I actually wrote about TTRPGs and product a while back - these games teach us a lot because they are not really rules based. They are first and foremost a social environment, just like work is. And in this environment players start from the outputs: 1) we want to have fun, 2) what rules will be fun?
spavel.medium.com
Product tools have created a leadership crisis. Only tools from the outside can solve it.
TTRPGs show us that success doesn’t come from mastering the tools— it comes from knowing what you want tools for in the first place.