Blog
Writing on serious games, facilitation, leadership, and game design.
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March 24, 2026
Loot Is What You Get. Level Up Is Who You Become.
Every transformation framework makes the same mistake: it starts with the destination. The Put The Player First Framework starts with one question: Who is the Hero?
Leadership -
March 24, 2026
It Was 3AM. I Was Eating Dry Coconut. And That's When Everything Changed.
A pivotal moment standing in the kitchen, staring at a screen. The origin story of Put The Player First.
Personal -
March 4, 2026
Change Management Training for Leaders: Why Simulations Beat Seminars
60–70% of change initiatives fail at the human layer. The training that fixes this doesn't look like training.
Change Management -
March 4, 2026
Influencing Without Authority: The Game-Based Approach That Works
You don't need a title to have power. But you do need to know how to use the power you actually have.
Leadership -
March 4, 2026
Leadership Workshops: The Complete Guide (and Why Most Fail)
The success of a workshop can often be traced back to how well the structure was planned. Not the content. The structure.
Facilitation -
March 4, 2026
Leadership and Management Training That Actually Changes Behaviour
The knowing-doing gap is real. Understanding how to lead and actually leading are two completely different acts.
Leadership -
March 4, 2026
Serious Games for Corporate Training: What They Are and Why They Work
Nothing in the game is there just for fun. Everything can be traced back to the debrief.
Serious Games -
February 25, 2026
You Can't Rush Belonging: What a Light Dungeon Crawler Taught Me About the Most Underrated Design Problem in the Room
Depth doesn't attract people. They're brought to the edge and shown that it's worth jumping.
Facilitation -
February 25, 2026
We Were Texting Each Other. At The Same Table. And It Worked.
The closer a mechanic mirrors daily behavior, the faster it dissolves self-consciousness. Notes from playing Alice is Missing.
Facilitation -
December 15, 2025
Why I Stopped Correcting Grammar at My D&D Table
Every grammatical correction functions as a small violence that builds barriers. On removing judgment from games — and from facilitation.
TTRPGs -
November 25, 2025
Map of Change
A game designed to help stakeholders feel the tension of resource scarcity rather than merely read about it.
Game Design -
November 25, 2025
Recording Journal Entries
The GOLD framework for keeping a design journal: Game, Observations, Lessons, Design Use.
Game Design -
November 25, 2025
I Watched a Comic Bomb for a Year — He Taught Me More About Attention Than Any Workshop Ever Did
Empathy means asking "will you come with me?" and proving you're worth following.
Facilitation -
November 25, 2025
EdQuest: Designing a Game That Sparks Real Conversations
Neither Vikram nor Shanthi was entirely wrong. And that was the beauty of it.
Game Design -
November 25, 2025
Hack Emotion First, Engagement Will Follow
Facilitators often prioritize content delivery when they should be creating emotional conditions that make attention involuntary.
Facilitation -
November 25, 2025
Your Toolbox Is Not Your Philosophy
Having the right wrench doesn't make you a plumber. On mechanics, dynamics, and the MDA framework.
Game Design -
November 25, 2025
You Can't Force 200 People to Pay Attention — But You Can Design a Space Where They Choose To
To make focus scale, you need systems, not heroics. Notes from running TTRPGCon, Bangalore.
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