Dragons We Slayed

What big challenges or obstacles did we overcome?

We finally tamed the flaky deployment pipeline that had been breathing fire on every release.
Slayed the monster of unclear requirements by running a clarifying workshop early in the sprint.
We took down a massive tech-debt dragon that had been lurking in the codebase for months.
Treasure We Found

What wins, gains or rewards did we collect along the way?

Built a new automated testing setup that saves us hours each week.
Found the treasure of great teamwork: pair programming really paid off.
Discovered a hidden gem of a tool that sped up our onboarding.
Traps We Triggered

What mistakes, risks or pitfalls tripped us up?

We walked straight into a scope-creep pit that swallowed half our sprint.
Triggered a trap by skipping code review under deadline pressure.
Got caught in a communication trap when two teams assumed the other was handling it.
Next Quest

What adventures and goals should the party tackle next?

Take on a quest to automate our release notes generation.
Form a guild to document our onboarding map for new adventurers.
Set out to reduce our bug backlog by tackling five gremlins each sprint.

What is the Dungeons & Dragons Quest retrospective?

The Dungeons & Dragons Quest retrospective treats your last sprint or project as a tabletop adventure. Your team is the party, and the work you just finished is the campaign, complete with monsters fought, loot collected and a few traps nobody saw coming. The board has four columns. Dragons We Slayed is for the big challenges you overcame. Treasure We Found collects wins and gains, from shipped features to new skills. Traps We Triggered covers mistakes, risks and pitfalls. Next Quest is where you set goals and turn the best ideas into actions with owners. Telling the sprint as a story makes it easier to talk about, and people who rarely speak up in a standard retro often join in once there's a dragon involved. The structure keeps it grounded, so by the end the party knows what it's doing next. You don't need to play D&D to take part, since each column takes a sentence to explain.

Dungeons & Dragons Quest retrospective format

Dragons We Slayed

What big challenges or obstacles did we overcome?

Name the big challenges, blockers and hard problems the team beat this period. Ask the party to name each dragon and describe how they brought it down, so the strategies that worked get repeated.

Treasure We Found

What wins, gains or rewards did we collect along the way?

Treasure can be something you delivered or something you gained, like a new skill or a better way of working. Ask people to add their loot to the chest and say why it matters.

Traps We Triggered

What mistakes, risks or pitfalls tripped us up?

List the missteps, hidden risks and setbacks the party walked into. Keep it blame-free so people own up to them, and ask how the team could spot or avoid each trap next time.

Next Quest

What adventures and goals should the party tackle next?

Set the team's next goals, experiments and improvements. Frame each one as a quest with a clear objective and a volunteer to lead it, then turn the best ones into actions with owners.

When to use this retrospective

  • After a long or intense project, when the team needs a lighter way to look back.
  • When you want a less formal review that gets quieter team members telling their side of the story.
  • When you've had big wins and hard fights and want a memorable way to capture the lessons.
  • When a new team is getting to know each other and could use a retro that doubles as an icebreaker.
  • When your regular sprint retrospectives have gone stale and people have stopped contributing.

Suggested icebreaker questions

  • If you were a Dungeons & Dragons character class, which would you be and why?
  • What magical item would you want in your inventory to help with your work?

Want a warm-up your team plays, not just answers out loud? Browse free icebreakers →

Ideas and tips for your retrospective meeting

  • Set the scene by narrating the team's recent work as a quest. A little drama helps people get into character.
  • Not everyone plays D&D, so explain each column in a sentence before people start writing.
  • Timebox each phase so the storytelling stays lively and you keep time for actions.
  • Use anonymous brainstorming first so every adventurer contributes, not only the loudest party member.
  • Close by turning the best Next Quest ideas into actions with owners and due dates.
  • Keep Traps We Triggered blame-free so people can share mistakes as lessons for the whole party.

Frequently asked questions

How long does a Dungeons & Dragons Quest retrospective take?
Most teams finish in 45 to 60 minutes. Leave extra time for setting the scene and turning Next Quest ideas into actions.
Do team members need to know how to play Dungeons & Dragons?
No. The theme is a framing device, and each column takes a sentence to explain, so anyone can join the party.
When should I use this retrospective instead of a standard format?
Use it when your regular retrospectives have gone stale, when people have stopped contributing, or to mark a major milestone.
How is it different from a Sailboat or Starfish retrospective?
It covers similar ground: wins, challenges, risks and next steps. The difference is the quest story, which gets people telling what happened instead of listing it.
Can this work for remote or distributed teams?
Yes. In TeamRetro distributed teams can brainstorm, group, vote and create actions together, live or asynchronously. No map or dice required.
How do I make sure the fun translates into real improvements?
Spend most of your facilitation effort on Next Quest. Vote to pick the best ideas, then give each resulting action an owner and a due date.
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