Plan a new manager's first 90 days — first-time or new-to-team — as listen/decide/move phases: the 1:1 listening tour with real questions, the early-judgment traps, the quick-wins filter, and the 30/60/90 artifacts. Use when asked I just became a manager what do I do, plan my first 90 days as a manager, taking over an existing team, or new manager 30-60-90 plan. Produces the phased plan, the listening-tour question set, the team assessment framework, and the day-one and week-6 artifacts.
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Use manager-first-90-days to create a 30/60/90 plan for [manager situation and team state], based on [90-day mandate] and [inherited hazards], including listening-tour questions, quick-win criteria, and a week-6 note.
Required inputs
[manager situation and team state]
[90-day mandate]
[inherited hazards]
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SKILL.md
name: manager-first-90-daysdescription: "Plan a new manager's first 90 days — first-time or new-to-team — as listen/decide/move phases: the 1:1 listening tour with real questions, the early-judgment traps, the quick-wins filter, and the 30/60/90 artifacts. Use when asked I just became a manager what do I do, plan my first 90 days as a manager, taking over an existing team, or new manager 30-60-90 plan. Produces the phased plan, the listening-tour question set, the team assessment framework, and the day-one and week-6 artifacts."
Manager First 90 Days Skill
New managers fail in two symmetrical ways: moving too fast (reorganizing by week 3 on pattern-matching from their last job) and moving too slow (still "just listening" at day 80 while the team concludes nobody's driving). The 90 days have a shape — listen (0–30), decide (30–60), move (60–90) — and the discipline is doing each phase's work in its phase: no irreversible changes while listening, no more listening once it's time to call things. This skill builds that plan, tuned to the situation they're actually walking into.
What This Skill Produces
The phased plan — 30/60/90 with each phase's job, its deliverable, and its forbidden moves
The listening tour kit — 1:1 question set that surfaces reality instead of pleasantries, plus stakeholder-map interviews beyond the team
The assessment framework — reading people, processes, and problems without the early-judgment traps
The artifacts — day-one intro message, the week-6 "what I've heard and what we'll do" note, and the 90-day review against the plan
Required Inputs
Ask for these if not provided:
The situation — first-time manager or experienced-but-new-team? Internal promotion (now managing former peers — its own minefield) or external hire?
The team's state as advertised — size, tenure mix, why the role was open (predecessor promoted, quit, fired — each leaves different residue), known fires
The mandate — hired to fix, to grow, or to not-break? What did their boss say success at 90 days looks like? (If they don't know, that conversation is week-1 item #1.)
Inherited hazards — a flight-risk star, an open performance problem, a stalled critical project
Framework: The Phase Rules
Days 0–30, listen — and defend the phase: 1:1s with every report using questions that fetch reality: "What should this team stop doing?" "What almost-broke recently?" "What would you fix with a magic wand?" "Who do you go to when stuck?" (that last one maps the real org chart). Interview peers, boss, and internal customers too — the team's self-image never matches its customers' experience. Forbidden: reorgs, process overhauls, public verdicts. Allowed: reversible paper cuts (fixing an obviously broken meeting buys credibility without spending judgment).
Mistrust the first read on people: the person who impresses in week 2 is the best talker; the quiet one may be the load-bearer. Score on artifacts and peer-dependency patterns (who everyone routes through), not meeting charisma. Inherited reputations get verified, not adopted — the predecessor's "problem person" is sometimes just the person who disagreed with the predecessor.
Day ~40, say what you heard: the week-6 note — "what I've heard, what I'm keeping, what we'll change and why" — is the hinge artifact. It proves the listening was real (people see their words in it) and openly spends the credibility earned on the first calls. Silence past week 8 reads as either no judgment or no courage.
Quick wins must be real: the filter is visible + fast + actually wanted by the team + reversible-if-wrong. Killing a meeting everyone hates qualifies. A tooling migration is not a quick win; it's a slow project wearing a quick win's clothes.
Move in 60–90, including the hard calls: the performance conversation being avoided, the stalled project needing a kill/commit, the mandate items. A new manager who ends the 90 days having changed nothing has told the team change isn't coming. Former-peers case: the awkward conversation ("our relationship changes, here's what stays and what can't") happens in week 1, once, explicitly — postponing it makes every 1:1 weirder.
Output Format
First 90: [role, team, situation]
The Mandate (verified with boss, week 1)
[What success at day 90 means, in their boss's words — or the plan to extract it]
Days 0–30 — Listen
[1:1 schedule · the question set · stakeholder interviews · allowed paper-cut fixes · forbidden list]
Days 30–60 — Decide
[Assessment: people (artifact-based), processes (keep/fix/kill), problems (ranked) · the week-6 note, drafted]
Days 60–90 — Move
[The 2–3 changes with reasons · the hard call being made, not deferred · quick-win ledger]