Resources
Practical guides for running game-based conflict training – how to run sessions, debrief them well, measure whether they worked, and the research behind all of it. No fluff, no funnel.

Aesthetic Distancing: Why Playing a Character Makes Hard Conversations Easier
The drama-therapy concept behind 'it's my character, not me': how a fictional mask lowers identity threat so people practice conflict they'd normally avoid.

Can a Tabletop RPG Really Teach Conflict Skills? What the Research Says
An honest evidence review: what simulation research, aesthetic distance, and two pilot sessions say a tabletop RPG can and can't teach a workplace team.

The Business Case for Psychological Safety: What the Numbers Actually Show
Gallup, McKinsey, MIT Sloan, vendor decks – which psychological safety numbers hold up, which don't, and what you can defensibly tell a CFO.

Virtual vs. In-Person Roleplay Training: What Changes and What Doesn't
The evidence on moving roleplay training to video: what survives (practice, debriefs), what degrades (energy, nonverbal cues), and how to pick a format.

When Game-Based Training Is the Wrong Tool: Limitations, Risks, and Failure Modes
We sell game-based conflict training. Here's when you shouldn't use it: the disqualifiers, the failure modes, and what the evidence can't support yet.

Which Conflict Skills Can Actually Be Trained?
Some conflict skills train in a day. Some take months of practice. One barely moves at all. The evidence for choosing the right target for your team.