A game for the year you first lead a project: a supervisor with no time, a senior collaborator with many projects, a junior you are responsible for, and a deadline. Every decision moves six hidden dials; the classic problems (time pressure, authorship fights, silent collaborators, dropped balls, burnout) fire when the dials say so, and most can be prevented or repaired. The debrief traces every problem back to the decision that seeded it.
A disclaimer: the situations are drawn from real lab-culture discussions and from the Path to PhD newsletter, but which move is “sound” is one researcher's judgment. Every reveal gives its reasons, so you can disagree back.
Every decision moved them; the red marks are the months a problem fired. Hover a line for its name.
Problems that fired, problems you prevented, and the decisions behind each.
Descriptive, not graded. Where your choices sat on five spectra, this run (hollow) and across all runs on this device (filled). Each pole has a virtue and a vice.
Two messages for the same moment. Which one would you send?
Most management problems are communication problems. The difference between the two messages was never tone; it was whether the message carried context, a concrete ask, and a way for the other person to say no.
Across every run on this device. Play twice before reading much into it.
Every problem in the game. Open one for what it looks like, what causes it, how to prevent it, how to repair it once it has fired, and what to read.
Terms the game uses, one line each.
Everything linked in the game. P2P is The Path to PhD, the newsletter this game grew out of.