I hold that
information for myself. As a team, we took time
to introspect on the ways that we view ourselves,
our strengths and weaknesses. And I find that
to be so valuable. That's something that I try
to do in every retro is to give people the ability
to say like, I built this thing and this is kind
of how I see myself. And this is how I see myself
in the context of our team. It just, it helps
everybody understand each other so much better
and it leads to a better working experience and
team cohesion. So that's characters. Yeah, it
can be, again, as involved or not involved as
you'd like. Did people's submissions change what
you wrote and how you thought about their characters
and the story? They didn't change how I felt
about my co-workers as people, right? Something
that I did, though, something that I would recommend,
similar to how, you know, as a lead, you kind
of have to delegate. As a senior engineer, you
have to delegate. When you're a table lead in
the Tabletop Retro as a game, you have to pick
and choose, find this balance between, you know,
I have to build this whole story. I have 24 hours
in the day like everybody else. I want to give
people the option to self-insert where they
can. So when I asked for character sheets, I
also said, you have to give me your backstory.
So I had us, the campaign started where we were
all imprisoned in the Hall of the Mountain King.
And I didn't want to have to get these character
sheets back and then say, you know, here's how
all my friends got imprisoned. I forced everybody
to... build a part of the world with me. So in
that way, yeah, it actually gave me a lot of
direction because people took that option for
creativity and they sort of ran with it, right?
Nobody said I was in prison because I stole a
coin purse from an old lady and they locked me
up, right? Everybody used it as an opportunity
to dive more into their characters. And also,
interestingly, everybody gave me a little breadcrumbs
about the world that I was building. So I was
able to use these crowdsourced ideas to build
out the world in a much fuller way. Okay, so
speaking of you have 24 hours in a day and you're
building out this world, how much prep time did
the whole thing take and what part took the longest?
Yeah, interesting. I would say before I actually
built out my own framework for it, which I can
make available whenever we drop this, it took
me a long time to figure out the right interfaces.
So as we're talking about this, you know, I've
talked about here's how you build the story.
I mentioned, you know, you kind of show it like
a book to your team. Speaking like specifically,
it's any software that has like you can insert
visual elements into it and you can constrain
the audience view at any given time and potentially
insert some audio elements as well. So like I've
used Lucidchart, for example, like we will hop
on a Zoom screen. I go through frames in Lucidchart,
which just take you from one part of the diagram
to another. And that was the way that I presented
the pages in the book. For our team, when we
did it last year, I used Canva and same sort
of thing. It's basically a slideshow, right,
where I have music and I have sounds. I have
some images that are, you know, AI generated.
I draw some things because just you don't have
to draw things, but I like to draw things. So
I make everybody look at my little drawings.
And it's primarily the communication mechanism,
right? So jump on a Zoom or a Slack huddle or
something. Have a way for people to interact
with your activities. That could just be a Slack
channel. It could be Lucidchart. It could be
whatever you use to run retros right now, as
long as you can customize kind of the prompt
and the options and stuff. So you can use whatever
you want. And that's always going to take the
biggest amount of time. If you'd like to cut
through it. I'd recommend just using my framework
that I built and it helps the table lead create
these chapters, show them to your team. But you
can truly use whatever you want as long as you
can get the audio and as long as you can build
a world for people. Very cool. So one of the
things that I really liked about this idea is
that the engineering discussion itself isn't
separate from the game. It actually becomes like
part of the game. How did you figure out how
to do that? That's a great question. How do you
do that? I think there's two things that have
helped me, maybe three. Our team is just kind
of silly. Like we are always, we naturally strike
a really good balance between, you know, we are
actively in a fire, but we're still kind of throwing
jokes on the side, right? Like we're still kind
of having a good time while we are still fixing
things. Like we have that sort of natural ability.
And in a lot of ways, the jokes help us de-stress,
right? They make us better troubleshooters. So
there's that for us. The second thing is oftentimes,
I think when we describe something technical,
especially if we are speaking to non-technical
stakeholders, we will use metaphors. And as I
tried to get better at communicating technical
things to people who cannot speak that same language,
the goal is to find that shared language, right?
And metaphors can be really good. You can...
use metaphors that are still kind of business
related so that people who are more business
minded have a good sense of what you're talking
about. So when you deal with people who, you
know, we all play video games, we love our escapism,
we have some, you know, shared media that we
like to dive into. It's an exercise in building
a shared language and mapping things correctly,
which is also, I think, just like a fundamental
engineering skill. And having I would say also
being somebody who gets excited about world building
as well. If you don't like the idea that, you
know, plot lines are going to have to require
me to think about the political nature of how
my characters and universe kind of interact with
each other. In our land, in Terramont, land of
mountains, you know, there are... There's like
high court politics. There are things going on
in the universe that I just personally care about
because the world building is super, super fun.
And if you don't like that, you're going to have
a hard time finding these mappings. But I don't
think it's impossible. I think you just have
to make sure that the world you build isn't too
complex. The world we've built is pretty complex.
So I'm going to try to scope it down. Again,
your kids playing trick-or-treating, going
through a neighborhood, right? The world is smaller.
The scope of your problems are smaller. The things
that you'd have to care about or think about
as far as mapping are also much more simple.
Okay. So I kind of talked about this a little
bit earlier, but I want to hone in on a little
bit more. Do you think that people will say something
through a character that they might hesitate
to say in front of a normal retro board? Like,
have you noticed this having done these? Yeah,
I think it can be a double-edged sword, right?
Like, especially once you introduce characters.
Some people will feel very emboldened by that,
right? And they'll say, you know, I'm an orc
and I don't have a filter. And when I see something
wrong going in Terramont, I'm going to say something
about it. And maybe that's not even necessarily
their typical communication style, right? And
this character gives them the permission to say
something that they would normally never say
because it's in the game. You know, it's in the
universe. It's not really how I feel. I'm just
an orc. And some people will see role-playing
or however you want to call it. As something
that's kind of intimidating, you know, it takes
them out of their comfort zone already. Maybe
they're already comfortable talking in the team.
What I like to do is give people options. So
I do assign speaking lines in Tabletop Retro
because I need to push the narrative forward.
And part of moving the narrative forward is finding
out how characters interact with each other,
how they feel about the world, how they handle
different NPCs, right? I gave my character speaking
lines. I mean, you do have to be very tuned into
your team. One of the character lines that I
gave the past time when we ran it on our team,
it was like an improv opportunity, but I gave
it to, you know, he's my friend. Like he's very
well known in the team. Like he's not a shy person.
So I made him do an improv about like, we're
trying to sneak past a guard. And I was like,
but. He figured out like the exact thing to tell
the guard, so he would let us through and then
he failed. The persuasion didn't work. You know
what I mean? Versus for other people on our team
that I still wanted to use as pieces to move
the plot forward, I would give them lines. So
I would say like, all you have to do is say what's
on the screen right now. And if you know your
team, you know which one to pick for particular
people or if they should just not have any speaking
lines at all. The thing I would say that is a
little bit less negotiable for me is tabletop
retro I use as an opportunity for people to showcase
things, almost like mini knowledge sharing sessions.
And that I do expect people to, you don't have
to participate in character, but that I am very
particular about, you know, we're just going
to talk about the... Our new cluster architecture,
you're the best person to talk to us about it.
Like, let's not do metaphors. We're not going
to do mappings. We're just going to hone in and
we'll map it to something silly after the fact.
So there's certainly a balance and you have to
be attuned to your team. So I wouldn't say, you
know, get a new job, come in, first retro you
ever do is Tabletop Retro. Get a sense of where
your team's at. You know, what are the issues
that require... a whole world to be built around
them. Everything that you're doing here should
be intentional. Every time you're silly, every
time you put in a game, it should be for a purpose.
And at the end of it all, you should have a sense
of if you've met your desired outcomes for that
retro. And just like any other retro, if you
feel like people weren't honest, no one knows
what to do. We're all still unaligned and nobody
even knows what the actual failure points of
this team are, the Tabletop Retro won't help
you, right? A regular retro and Tabletop Retro
will fail in that same way. So is that how you'd
consider a failure of a Tabletop Retro is that
you don't have those outcomes? Just like you
wouldn't for a normal retro, I guess. So is it
the same bar for normal retro versus the tabletop?
Or do you look at those differently? I would
look at them as the same. And actually, I would
even raise the bar for Tabletop Retro sort of
assertion is that when you put a little bit more
of yourself into this, we're all going to put
a little bit more of ourselves into this. And
it's going to give us an insight that we previously
could not get. For regular retro, I feel like
sometimes the bar is like, we've talked about
the past two weeks, you know? So yeah, the ways
to fail are very similar, but the bar is higher
for Tabletop Retro because you bring in this
nuanced super weapon. And so you expect the results
to be something where I can be almost pinpointed
or I can gain something out of this experience
that previously was locked away from me. So a
failed Tabletop Retro is nobody had fun. Nobody
laughed even once. We wasted a bunch of time
and we never want to do it again. Yeah, that's
fair. Okay. So my question is, if I'm listening
to this podcast, I'm hearing, okay, this sounds
really interesting. I want to do this. Maybe
a Halloween theme, maybe a Christmas theme, whatever,
like some yearly cadence. How do I start? I hear
this episode, I get your resources. What's the
minimum viable? And we kind of talked about that
a little bit with the trick-or-treating, but
is there just a quick outline of how do I start?
Is it D&D-based? Do I need to have dice? Do
I have everyone pick their archetypes? How do
I even start without just taking on too much?
Yeah, for sure. So the very first thing, and
this is similar to, you know, how do I start
building a software product? You could just like
begin, right? And you're like, I don't know.
Let's just start having robots generate code
and we're going to do something with it. Like
I was talking about kind of with the idea that
it should produce something, you should figure
out what it should produce, right? You need to
be involved enough in your team. Talk to the
people on your team, talk to your manager, figure
out pieces that your manager is still having
issues with, right? We're not clicking in this
one particular way. You have to find those problems
and then you have to, what's the right word?
You have to distill the right questions from
those problems. I think the right question is
not going to be like, oh, how do we fix this?
Right? The right question is more in what specific
ways are we unaligned? When specifically? Is
our communication breaking down? What are the
stories that my team individually, they're telling
themselves? And how are those stories different
from how I would prefer us to operate as a team?
Or which of their stories are actually unaligned
from the entire team story? Do we understand
our posture in specific things in how we do,
you know, how's our security posture? When do
we say yes to things versus when do we say no
to things? What are the appropriate communication
channels? Where are the secret hidden things
that our engineers get beat down on time and
time again, but they're not telling anybody about
it? I think that's great. I would even argue
that that's important for even normal retros.
I think a lot of people lose that guidance in
what the outcomes of a retro should be. I think
that's well said. Yeah, I actually really agree
with that. And that's another kind of... hidden
trap on doing something that's very rote on a
cadence that leads to an almost monotony, right?
As you forget, wait, why are we doing this? It's
just something we do, right? Versus when it's
this novel, bespoke experience, you have to justify
it right up front. And it requires a lot of thought
and intention and introspection before you bring
in the whole team for introspection. So yeah,
be in the team, figure out what your friction
points are, what the problems you are, what you're
seeing happen in your team. Make sure that you're
asking the right questions about those problems.
It's possible that some of those questions are
the classic three, what could we be doing better?
But it should seek to expand much more, right?
Again, we have this machine that can create a
lot of nuance. So add that nuance to your questions.
Once you have your desired outcomes, just pick
a setting. Pick a world, pick a time. Again,
how much do you want to put yourself into this?
How complex do you want it to be? Is there a
thing on your team that everybody bonds over
already? We're all big Star Wars nerds. Let's
start there. Maybe not necessarily Star Wars
TM, the universe, but we're all in space. We
have laser swords or whatever it's going to be.
Use my framework or any other pieces of technology
to create essentially a storybook. You're going
to move chapter by chapter. The questions that support your
desired outcomes are eventually going to be mapped
into specific plot lines alongside your activities
within those chapters. Add some audio, figure
out the twists and turns in the story. This is
just regular storytelling, regular world building.
Again, we had this idea that I'm going to help
my players inject themselves by giving them characters,
having those characters mapped to technical archetypes.
That... sentiment is less about technical archetypes
and more about, tell me something about yourself
that maybe we've never asked directly before,
right? Like, do you get asked when you come in,
like, well, what kind of stuff do you like to
do? Not typically, you know, it's usually go
do the stuff that needs to be done, right? And
that's certainly the case, right? You can tell
me, you know, I don't ever want to look at IaC
again and I will say, okay. Doesn't matter. Like
we're going to move on. Right. But allowing people
to tell you something about themselves that they've
never been asked before or they've never felt
like they needed to state before. Get everyone
together at a time that they like. You can do
it. You know, I tend to do Zoom, share my screen.
I click through. I prompt people when to speak.
We have the chat open. We have our activities
that people type into. We'll do the reactions
in Zoom, you know, when people get excited about
something, almost like a standard meeting. Yeah,
that's cool. Okay, so wrapping up, you've spent
a lot of time thinking about retros, clearly.
Do you have opinions on what you think engineering
teams in general are getting wrong around retrospectives
and what they could be doing better? Yeah, I
mean, we've hit on it a lot as far as does it
feel rote? Does it feel monotonous? Does it feel
like an opportunity to shut my brain down instead
of what it should be, which is an opportunity
to engage? Does anything happen from it? This
is a shared, I guess, potential problem between
Tabletop Retro and any other retros. Is this
just a space to complain about things and to
receive additional work? Or is this an opportunity
for basically a contract to be made where I say,
Give me more of yourselves. And in return, I'm
going to find a way to actually do something
about these things, right? So the retros typically
kind of, in my opinion, they fall short from
getting people to fully experience a story and
to be fully honest. But the thing that could
fail for both of them is that as a leader of
your team, you don't seek to fix any of the problems.
The worst thing, actually, maybe this is my answer.
Another way that Tabletop Retro can be a failure
is everyone has fun and it's amazing. And they
think the story is great. And you ask all of the
right questions, you do all the right plot lines.
People tell you things that blow your mind with
how honest and direct and succinct they are.
And then you don't do anything with it. And then
that's the end of it. I think that's a failure
because all it does is just give us a fun little
time. But what we need is to work better as an engineering team
in the future. We need to do something that enables
our, enables our engineers to be more effective.
And that's actually, that's the thing I care about,
right? Telling a fun story is secondary, or like,
building a world for people is super fun and
great, whatever. The thing I really want is for
us to do a better job at our jobs and to be in
a mentality, we're always thinking about that,
we're always thinking like, how could this be
done better? Or what failure modes have we sort
of fallen into as a team time and time again
that we can't get out of for whatever reason?
Where can people find out more about you and
talks, that sort of thing? Yeah, I don't know.
I should have a website, huh? Maybe I'll have
a website. Okay. You can just hit me up on LinkedIn.
Yeah, that's the only thing I have. Yeah, go
ahead. Connect with me on LinkedIn. I'll post
stuff on there. We can talk about retros or engineering
enablement. I also have a talk that I did recently
for IaCConf about Terraform module interface
design. It has nothing to do with anything we've
talked about here. But if you're interested in
that as well, that's available online. Cool.
Very cool. I'll put links for the retro resources,
your IaCConf talk, your LinkedIn, any other resources
in the show notes. Jinger, thank you so much
for joining me. Really appreciate it. Awesome.
Thank you so much. I'm so stoked that I got to
do this. That was my conversation with Jinger
Meilani from Mountain. The biggest takeaway for
me is that a Tabletop Retro is still a retro.
Jinger calls it retro plus plus plus. All the
normal retro stuff is still in there. The story
is how she gets people to actually engage. Her
smoothie line nailed it. Hide the vegetables
in the fruit. And people give you honest answers,
sometimes without realizing what you're asking.
She won't run one during a fire. People have
to feel safe to tell you the truth. So the flame-
breathing dragon can wait. And characters cut
both ways. For some people, playing an orc is
permission to speak up. For others, role-play
is the scary part. So she reads the room. Want
to try one? Start with the questions, not the
world. Where is the team out of sync? Where is
communication breaking down? Then keep the setting
small. Kids trick-or-treating is plenty. Honestly,
that's good advice for a normal retro too. Last
one. If everyone has a blast, tells you something
honest, and nothing changes, you just had a fun
afternoon. Someone still has to do the work.
You can find Jinger on LinkedIn, plus a talk
she gave on Terraform module interface design
through the links in the show notes. Her tabletop
retro framework is linked there too. Follow or
subscribe to Ship It Weekly wherever you listen,
and find previous episodes at shipitweekly.fm.
Thanks for listening, and I'll see you later
this week.
Ship It Conversations: Running Retros as Tabletop RPGs,…
The thing that stuck with me most from this conversation with Jinger Meilani is that a Tabletop Retro is still a retro.
That sounds like an odd takeaway from an episode with orcs, character sheets and a campaign that opens with everyone imprisoned in the Hall of the Mountain King.
But Jinger was clear about it. She doesn't see it as a replacement for the standard retro. In her words, "I would call it retro plus plus plus."
Everything a normal retro is supposed to produce is still the foundation. What did we do? What do we want to do better? What's the posture of the team? Where are we aligned, and where aren't we?
The story is the delivery mechanism. She compares it to hiding vegetables in a fruit smoothie. The silliness disarms people, and the honest answers go down with it.
I appreciated how honest she was about why she built it in the first place: "it's because I was bored of them." Even the themed retros got rote. On a remote call with cameras off, she'd tune out. Sometimes she couldn't remember what she did yesterday, much less what she did two weeks ago.
Her critique of the standard format is that it asks people to introspect without helping them do it. As she put it, the standard retro basically says, "let's attempt to introspect, but I will not set the scene for you."
That one landed for me, because it's the same reason a good incident review starts with the timeline. Nobody remembers the order things happened in at 2 AM. You rebuild the scene first, and then you ask what went wrong.
Jinger builds the scene with a storybook. Pictures, music, her own drawings, pages turning on a shared screen. Then, at the plot point that maps to something the team actually went through, she hits them with an activity. Sometimes it's a typical retro activity, what went well and what we want to change, the kind of thing that would feel dry anywhere else. People are so tuned in to how weird the whole thing is that they don't notice.
The orc line is the part people will remember, and I think it's worth slowing down on.
Some people get a character and feel emboldened. They'll say the thing they'd never put on a retro board, because "It's not really how I feel. I'm just an orc."
That's a layer of indirection. It's the same move a blameless postmortem makes when it talks about the system instead of the person. The character gives someone a way to say something true without owning it as a complaint. It's the same thing she said about the story's mappings: sometimes everyone thinks "we're talking about one thing when secretly we're talking about another thing."
But she was just as clear that it cuts the other way. For some people, role-play is the intimidating part.
So she hands out parts the way a lead hands out work. A teammate who isn't shy got an improv scene where he had to talk the party past a guard. "The persuasion didn't work." Other people got a line to read off the screen. And for some people, the right call is no speaking lines at all.
Her rule is "you have to be attuned to your team." Don't make it your first retro at a new job. And "Every time you're silly, every time you put in a game, it should be for a purpose."
That's the same skill as facilitating any review. Some people will walk through their part of an outage in front of twenty people. Some will only tell you the real story one-on-one afterward. You have to know who's who.
There's one part she's less flexible about, and I liked it a lot. She uses the retro for short knowledge-sharing sessions. If someone is the best person to walk the team through a new cluster architecture, that part isn't in character. "Let's not do metaphors. We're not gonna do mappings." The technical content comes first, and "we'll map it to something silly after the fact."
The game never gets to water down the engineering.
Timing matters too. Jinger won't run one in the middle of a fire. "Let's not play games right now." People have to be comfortable before they'll speak their truth, and a team that's stretched thin isn't comfortable.
What's interesting is that her team does joke during fires. She said the jokes help them de-stress, and "They make us better troubleshooters."
So the line isn't humor versus no humor. A well-timed joke on an incident bridge can reset the room. Asking a team that's been paged all week to open up about how things are really going is a different request entirely.
The character sheets were another place where the silly part was doing real work. Each in-game race maps to a technical archetype. A Goliath is a high-level systems thinker. A gnome is a tinkering automation engineer. She compared it to a horoscope, and people love it.
It isn't a secret mapping she keeps to herself. The team talks through what their picks say about their strengths and weaknesses. Her framing was "tell me something about yourself that maybe we've never asked directly before."
Most of us never get asked that at work. We get asked to go do the stuff that needs to be done. She joked that you can tell her you never want to look at IaC again, and the answer might still be "okay, doesn't matter." But she also said the whole exercise helps a manager see where the team is lacking and where to put resources.
She tied it back to a skill engineers already need, too. When we explain technical things to non-technical stakeholders, we reach for metaphors. That's an exercise in building a shared language, and mapping things correctly is, as she put it, "a fundamental engineering skill."
Anyone who has written an outage summary for executives knows she's right.
When I asked how someone should start, her answer wasn't a world. It was figuring out what the retro should produce. The right question isn't "how do we fix this?" It's "in what specific ways are we unaligned?" and "when specifically is our communication breaking down?" Where are the things engineers keep getting beat down on and not telling anybody about?
I said in the episode that this matters for normal retros too, and her follow-up is the part I keep thinking about. When a retro runs on a cadence long enough, people forget why it exists: "wait, why are we doing this? It's just something we do." A bespoke experience has to justify itself up front.
That's the recurring meeting nobody remembers the purpose of. It's the alert everyone acks without reading. Every retro should have to earn its slot the way hers does.
And she holds it to a higher bar, not a lower one. For a regular retro, she said, sometimes the bar is "we've talked about the past two weeks." A failed Tabletop Retro is "nobody had fun, nobody laughed even once."
But the failure she cares about most is the one where everybody has fun, tells her something honest, and nothing changes. She framed a good retro as a kind of contract: "give me more of yourselves and in return I'm going to find a way to actually do something about these things."
I think that's exactly right, and not just for game nights. The fastest way to kill honesty in postmortems is to collect action items nobody does. People notice. Next time they give you a little less. The same failure modes come back, and the room gets quieter.
So my takeaway from this one is simple.
Silliness can buy you honest answers. Following through is how you keep getting them.
And you don't need a fantasy world to start. Kids trick-or-treating is enough. Start with the questions you need answered, then pick a setting your team already bonds over and put a slideshow on a shared screen. Ask your manager first.
Just don't tell anyone else. Half the fun is that nobody knows what's coming.
📝 Notes
Show Notes
This is a guest conversation episode of Ship It Weekly, separate from the weekly news recaps.
In this Ship It Conversations episode, I talk with Jinger Meilani about Tabletop Retro, her way of turning an engineering retrospective into a tabletop role-playing game, and why a little silliness gets teams to give honest answers.
Jinger is a Senior Software Engineer in DevOps at Mountain. She says Tabletop Retro brings together three things she loves: world building, psychological safety on teams, and engineering enablement.
We start with why she reinvented the retro at all. She was bored of them, and even the themed ones got rote. At a previous company, the team rotated who ran the retro, and her turn landed around Halloween, so she built a story around the team. She calls the result retro plus plus plus. The usual formats and outcomes are all still there, inside a story.
A lot of it comes down to silliness. Jinger compares it to hiding vegetables in a fruit smoothie: it disarms people, and she gets honest answers, sometimes while everyone thinks they're talking about something else. That's also why she won't run one during a fire. People have to feel comfortable before they'll speak their truth, so the flame-breathing dragon can wait.
Then we get into how one is built. A Tabletop Retro is a series of chapters, and each chapter holds part of the story and at least one activity. Players fill out character sheets, and each in-game race maps to a technical archetype, like a Goliath for a high-level systems thinker or a gnome for a tinkering automation engineer. Afterward the team talks through what those picks say about their strengths and weaknesses. She presents it like a storybook, in Lucidchart or Canva over Zoom.
Characters cut both ways. For some people, an orc is permission to say what they'd never put on a retro board, because it's not really how they feel. They're just an orc. Others find role-play intimidating, so she reads the room: improv for an outgoing teammate, a line on screen for someone else, or no speaking part at all. If you want to try one, start with the questions, not the world. Where is the team unaligned? When does communication break down? Then keep the setting small. Kids trick-or-treating is plenty.
The big takeaway: a Tabletop Retro is still a retro, and Jinger holds it to a higher bar. If everyone has fun and tells you something honest, and then nothing changes, it failed. Someone still has to do the work.
Highlights
• Why she calls it retro plus plus plus
• Hiding vegetables in a fruit smoothie
• Why you don't run one during a fire
• Chapters, character sheets and technical archetypes
• "I'm just an orc," and why role-play makes some people nervous
• Reading the room: improv, on-screen lines, or no lines at all
• Start with the questions, then keep the world small
Jinger Meilani is a Senior Software Engineer in DevOps at Mountain and the creator of Tabletop Retro, a way of running engineering retrospectives as a tabletop role-playing game. She has also spoken at IaCConf on designing infrastructure-as-code interfaces.
The thing that stuck with me most from this conversation with Jinger Meilani is that a Tabletop Retro is still a retro.
That sounds like an odd takeaway from an episode with orcs, character sheets and a campaign that opens with everyone imprisoned in the Hall of the Mountain King.
But Jinger was clear about it. She doesn't see it as a replacement for the standard retro. In her words, "I would call it retro plus plus plus."
Everything a normal retro is supposed to produce is still the foundation. What did we do? What do we want to do better? What's the posture of the team? Where are we aligned, and where aren't we?
The story is the delivery mechanism. She compares it to hiding vegetables in a fruit smoothie. The silliness disarms people, and the honest answers go down with it.
I appreciated how honest she was about why she built it in the first place: "it's because I was bored of them." Even the themed retros got rote. On a remote call with cameras off, she'd tune out. Sometimes she couldn't remember what she did yesterday, much less what she did two weeks ago.
Her critique of the standard format is that it asks people to introspect without helping them do it. As she put it, the standard retro basically says, "let's attempt to introspect, but I will not set the scene for you."
That one landed for me, because it's the same reason a good incident review starts with the timeline. Nobody remembers the order things happened in at 2 AM. You rebuild the scene first, and then you ask what went wrong.
Jinger builds the scene with a storybook. Pictures, music, her own drawings, pages turning on a shared screen. Then, at the plot point that maps to something the team actually went through, she hits them with an activity. Sometimes it's a typical retro activity, what went well and what we want to change, the kind of thing that would feel dry anywhere else. People are so tuned in to how weird the whole thing is that they don't notice.
The orc line is the part people will remember, and I think it's worth slowing down on.
Some people get a character and feel emboldened. They'll say the thing they'd never put on a retro board, because "It's not really how I feel. I'm just an orc."
That's a layer of indirection. It's the same move a blameless postmortem makes when it talks about the system instead of the person. The character gives someone a way to say something true without owning it as a complaint. It's the same thing she said about the story's mappings: sometimes everyone thinks "we're talking about one thing when secretly we're talking about another thing."
But she was just as clear that it cuts the other way. For some people, role-play is the intimidating part.
So she hands out parts the way a lead hands out work. A teammate who isn't shy got an improv scene where he had to talk the party past a guard. "The persuasion didn't work." Other people got a line to read off the screen. And for some people, the right call is no speaking lines at all.
Her rule is "you have to be attuned to your team." Don't make it your first retro at a new job. And "Every time you're silly, every time you put in a game, it should be for a purpose."
That's the same skill as facilitating any review. Some people will walk through their part of an outage in front of twenty people. Some will only tell you the real story one-on-one afterward. You have to know who's who.
There's one part she's less flexible about, and I liked it a lot. She uses the retro for short knowledge-sharing sessions. If someone is the best person to walk the team through a new cluster architecture, that part isn't in character. "Let's not do metaphors. We're not gonna do mappings." The technical content comes first, and "we'll map it to something silly after the fact."
The game never gets to water down the engineering.
Timing matters too. Jinger won't run one in the middle of a fire. "Let's not play games right now." People have to be comfortable before they'll speak their truth, and a team that's stretched thin isn't comfortable.
What's interesting is that her team does joke during fires. She said the jokes help them de-stress, and "They make us better troubleshooters."
So the line isn't humor versus no humor. A well-timed joke on an incident bridge can reset the room. Asking a team that's been paged all week to open up about how things are really going is a different request entirely.
The character sheets were another place where the silly part was doing real work. Each in-game race maps to a technical archetype. A Goliath is a high-level systems thinker. A gnome is a tinkering automation engineer. She compared it to a horoscope, and people love it.
It isn't a secret mapping she keeps to herself. The team talks through what their picks say about their strengths and weaknesses. Her framing was "tell me something about yourself that maybe we've never asked directly before."
Most of us never get asked that at work. We get asked to go do the stuff that needs to be done. She joked that you can tell her you never want to look at IaC again, and the answer might still be "okay, doesn't matter." But she also said the whole exercise helps a manager see where the team is lacking and where to put resources.
She tied it back to a skill engineers already need, too. When we explain technical things to non-technical stakeholders, we reach for metaphors. That's an exercise in building a shared language, and mapping things correctly is, as she put it, "a fundamental engineering skill."
Anyone who has written an outage summary for executives knows she's right.
When I asked how someone should start, her answer wasn't a world. It was figuring out what the retro should produce. The right question isn't "how do we fix this?" It's "in what specific ways are we unaligned?" and "when specifically is our communication breaking down?" Where are the things engineers keep getting beat down on and not telling anybody about?
I said in the episode that this matters for normal retros too, and her follow-up is the part I keep thinking about. When a retro runs on a cadence long enough, people forget why it exists: "wait, why are we doing this? It's just something we do." A bespoke experience has to justify itself up front.
That's the recurring meeting nobody remembers the purpose of. It's the alert everyone acks without reading. Every retro should have to earn its slot the way hers does.
And she holds it to a higher bar, not a lower one. For a regular retro, she said, sometimes the bar is "we've talked about the past two weeks." A failed Tabletop Retro is "nobody had fun, nobody laughed even once."
But the failure she cares about most is the one where everybody has fun, tells her something honest, and nothing changes. She framed a good retro as a kind of contract: "give me more of yourselves and in return I'm going to find a way to actually do something about these things."
I think that's exactly right, and not just for game nights. The fastest way to kill honesty in postmortems is to collect action items nobody does. People notice. Next time they give you a little less. The same failure modes come back, and the room gets quieter.
So my takeaway from this one is simple.
Silliness can buy you honest answers. Following through is how you keep getting them.
And you don't need a fantasy world to start. Kids trick-or-treating is enough. Start with the questions you need answered, then pick a setting your team already bonds over and put a slideshow on a shared screen. Ask your manager first.
Just don't tell anyone else. Half the fun is that nobody knows what's coming.