House Rules, for short.
I'm a systems thinker, and over my time in games dev, I've noticed that good companies, full of good people, have pipelines and processes that can still go sideways. House Rules is a framework for diagnosing the 'why' behind it all.
You might be metabolising people's wellbeing in order to keep the dashboards green, or be permanently stuck in firefighting mode, or be putting too much faith in process. Or, you mightn't even notice that sensible-sounding policies and practices are derailing some of your best people.
Every piece of work that every organisation delivers is down to a system, and every single one of them was designed. Even the ones that feel like they just… happened.
I'm talking about the machinery underneath the gym perks and the duvet days – the actual nuts and bolts of how a business goes about their business. How decisions actually get made, what happens to bad news, and whether one specific person getting hit by a bus will kibosh your output for a year.
Nobody knowingly sets out to build a bad system. They all made sense to someone, on the day they designed it. But they stack, and interact, and times and expectations and experience levels all change. The rational decision that was right three years ago might just become the thing leading to people quitting right now.
I've spent twenty-five years inside these systems – employed and on contract – and all could have benefitted from House Rules.
Including the ones surest they'd cracked it. The 'Good Places' weren't wrong, exactly. The results were there, the people were happy, and they were more thoughtful about their staff than most. But they'd attached themselves to a localised maximum, blinkered to the possibility that there's usually a better way.
And on the flipside, some of the most crushing places I've worked have got some stuff very very right. The inspiration for House Rules' 'Deliberate' Capability came from somewhere that would likely have crashed and burned without it.
House Rules is a framework that allows us to read the systems issues inside a company. Picture a swan: gliding serenely up top, paddling like hell underneath. House Rules is the metaphorical swim coach.
It works in three layers, and they connect simply:
Traits: what an organisation is like. Its raw character, informed by systems design, culture, and trust: whether ownership is clear, whether people feel safe saying negative things, whether the company has a choice of responses or just wields a proverbial hammer. There are fifteen fundamental Traits at the moment.
Capabilities: how it does what it does. Every organisation executes across four Capabilities in order to do its actual work: Discuss, Deliberate, Decide, and Do. These are broadly separate from Traits, but interact with them to give the final layer.
Conditions: what goes wrong as a result. Put the Traits and Capabilities together, and certain troubles become predictable: Hero Dependency, Hidden Burnout, Trust Debt. Some might be obvious, some might be hiding. All are fixable.
That's the whole engine: who you are, plus how you do what you do, produces the trouble you get.
So, in practice: you come to me with one or more symptoms, or a nagging feeling that you could be doing better. I spend time in your company – pun intended – and analyse your Traits and read your Capabilities until we can see what's happening. Not only will we know what Conditions you've got, or have lurking in the background; we'll know where they're coming from and why they're happening.
You get it as a Stat Block – a high-level RPG-inspired summary of your outfit's Traits, Capabilities, and Conditions.
You bring the symptom. House Rules finds the causes. Then I help you fix them.
Here's an example of a company you miiight just have heard of. InGen's Stat Block, the day before everything went pear-shaped.
InGen – International Genetic Technologies – is John Hammond's bioengineering company, the one that cracked cloning and built a what-could-possibly-go-wrong dino theme park.
House Rules finds an organisation that excels at doing, but that's dangerously poor at questioning. It executes both flawlessly and tirelessly. But, behind the scenes, it rests on a handful of irreplaceable people, and has almost no slack for the day things go sideways. The strongest predicted conditions are Hidden Burnout, Hero Dependency and Resilience Deficit – a place that looks to be performing beautifully while quietly running its reserves down. Unusually for a company this size, there aren't any political machinations at play; rather, its failures are baked into assumptions that no one thinks to challenge.
None of InGen's problems need a genius to fix – they need someone to actually look. And the good news is there are fewer of them than the Stat Block makes it feel: those three headline Conditions all trace back to the same short list of causes. Too much resting on too few people, and the whole place running flat-out with nothing in reserve.
So the structural fixes are dull and completely doable. One: break the hero dependency – get what's in Wu's and Arnold's and Nedry's heads written down, cross-trained and backed up, so no single resignation walks off with a whole capability. Two: build some slack – stop running every system at full tilt, and keep something back for the day the plan doesn't survive contact with reality (or a rampaging Tyrannosaur). Do those two, and all three headline Conditions lose their teeth.
But that only catches the fall. It doesn't explain why InGen built something this precarious in the first place – and that's the deepest fix, sitting under all the others: the Learning Rate. Give the place a real way to interrogate its own assumptions, because the companies best at answering 'can we?' are exactly the ones that lost sight of asking 'should we?'
I've done a lot of different jobs, at a lot of different scales, in a lot of different places.
But looking back, no matter where I've been placed nor what I've been doing, I make things work for the people on the other end. Human-centred, always. Because you get that right, and suddenly you're not fire-fighting, you're watering.
I don't really do off-the-shelf. Every company's house rules are different, so every job is too. But people tend to start in one of three places.