▲ Player name ● rolling…

Sean.

▲ Class / Subclassauto-rolling 1d4
Learning Designer+5

I've been paying attention to how people learn since before I knew it was a job. Started managing retail teams, more interested in why some training stuck and some didn't than in the targets. Moved into learning design and haven't stopped asking the same question. A decade across FMCG, tech, and professional services — digital programmes, facilitated sessions, the occasional tabletop adventure.

▶ read the campaign logopen the journal
HP87 / 100
XPLevel 11
AC17
Sean
★ portrait ★
0+
learners, give or take
0+
workshops in the log
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years at the table
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highest engagement lift
II
§ abilities & proficiencies

What I bring to the table.

◆ roll any skill — see proof, tools & how I think about it
skill #01
E-Learning

Creating digital learning that people actually finish.

◇ proof of work

Part of the team behind an award-winning advocacy programme that drove 220% engagement across a large, distributed workforce. That project shaped how I think about digital learning now: motivation architecture first, content second.

◇ tools & frameworks
Articulate StorylineRiseAdaptH5PFigma
◇ ask me about

Ask me about: branching scenarios, micro-learning loops, and how to make compliance training that people actually finish.

click to roll d20
skill #02
Instructional Design

Evidence-based learning applied to real-world problems.

◇ proof of work

Applied behaviour-first design across leadership programmes, sales capability, and onboarding — in FMCG, tech, and professional services. The target is always the same: observable behaviour change on a Tuesday afternoon, not completion stats.

◇ tools & frameworks
Backwards designBloom's revisitedCathy Moore action mappingCCAF model
◇ ask me about

Ask me about: behaviour-first design, cognitive load, and why most learning objectives are doing nothing for you.

click to roll d20
skill #03
Gamification

Making things worth doing twice. Game mechanics as design fuel, not decoration.

◇ proof of work

The advocacy programme I helped build was as much a gamification system as a learning product — points, progress tracking, narrative framing, fortnightly micro-challenges. That same motivation architecture goes into everything I design.

◇ tools & frameworks
SDT frameworkOctalysisLoop designNarrative scaffolds
◇ ask me about

Ask me about: intrinsic vs extrinsic motivation, and why most gamification is just a leaderboard with extra steps.

click to roll d20
skill #04
Learning Analytics

Data that measures impact and shapes outcomes.

◇ proof of work

Built measurement frameworks using xAPI and Kirkpatrick L1–L4 across several programmes. The hard part is never the technology — it's getting stakeholders to agree on what behaviour change actually looks like before anyone builds anything.

◇ tools & frameworks
xAPIKirkpatrick L1–L4Cohort dashboardsBehaviour proxies
◇ ask me about

Ask me about: smile sheets vs. behaviour change, and what to measure when nobody will give you budget for a control group.

click to roll d20
skill #05
Experience Design

Journeys that blend form, function, and feeling.

◇ proof of work

Experience design thinking shaped the advocacy programme from the first touchpoint to the last — every moment in the user journey considered, the narrative arc mapped before a single asset was built. I apply the same lens to learning programmes.

◇ tools & frameworks
Service blueprintingJourney mappingRituals & artefacts
◇ ask me about

Ask me about: peak-end design, designing for the moment after the moment, and the small rituals that make a programme feel like somewhere.

click to roll d20
skill #06
Facilitation

Workshops that spark conversation and collaboration.

◇ proof of work

Run 100+ workshops, hybrid and in-person, from small team sessions to conference audiences of 300+ — across retail, FMCG, and professional services. The brief is always the same: leave people with something they can actually use.

◇ tools & frameworks
Liberating StructuresImprov principlesQuiet/loud sequencing
◇ ask me about

Ask me about: how to handle the loudest voice in the room, and why 80% of facilitation is the agenda you wrote two weeks earlier.

click to roll d20
skill #07
Tabletop RPGs

Narrative-driven learning and bespoke game systems.

◇ proof of work

80+ sessions as a Dungeon Master, running long-form campaigns for groups of 4–8. Piloted this as a professional learning tool — the methodology is grounded in how people actually learn: agency, narrative, low-stakes failure, peer feedback. Not a gimmick.

◇ tools & frameworks
D&D 5ePbtACustom rule-light systemsScenario design
◇ ask me about

Ask me about: how to use TTRPGs for serious learning without it feeling like a team-building exercise, and building rule-light systems for groups who've never picked up a die.

click to roll d20
skill #08
Creative Problem-Solving

Finding unusual solutions to stubborn challenges.

◇ proof of work

The best brief I've ever worked with was 'we can't pull people off the floor.' That constraint produced a more creative solution than any open brief ever has. I've learned to treat constraints as the material — not the obstacle.

◇ tools & frameworks
First-principles teardownAnalogous domainsConstraints as fuel
◇ ask me about

Ask me about: when to break the brief, and how to find the second-best constraint that unlocks the actual solution.

click to roll d20
full character sheet →
III
§ class features · inventory

How I can help.

◆ feat · Signature

Tabletop Learning Experiences

Leadership development through D&D and guided narrative play. Players-as-protagonists facing scenarios built to pressure-test the behaviours they want to grow.

range · half-day → 12-weekcasting · 1 session
flip ↻
◆ stat block

Tabletop Learning Experiences

Damage8d6 insight
Rangehalf-day → 12-week
Casting time1 session
Componentsdice, pencils, snacks
SchoolPedagogy
flip back ↻
◆ feat · Core

Learning Experience Design

Custom digital & instructor-led programmes built for outcomes. Curriculum architecture, micro-learning, scenario libraries, and everything between.

range · 4–16 weekscasting · project
flip ↻
◆ stat block

Learning Experience Design

Damage6d10 retention
Range4–16 weeks
Casting timeproject
Componentsfigma, lms, coffee
SchoolPedagogy
flip back ↻
◆ feat · Core

Strategy & Consulting

Audit and improve the learning programmes you already have. Data-backed diagnosis, honest recommendations, and a clear ship-able path.

range · 2–8 weekscasting · retainer
flip ↻
◆ stat block

Strategy & Consulting

Damage4d8 clarity
Range2–8 weeks
Casting timeretainer
Componentsspreadsheets, frankness
SchoolPedagogy
flip back ↻
◆ feat · Ad-hoc

Workshops & Speaking

Talks and sessions that spark curiosity — on learning science, gamification, designing for transfer, or whatever your audience needs shaking awake.

range · 60–180 mincasting · as needed
flip ↻
◆ stat block

Workshops & Speaking

Damage2d12 curiosity
Range60–180 min
Casting timeas needed
Componentsa stage
SchoolPedagogy
flip back ↻
see all four feats →
IV
§ playground · interactive tools

Try before you brief.

tool · 01~3 min · returns a printable brief

Encounter Builder

Describe your team's challenge and get a tailored encounter card — audience, format, duration, and the first move I'd make.

Build an encounter
tool · 02~60 sec · interactive

Workshop Preview

Try a 60-second mini-facilitation activity from a real session — feel the rhythm before you book one.

Run the demo
tool · 03~2 min · live preview

Campaign Timeline

Drag sliders for budget, time, and audience size — see how the engagement reshapes in real time.

Reshape a campaign
tool · 04~2 min · matchmaker

Find Your Fit

Four honest questions matched to one of four engagement shapes. Ends with a recommendation.

Find a fit
V
§ spellbook · field notes

Writing & thought leadership.

open the journal →
▲ roll for initiative ▲

Let's talk.

Got something to fix? Describe it. I'll come back with a frank read on what I'd do and whether I'm the right person to do it.

✉ start the conversation◊ find your fit