Conf42 Site Reliability Engineering 2021 - Online

Games We Play to Improve on Incident Response

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Abstract

Incident Response is a core competency for SRE teams, but how can teams practice and improve?

Inefficient incident response can be costly to a company. It causes lost revenue and destroys customer trust.

We will discuss mainstream games, a conceptual frameworks for creating team specific drills, and finally introduce an innovative research topic - outage simulation. An outage simulator gives SRE teams a tool for practicing incident response.

Core incident response skills are: severity triage, communication, delegation, and system familiarity. Drilling on these increases these skills, knowledge, efficiency, team cohesion and resilience.

SRE Managers and ICs will learn why games such as “Keep Talking and Nobody Explodes” are played by many SRE teams. They will learn in detail how to create their own fire-drills from existing runbook entries.

An overview of chaos testing and gamedays will be mentioned to provide the broader context. We will cover the pros and cons of each of these methods.

Lastly, we will present the concept of an incident response simulator as an open research topic. The hypothesis will be that an incident simulator is a good trade-off between non-domain specific games and full-blown Gamedays.

This is a talk illustrated with slides.

Summary

  • Austin King: Before we can get better at incident management incident response, there are some prerequisites. The first thing is psychological safety. We need to be more comfortable with being vulnerable. And a lot of this comes down to kind of SRE culture DevOps culture.
  • Psychological safety, team cohesion and aspects of incident response are the human factors of resiliency. Curiosity and problem solving are very important to incident responders. Communication, delegation and coordination are especially important for an incident commander.
  • Poor performance leads to longer times to recover our system. The faster, on average, we are at resolving an outage, these better. How can we grow our SRE culture, our DevOps culture, how can we improve it?
  • Jackbox is a collection of party games. A great place to look for these is board game arena. Asymmetrical co op games are a great one for stressing communication. ICS keep talking and nobody explodes.
  • In terms of delegation and communication, in terms of role based co op games, a great one here is overcooked. The way overcooked works is there's different cooking stations in a kitchen, and you're trying to make food for customers under some time pressures. A leader needs to be assigned to anticipate resource bottlenecks.
  • Can we play games within our teams, in our particular team, and even across the or across the company to get better at the incident management, incident response skills? First up is tabletop exercises. Next up is fire drills.
  • The idea of a fire drill leads us naturally into chaos testing. Netflix is famous for chaos testing their systems in production. ICS game days are typically done in production, more big scary events. I would just encourage everybody, especially if you're shifting to remote first.
  • Thank you so much for taking the time to join this talk with me. I'm on twitter at please follow me. My dms are open. Love to hear from you, your ideas, your thoughts.

Transcript

This transcript was autogenerated. To make changes, submit a PR.
Are you an SRE, a developer? A quality engineer who wants to tackle the challenge of improving reliability in your DevOps? You can enable your DevOps for reliability with chaos native. Create your free account at Chaos native. Litmus Cloud hi, welcome everybody to games we play to improve on incident response. My name is Austin King and I'm really excited that you're here. This is a pre recorded stream, but I'm also here at the conference with you and I'll be watching the chat. So ask questions, share your own experiences and yeah, let's try and have some fun. Who am I? So I am most recently from Amazon. I've worked there a couple times. This last time for five years I worked on prime now and other things. So recovering amazonian and I've throughout my career caused a lot of outages, jumped in and helped bring systems back online whether I caused it or not. And just have learned a lot, especially from working at Amazon where there was a lot more structure to it. And I started coaching some teams while I was at AWS and I've since left and I'm working helping teams through Ops, drill and just really interested in incident response, incident management and I've been studying the role that games play and drills and practice and so I'd love to share some things I've been thinking about. So before we can get better at incident management incident response, there are some prerequisites. So we do need an incident management framework. There has to be some agreement within your team, your ideally your company about how to manage incidents and outages. If you aren't here yet, that's totally fine. There's some great resources at Response pagerduty.com. They've open sourced that training and those resources and then I'm also working on a bunch of free resources on how to adopt an incident management frameworks@opsdial.com. So you have to adopt a framework and then you have to train everybody on that framework so that people understand the roles. If you adopt an incident commander role, people understand what that means from the CEO down. They understand the incident commander is kind of at the top of the hierarchy and in control during an outage if you choose to follow that kind of model. So once you have can incident frameworks and once you've adopted it and trained folks, now we can play games and get better at doing it. So there are some foundational kind of skills and attributes of a person and a team that we need to build on before we can build on higher level skills. And a lot of this comes down to kind of SRE culture DevOps culture. In these conferences, we talk a lot about culture. It's become much more of a focus in the last decade than it was previously. So the first thing is psychological safety. These ics an important building block for us as individuals. To be able to function in a team, in in a company, we need to be able to take risks and kind of raise our hand and ask questions and not be afraid that we'll be made fun of or that there'll be backlash. We need to be more comfortable with being vulnerable, and we need to create the space for each other to have psychological safety. During an incident, and especially after an incident, if you have a post mortem or can after action review. We want to practice blameless culture, blameless postmortems. It's not so much about figuring out who was wrong and who messed up as protecting ourselves by figuring out root causes and building guardrails and automated systems so that these things can never occur again because humans will always make errors. But how do we help each other out and build in that resiliency? And lastly, we want to have a growth culture in our business because we work in technology. It's all about innovation. And so we want to always be trying new things, adopting new things, failing in small ways, thinking about those failures, learning lessons, and moving forward. It's just the nature of how things are. This psychological safety allows us to have a much more enjoyable work environment and to be much more dynamic and innovative and moving forward. And that's just the table stakes of working in technology now. Maybe 50 years ago, things didn't change as rapidly as they do now, but we're always adopting new technologies, new processes, and always analyzing the decisions we've made and kind of rethinking things. So psychological safety is super important, and it kind of leads to the next topic of team cohesion. So we want to be able to give each other feedback in a timely managers learning feedback cycles, and the tighter they are really improve how well we can learn and grow as a team. We want to have shared responsibility, so we don't want a single hero that's always jumping into incident response and taking care of everything, and they can never go on a vacation. We want to have everybody have a sense that they own production and are responsible for it. And it really helps when we have shared goals as a team, as an.org, as a company, if we all know where we're headed and we all feel responsible, we're going to have much better team cohesion and things are going to go much better. So we talk a lot as sres about resiliency and systems, but it's also important in teams. And so psychological safety, team cohesion and aspects of incident response are the human factors of resiliency. How can we have the most people helping out or being trained up and available and have practiced the skills of incident response? This is in addition to the system level resiliency that we get through monitoring, observability and automation. So once we have kind of those base soft skills in place, these are also some higher level technical skills and communication, also soft skills that we need specifically in terms of incident management. Those previous skills are very portable for any work environment, any situation, not just technology. And these, when we think about incident management, there's some more high level skills that are critical and really important. So curiosity and problem solving, these two skills are very important to incident responders or subject matter experts, the SMEs who sre going in and trying to troubleshoot and figure out what's going on, why are we having an outage and what changes can we make to stop the bleeding for our customers? What kind of quick band aid can we put in place to bring the system back up? So curiosity is really important to encourage. And if we can play games that build people's curiosity, that's so much better. I've seen teams with low curiosity, and during an outage, we tend to accept the first hypothesis and oh yeah, it's probably networking and not really dig any deeper. And then 45 minutes later, hour and a half later, we find out, oh, it's not networking. Okay, now I'll start poking around. We want to always be curious and never creating. Once we have a plan to test a hypothesis, we're already looking for the next potential. Assuming that's not the case, what else could be true and just being very curious. Similarly, problem solving. When we're in managing an incident, we want to core up with a hypothesis for what is causing the incident and then some tests that we can do to invalidate that hypothesis. And highly related to this ICs, the problem solving aspect of, okay, if I think that host disks are filling up, how am I going to solve that and being creative and coming up with ways to solve that. So problem solving ics just super important. So those two skills, everybody in the team needs to have them, and the majority of people during incident response are incident responders. So critical skills. The next three skills, communication, delegation and coordination. These are especially important for an incident commander or somebody running a call and trying to coordinate and help everybody bring the systems online. So communication is a skills that is very challenging. We often think that we communication much more clearly than we actually do. If two people tend to work together a lot, there's a lot of implicit, unsaid things and these kind of jive. But once you bring in other teams, it's just really helpful to be super explicit and clear communicating. So if we can find games that stress that skill and help us practice that skill, that'd be great. Delegation and coordination. Again, the incident commander isn't the person actually doing tasks. They're more the high level executive mind at these time. And so they need to be delegating investigative tasks, different types of tasks to different subject matter experts, and coordinating, like when will they check back in with that person? So putting that all together, communication, delegation, coordination, they may say, jane, could you look at the database replication and I'll check back with you. You know, do you acknowledge that? How does that sound? So if we can find games that kind of stress delegation and coordination, that could be really valuable for helping instant commanders get better at that role. So those skills are highly portable, much like these soft skills we were talking about before of team cohesion. They're highly portable in that they don't depend on the type of system that you work on. But we also have a lot of nondomain specific knowledge that's specific to our service, our application that we're trying to operate. So if you're can azure shop, that may mean that you have deep knowledge of Cosmos DBS, or if you're a kubernetes and AWS stack or GCP, and you're focused mostly on queues, the knowledge that your team has ics quite different in those two cases. So it really comes down to the type of service you're creating. And part of this knowledge is documentation is really important. And over time, filling out runbooks, having lots of documented procedures for how you handle different situations, and also eventually automating all the parts of those runbooks that you can automate. And these again, are really nondomain specific pieces of knowledge. So if we can play games that help us drills on our actual runbooks and our actual systems, we'll be that much quicker during an incident at being able to remember what to do. So why is it important to be good at incident management, incident response? Well, poor performance leads to longer times to recover our system. So NTTR is meantime to recovery, although there's lots of different r's. People also call it resolution or remediation, but basically once an outage starts the time until we can bring it back online such that our customers have a good experience. How much time does that take? And then over a year, if we averaged out all of those incidents, what's our mean time to recovery? So this is really important because when our systems are down, customers are depending on us. So we may be losing revenue, we may be losing customer trust. It's not good. So the faster, on average, we are at resolving an outage, these better. And we talked about some soft skills, some team based kind of psychological skills. These are actually important during incident response. There's a lot of anti patterns that happen for teams that don't work on these skills. For example, the bystander effect is a well understood psychological principle that if, let's say someone was being mugged, there's a difference in the likelihood of them getting help if there's one observer or a group of observers. So if there's one observer, there's much more likely a chance that that one observer will call 911 or do something to assist. But if there's actually 15 people that are observing this, the bystander effect is that there's a lower likelihood that any one of them will call 911 or do anything about it, because everyone assumes that everyone else is kind of on point and going to take care of it. And so if a team has poor team cohesion, everyone might just kind of be waiting for somebody else to do something. In that case, another anti pattern is these blame game. So can outage starts and a couple of people may spend the time arguing about whose fault it was. Oh, why did you yolo push that? Commit? It's Friday at four. He pushed it. And then you walked out of the building. All of these things, all this blame does not matter. What matters is getting the system back up and helping your customers out. So it's really not helpful to be trying to assign blame and ardeo about those things. So this comes back to kind of a shared goal and a shared sense of responsibility. In addition to the skills, our knowledge is also important as SMEs. So if we could practice our runbooks, we will find out of date runbooks, we'll find missing runbook, we can create those and fix these. If we don't have the right knowledge at the right time, that can extend outages. And if you're twice as fast at remembering and using your runbook, it's just going to really reduce how long it takes you to resolve an issue. So how can we grow our SRE culture, our DevOps culture, how can we improve it? So I think we can do that through games, especially if we stretch the definition of games. We're going to look at kind of traditional video games, online games, board games kind of things, but also stretch it a little bit into kind of operational exercises and drills. So a lot of what we're talking about is intentional practice and it's helpful to look at what do other disciplines do for intentional practicing. So if we think but a soccer team, they don't just scrimmage and play soccer games all the time. They spend quite a bit of time in intentional drills and the coach will have lots of different drills. An example would be kicking a penalty goal kick. I'm not a huge sports person, sorry, but if you set up the goal and these defenders and have that one person practice that kick at the specified distance, they're really honing in on that particular circumstance. That does happen quite frequently during a games and then rotating through every player and having them do that penalty kick multiple times, that's intentional practicing and getting better and better at that particular scenario. Similarly, if we look at firefighters, they have an incredibly hard and dangerous job that ics life threatening for themselves as well as the people they're trying to help. And so an example of a drills that they do for intentional practice is they will set a structure on fire and they'll practice entering the burning building safely and exiting the burning building safely. In this way they have a controlled but dangerous environment where they can really practice those skills and kind of have more routine. If they didn't practice these skills and there's a fire that they have to deal with every couple of months, it would be much more dangerous for them without not having these skills practiced and being on top of the game and then looking more closely to our SRE discipline, cybersecurity. Actually, these play a lot of games and they're, I think in some ways, a lot further ahead of us. One example would be capture the flag. And there's two main ways to play capture the flag, but I'll just describe one. Capture the flag is incredibly popular. These are annual organized events. They actually happen every week through different conferences and different things. If you want to get involved, there's some great websites that list all these ones that are happening. But basically there's two teams, a red team and a blue team, and each teams ICS given a software service to operate. And inside of each service a vulnerability has been placed so the teams doesn't know where the vulnerability is and the games is won by the first team that is able to find the vulnerability and the other team and provide that and kind of capture the flag. So both teams have a choice to make. How much time do they spend hardening their system so that the other team can't break in? And how much time do they spend trying to exploit the other team's system? And they're practicing all of the skills of cybersecurity, pen testing, decompiling binaries, looking for secrets, looking for weaknesses. So it's really cool and a great practice drill. So I've been looking for games and looking at what people are doing in the wild. And I've tried to organize this being inspired by Maslow's hierarchy of needs, kind of the dependencies and how things build on each other. And I think kind of the lowest layer is trust, bonding and safety. So having that social foundation is important and you can't really do anything without that. Then building on top of that is communication. It's important that everybody can communicate during can incident. So if we could find games that stress you do better at the game with calm, clear speech, that would be really cool. And then building on top of communication is delegation. So if we could find games that focus on roles and leadership, and then lastly, the skills and knowledge that we talked about, how do we practice our core competencies while playing a game in a gamelike environment? And so I've been able to group the games into at the lowest level. Party games help us build that social aspect. Asymmetrical co op games. So that's a mouthful. Let's take asymmetrical means just simply that there's at least two parties with differing information. So there's asymmetry in terms of team a or person a knows something a bit different than team b or person b, and then co op. These are cooperative games. All the games that we'll talk about today are cooperative games. And party games is generally associated with casual gaming and the most approachable by anybody. And then when you kind of nerd out and get into games, they tend to use co op for some of the deeper games. And then if we look at how do we practice delegation and can we find any games that are great for that? I think role based co op games are very handy. And basically that means that the players have a specialization and there's an opportunity for a leader to coordinate and delegate to those different roles. And then lastly, for the skills and knowledge, I'm just going to generically call these ops drills and we'll look at some different examples of ops drills. All right, so let's start at the base of the pyramid with our party games. So there sre so many examples of party games. A popular one right now on Steam. I looked at some different sources. So Steam is a video game distribution platform and marketplace. Another great place to look for these is board game arena. Both of these options are remote friendly, you can have a Zoom call and people can play the games over these. Steam games are often cost money. Board game arena is a much less expensive model. But anyways, looking at the most popular party games on Steam, Jackbox is very popular. I've played this with my teams and seen lots of teams in the wild using it. It's a collection of party games. So there's a drawing game, word games. It allows you to be silly with your teammates to kind of break the ice. Everything doesn't have to be right or wrong and super official and you can get to know people's preferences and habits. So for a creating game, for example, it doesn't matter if you know how to draw or not. If you're an artist, it's just really fun. The way that drawfold will work is there's a word that only you can see. You try and draw an illustration of that word and then everyone is trying to be the first person to guess correctly what you're drawing. And even if you're drawing stick figures, everybody can have a good laugh and you can work on psychological safety and being vulnerable, these kinds of things. So party games, there's thousands of them. Apples to apples, trivia pursuit would be like an old school example. But yeah, any game where you can all play together, have a good time and build up trust. So moving up into the asymmetrical co op games, a great one for stressing communication. ICS keep talking and nobody explodes. So I've talked to several different engineering managers and different companies that have used this to practicing improving upon communication with their teams. So the way this game works is that the asymmetry of information is that there's two different roles. There's just one person that is the bomb diffuser, and they're the only person who can see the bomb and they can see the configuration of that bomb during that particular session. So bombs have gauges and dials and batteries and gives and explosive fuel, and that can show up in all different kinds of configurations. It could have three batteries or two batteries. The position of the wires could be horizontal or vertical. And the diffuser is the only one that can see it. So he needs to describe it to the others. Everyone else that's playing. They're the experts. They have the bomb diffusion manual, which is a large collection of rules. And these are kind of logic puzzles. They're very specific. An example rule might say, if there's a yellow wire above a red wire, above a blue wire, then cut the yellow wire. But if there are any other colors of gives, this does not apply. So when the bomb diffuser says, yeah, there's a yellow wire, that's not as good of a communication as they're horizontally orientated. These are three gives. Going from top to bottom is yellow, red, and blue. So if the diffuser isn't giving clear information, then the experts need to ask more questions. What's the orientation of the wires? What color wire? Ics at the top? These kinds of questions. The repercussions of cutting the wrong wire or trying to diffuse the bomb in the wrong way is that it explodes. And then there's also a timer counting down the bomb explodes. So the only way they can diffuse the bomb and win the game is to carefully and clearly communicate back and forth and give really clear instructions. Okay, cut the yellow wire, and the day is saved. So that is asymmetrical co op games to help us with communication. And then next up on top of that, in terms of delegation and communication is role based co op games. And so a great one here is overcooked. My understanding of where the word chef cons from ics, it's a french word, chef de cuisine, which roughly translated as the leader of the kitchen. These boss of the kitchen. And so this is a great example of leadership and delegation. The way overcooked works is there's different cooking stations in a kitchen, and you're trying to make food for customers under some time pressures. There's a dishwashing station, there's a vegetable chopping station, there's a grilling station, and then there's a window so that you can deliver the finished plate to your customers. So early on, there's no forced roles. Anybody can do any station. And early on, there isn't a lot of stress. There's plenty of clean plates, things sre moving along. But eventually, due to time pressure and using up resources, a leader needs to be assigned so that they can look at the different resource bottlenecks and anticipate things. If there's no clean plates, you can't plate the food, and so you can't give it to the customer. So it's very helpful for a chef to step up and delegate and know. Bill, could you go over to the dirty dishes and clean five dishes before returning back to the cutting station. And it turns out in the game, just like real life, nobody wants to do dirty dishes. So the team that does kind of have an incident commander type role will do much better at overcooked and get further compared to a team that just has no plan and it's just chaos and everybody's trying to do every role. So lastly, that brings us to the general bucket of ops drills. So can we play games within our teams, in our particular team, and even across the or across the company to get better at the incident management, incident response skills, and especially drills on our particular systems and our particular runbook and knowledge? So I have four different games that we can play, and first up is tabletop exercises. So we talked about cybersecurity earlier. This is very popular in cybersecurity, and it comes from the government, the military, and FEMA, for example. They deal with natural disasters. They have a long history of tabletop exercises. So what a tabletop exercise is, there's very little equipment in a remote. First way, you just need someone to think up a scenario, then a Zoom call, and then maybe a document or a slide show just to give people the scenario, and then a plan of who should be at that meeting. And then an hour or two or six, depending on how deep you want to go for people to talk through how they would respond to that particular scenario. On the cybersecurity side, there's a really cool deck of cards called backdoors and breaches. And that really helps stimulate creativity in terms of coming up with the incident. But within your team, you could just have somebody that's more senior and has experienced a lot of things come up with the tabletop scenario. And they're kind of like the dungeon master, if we think of this as like DND. So they could say that all of the videos that customers are uploading are not getting encoded to a proper codec, and they could think through some of the root causes for that. And then everybody in the room that normally works on this video subscription service or video platform could talk through things they would check things they would do. And this can help highlight missing metrics, missing observability monitoring. Could be existing runbooks, and so you can file tickets to go back and kind of fix those things. So the benefit is that you don't really need any buy in from anybody. And the con of it is that it's not as realistic. You're not actually executing any software or actually testing your system. One benefit of tabletop exercises is you might want to try broadening the invitation list much larger than you would normally think about. It can be really helpful to involve executives, legal and marketing people, just picking one or two people from each of those disciplines. But for example, with executives, it can help executives see how the engineering teams teams with outages and incident management to help develop a rapport and to give them an understanding to see how the sausage is made. If they're never involved, then when there's a real outage, they may not have trust in engineering, they may not have an understanding of how systems get back online. And so they might join a Zoom call and make demands or try and take over the situation, not really understanding how incident management should work. But if they're involved in these tabletop exercises, they'll really develop a rapport and see the thinking, all of the advanced preparation that's already happened for all your systems, and just they'll have more confidence and more buy in. So when you're trying to get operational work and automation prioritized against feature work, you'll have a better chance at getting a better ratio. If you work on a product where features are always prioritized over operational work, that would be really important and helpful to avoiding toil or putting in guardrails to make the next outage less likely, the more alignment you have in your organization. This can really help similarly legal and marketing. If you have an outage scenario where you've lost all customer data for the last three months and the backups turned out to not work, that can be great to have legal and marketing in the room so that they can think about aspects of their workflow and projects that they have planned to kind of get ahead of some of these things and to think through how the terms of service are written and promises that are being made to customers and things like that. So that's tabletop exercises, and it's all verbal and hypothetical. So we can kind of move into fire drills, which is a little bit more realistic. And there's different ways to do fire drills. So one example would be to pick one of your runbook and page the person that's on call and create a ticket and describe that they need to run through that runbook and do all the steps and then put as much information into the ticket as possible. So this would be kind of testing that particular runbook, building up the muscle memory of knowing these. It is what's in it, executing all the steps, and you could potentially find bugs that's out of date and fix those. Another type of fire drill in staging, or maybe even production, would be to intentionally break one node or some percentage of a system in a particular way. And that would test that your alarming is working, that the person would get paged in, that they could practice investigating and remediating that situation, and kind of bringing the system back online, or failing over into redundant capacity, or just testing that the automated failover is happening. So lots of different ways to do fire drills. Some downsides or limitations of fire drills might be that you don't have pager duties hooked into staging, and you don't have all your observability and monitoring hooked into staging. So you'll want to work on fixing that. And these sre things you might want to do anyways. So it's a little higher fidelity than tabletopping, but it does require more work and more engineering commitment, which might be hard to get prioritized. And the idea of a fire drill leads us naturally into chaos testing, which ICs, a more disciplined version of fire drills. And Netflix is famous for chaos testing their systems in production. And a company that really chaos a lot of training and help for this ICS Gremlin. But there's also a lot of open source chaos testing projects. But effectively, you could set up a chaos testing hypothesis and attack a system either in development, staging, or prod. And to make more of a game of it, you could treat it more like a fire drill, thinking about having the team respond to it, diagnose it, and do the recovery. And this can help you come up with a roadmap for automations and fixes to the system to kind of make this not need human intervention. And this may also help you if you want to adopt chaos testing, as can organization long term, and just kind of continuously having this run in the background, doing this in a more game teamlike fashion, could be an incremental stepping stone towards chaos testing. And then lastly, ICS game days. So these are typically done in production, more big scary events. They probably happen less frequently than something like chaos testing or fire drill. Myself, the first time I was involved in a game day was in 2008. I was working at Amazon, on the retail website, and at 1030 in the morning, I got paged. We didn't know anything about this game day, and they had decided to cut the power to an entire building on purpose, to see, to stress test our systems and to make sure everything was redundant, company wide. So this was actually my first day of being on call, and I was a new employee of like two months, so I was completely freaked out I totally from. Luckily my mentor was sitting next to me and these kind of took over and helped me walk through it to fail over into other regions. So that was pretty exciting. Introduction to game days another example of game day at Amazon is to prepare for Prime Day. There will be one core game days, so I was involved in at least one of these and there were a lot more planning and broadcast information. So we did have a heads up about these. The trouble with Prime Day is that the traffic patterns are completely different than normal retail shopping. They stand up, unique catalog experiences, the user flows are completely different and you kind of have this peak traffic problem where everybody's going to the Nintendo Switch or whatever the cool thing is every hour they may have some product that's just going to get an insane amount of traffic and that type of thing doesn't happen for most of the rest of the year. So there's a lot of unique core and feature flags that are built to handle these situations so that you can have some fallback experiences and then you have the permutations of all of those toggles for all those different systems. So a game day of simulating that traffic and turning on and off these different feature flags ics really helpful for shaking out bugs in a system and finding problems. So hopefully that's given you some ideas of how you can play more games with your teams. And again, being more remote first. You can go to steam, you can go to board game arena, and I'm putting more ideas up on opsdrillcom if you want to check that out. But I would just encourage everybody, especially if you're shifting to remote first. It's just really hard to join a new team these days and to get to know people and playing games with teams once a month or weekly can just do so much for building that team cohesion and helping people get to know each other. So that's pretty much it for me. Thank you so much for taking the time to join this talk with me. If you want to. I'm on twitter at please follow me. My dms are open. Additionally, my email address is listed right now. Love to hear from you, your ideas, your thoughts and yeah, thank you so much.
...

Austin King

Founder @ OpsDrill.com

Austin King's LinkedIn account Austin King's twitter account



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