Retro facilitator
Skill kaszubski/engineering-leader-skills/skills/retro-facilitator
Turn raw retrospective material (an incident, a sprint, a launch, a project that went sideways) into a facilitated retro that separates fact from story and converts blame into ownership, using Conscious Leadership. Use when asked to run or prepare a retrospective, debrief an incident or project, or make a postmortem blameless.From its SKILL.md
npx -y skills add kaszubski/engineering-leader-skills --skill retro-facilitatorAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
5.2 KB, ~1.1k tokens by cl100k_base, as published. Nobody here has run it
retro-facilitator
Purpose
Takes the raw material of a retrospective (what happened, what people are saying about it) and structures it into a retro that actually moves a team forward, using Conscious Leadership. It does the one thing a generic "what went well / what went badly" template can't: it separates the verifiable fact from the story laid on top, and converts blame (victim / villain / hero) into ownership. That conversion is the work; the rest is scaffolding.
When to use
Running or preparing a retrospective, debriefing an incident, or writing a blameless postmortem for a sprint, launch, outage, or project.
When not to
Reviewing a single pull request: that's pr-review. Deciding how to coach one person on a task: that's coaching-calibrator. A retro is about a shared event and the team's relationship to it, not one artifact or one individual.
Foundation — Conscious Leadership
A retro fails the moment the room goes below the line: closed, defensive, committed to being right and to assigning fault. Three moves keep it above the line; each one visibly changes the output.
- The Line. At any moment a person is above the line (open, curious, learning) or below (defensive, blaming, protecting position). The first facilitation move is noticing which side the room is on, and naming it.
- Facts vs. stories. Separate the observable and verifiable (the fact) from the interpretation on top (the story). "The deploy went out at 4pm Friday" is a fact. "Nobody cared about the risk" is a story. Stories are allowed, but labelled as stories, not smuggled in as facts.
- Radical responsibility, not the drama triangle. Below-the-line debriefs cast people into the drama triangle: victim ("it happened to us"), villain ("they broke it"), hero ("I saved it"). Radical responsibility drops the triangle and asks each party: what can I own here?
See the Conscious Leadership foundation for the full model.
How it works
- Establish the event. What is being retro'd: which incident, sprint, or project, over what window? If the input is a vague verdict ("the launch was a mess"), ask for the specific observations behind it. A retro on a conclusion is theatre; a retro runs on events.
- Read the room's state. Scan the raw material for below-the-line signals: blame, defensiveness, certainty about others' motives, victim/villain/hero language. Name the state plainly. If it's below the line, say the first job is getting curious before getting conclusive.
- Split every observation into fact and story. For each item, state the verifiable fact, then the interpretation as an explicitly labelled story. Surface where a story is being treated as a fact; that's usually where the team is stuck.
- Drop the drama triangle. Find the victim / villain / hero framings. Reframe each as ownership: replace "who caused this" with "what can each party own." Spread ownership across roles; the point is shared responsibility, not relocating blame to a new target.
- Turn owned insight into experiments. Convert what the team now owns into a small number of concrete experiments for the next iteration. Each one is a change someone owns, not a vague resolution to "do better."
Output format
**Retro:** <the specific event and window — restated to confirm it is specific>
**Room state:** <above / below the line — the signals you read, named plainly>
**Facts vs. stories**
- Fact: <verifiable observation> · Story: <the interpretation on top, labelled as a story>
- <…one row per significant observation; flag any story currently being treated as fact>
**From blame to ownership**
- Was framed as <victim / villain / hero>: <the framing> → Ownership: <what each party can own>
**Experiments for next iteration**
- <concrete change> — owned by <role/person>, check at <next retro / date>
**Facilitator note:** <one line — the single most important shift for this retro to land>
If the input is a verdict with no underlying observations, ask for the events rather than producing a retro on a conclusion.
Rules
- Fact and story stay separate. Never let an interpretation ride in as a fact; that split is the skill's core move, the thing a generic template skips.
- No villains. Reframe every blame into ownership spread across parties. If the output names a culprit, it has failed the foundation.
- Curiosity before conclusions. If the room is below the line, say so. Don't produce tidy action items on top of an unresolved defensive state.
- Experiments, not resolutions. Every forward item is a concrete, owned change with a check-in, not "communicate better."
- Advisory and facilitative. This structures the retro and the thinking; the conversation, and what the team commits to, stay with the people in the room.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.