Skip to content

The ServiceGame

A ninety-day game for people who serve others for a living — and who can feel fear shaping how they do it.

  • Three players.
  • One rule.
  • No winners.

Free to play. Nothing to buy. Start tomorrow with two people you trust.

The game

What the game is

Three people who do similar work agree to spend ninety days serving the people in front of them as completely as they can. That’s the whole premise. Help them. Listen properly. Ask the question you’d normally skip. Be the reason something shifts for them.

There are no winners and no losers, and the three players are not competing. They are each other’s crew: a group thread, honest feedback, and someone to tell when it goes badly.

Most people who try this find the same thing happens. What starts as a game about serving clients turns into a game about serving each other — and that’s the part that changes how they work.

The one rule

Play without your fear.Not through it.

Most people who serve others for a living are carrying something: they won’t hire me, they won’t like me, I’ll get it wrong, I’ll be found out. The fear rarely stops you working. It just dilutes everything — it keeps a little of your attention on yourself, where it is no use to anyone.

Pushing on while dragging that fear behind you isn’t playing without it. That’s just the usual way, with gritted teeth, and most people have already proved to themselves it doesn’t work.

Playing without fear means setting it down. And the way you set it down is strange, and it’s the clever part of this game:

You grant the feared outcome in advance.

You name the fear. Then you play ninety days as though the thing you dread were already certain and settled.

Three steps

Naming your fear, and turning it into your game

  1. Say the one you’d rather not say.

    The useful fear is the one that makes you wince slightly when you write it down. If you can name yours comfortably, it’s probably the acceptable version standing in front of the real one. Say it to the other two anyway; the saying is half the move.

  2. Convert it into a certainty.

    Take the feared outcome and grant it, totally and permanently. Afraid nobody will hire you becomes: no one will ever hire you again. Need to be liked becomes: no one will ever like you. Afraid of getting it wrong becomes: you will get it wrong every time, and you’ll say the hard thing anyway.

  3. Play as though it’s settled.

    For ninety days, that’s the ground you stand on. Not a belief to adopt — a rule of the game you’ve agreed to play by.

Why conceding works

Once the outcome is already decided, self-monitoring has nothing left to do. There’s no point checking whether you’re doing it right, because the verdict is in. Attention has nowhere to go except the person in front of you — which is exactly where service lives.

People describe the same effects. Pressure lifts. Naming your price stops being an ordeal, because you’ve already assumed the answer is no, and oddly that’s what lets you say the number plainly. Reaching out to someone becomes trivial: not interested, fine, next. When you catch yourself drifting back into self-concern, there’s a simple move available — put your attention back on them.

How to play

Six practices

  1. Keep a live thread.

    One group message, touched several times a day. Someone needs a sounding board, they get one within the hour. Wins go in it. So do the disasters.

  2. Run game film.

    After a conversation that didn’t land, review it the way an athlete reviews tape. Not to find fault — to find the specific point where your attention left them. Guessing at why someone went quiet teaches you nothing; reviewing does.

  3. Ask, instead of stewing.

    Self-doubt that would otherwise cost you three days gets closed out in one exchange, if you ask the other two and trust them to tell you straight. That trust has to be built on purpose.

  4. Be visible, especially when it goes wrong.

    Say how you actually felt. Admit the session that went sideways. Ask for feedback and take it in rather than defending. Hiding your mistakes from your own crew is the most expensive habit in this game.

  5. Add your own unwritten rules.

    One shared rule, and whatever private ones you need. Laughing at your own mistakes instead of sliding into self-judgment. Relaxing into not knowing. Lightness isn’t a distraction from the work — it’s what makes ninety days of it sustainable.

  6. Celebrate loudly.

    Announce your wins and your ambitions to the other two. Hearing theirs does two things: you’re glad for them, and their reach quietly raises yours. It’s the opposite of comparison, and it only happens if someone goes first.

Definitions

What service actually means

Most people who play this game discover their working definition of service was the real problem all along — not their ability, and not their desire.

Service is not free work.
Giving your help away and hoping the universe settles up later is a hope, not a strategy. Working for nothing because the work matters produces generosity with a thread of resentment running through it — and the people you help end up seeing a kind, wise person rather than a professional.
Service is not pleasing people.
Warmth, long talks, endless free advice over text — people love it. It changes very little, and it converts into nothing, because nobody is committed.
Service is not being available.
Being at the beck and call of everyone who needs to unload is a cost you’re absorbing, not a service you’re delivering.

Here’s the version that holds up: your best service happens when you’re a fully engaged professional and the exchange is real. Not because money is the point, but because commitment is. Payment commits the person you’re helping to actually changing something, and it commits you to showing up properly, repeatedly, for as long as it takes. It also keeps you solvent enough to keep doing it at all — people who treat service as endless giving eventually stop giving.

That’s not a reason to help less. It’s the reason both sides should be all the way in when you do.

Service is helping someone by being present with them in a way that changes their life — and yours.

Credit

Where this came from

The Service Game was invented by three coaches — who made it up as they went — and written up by Melissa Ford in her book Living Service: The Journey of a Prosperous Coach (Maurice Bassett, 2019), where she tells the story of the ninety days she played it and what it did to her understanding of service.

This page is an independent summary of the practice, written so anyone can pick it up. The thinking is hers; any clumsiness in the retelling is ours. If it lands with you, the book is where the full story is.

melissafordcoaching.com