Dealing with a Lone Wolf Player in D&D and Business

We all know that in both Dungeons & Dragons (D&D) and the workplace, teamwork is essential for success. However, every group occasionally encounters a lone wolf—an individual who prefers to act independently rather than collaborate with the team. While independence can be a valuable trait in certain situations, a lone wolf’s behavior can be detrimental when it disrupts group cohesion, communication, and shared objectives. If left unchecked, a lone wolf can cause irreparable damage to a business or group.

What Is a Lone Wolf and Why Is It Detrimental?

A lone wolf is a player or employee who operates primarily on their own, often avoiding teamwork, disregarding group plans, and making decisions without consulting others. In D&D, this could be a character sneaking off to loot treasure without the party, or a player who constantly ignores group discussions in favor of their own agenda. In business, a lone wolf might be an employee who works in isolation, hoards information, doesn’t follow process or fails to engage in team projects.

Often individually a lone wolf can be successful. For example make great sales, or make a great in game fighter. However, their unwillingness to collaborate can cause significant issues, including:

  • Lack of synergy: The group is forced to work around the individual rather than integrating them into team efforts.
  • Poor communication: Important details are missed because the lone wolf operates separately.
  • Reduced trust: Team members may feel frustrated or disconnected when the individual ignores their input.
  • Lower efficiency: The group wastes time resolving conflicts instead of focusing on their shared goals.

Strategies for Dealing with a Lone Wolf in D&D

As a Dungeon Master, your goal is to balance individual player agency with team cohesion. Here are some ways to handle a lone wolf player effectively:

  1. Understand Their Motivation – Talk to the player to understand why they prefer to work alone. Are they roleplaying a specific character concept, or do they simply dislike group decision-making?
  2. Encourage Group Decision-Making – Implement moments where cooperation is necessary, such as puzzles, multi-step combat strategies, or social encounters requiring group input.
  3. Use Narrative Consequences – If the lone wolf consistently acts against the party’s interests, have the world react accordingly. NPCs may become untrusting, or the character may face in-game consequences for their isolationist behavior.
  4. Set Clear Expectations – Before the game, establish that D&D is a cooperative experience and that all players should engage with the group’s decisions.

Strategies for Dealing with a Lone Wolf in Business

Managing a lone wolf employee requires a balance of respecting their independence while ensuring they contribute to the team’s success. Here’s how leaders can address this behavior:

  1. Identify the Root Cause – Is the employee avoiding teamwork due to a lack of trust, unclear expectations, or personal preference? Understanding their reasoning helps tailor your approach.
  2. Encourage Open Communication – Lone wolves may not realize how their actions impact the team. Provide regular feedback and encourage dialogue to align them with team goals.
  3. Assign Team-Oriented Tasks – Give them projects that require collaboration, emphasizing shared success over individual achievement.
  4. Create Accountability – Ensure that responsibilities are clearly defined and that the lone wolf must provide updates and integrate their work with the team’s efforts.

Final Thoughts

While implementing the strategies above should bring a lone wolf around to integrating more with the team, there will be instances where they will refuse to do so. If this is the case and their behavior is having a detrimental impact on the team then you should seriously consider asking them to leave the gaming group. Or, in the case of a workplace begin enacting performance management. However, DMs and leaders alike can turn a lone wolf into a valuable team player. Whether in fantasy or the workplace, the best adventures—and successes—are built on cooperation.

When Rival Parties Enter the Dungeon: Competition and Time Pressure

Most of the time when we think of Dungeons & Dragons, we picture a single party of adventurers delving into a dungeon, working together, fighting monsters, and uncovering treasure. But what if there were two rival parties competing for the same goal, racing against each other in real time?

I first came across this idea listening to the excellent podcast Fear of a Black Dragon, where presenter Tom McGrenery described running the Dungeon Crawl Classics adventure Piercing the Demon’s Eye for two groups at the same time. It sounded chaotic, exhilarating, and utterly brilliant.

So of course, I had to try it.

Did it work? Read on to find out.

Two DMs, Two Rival Parties

Together with my fellow DM Rich, we set up a dungeon crawl for ten friends. The twist? Instead of one unwieldy group of ten, we’re splitting them into two rival parties, entering the dungeon (Piercing the Demons Eye) five minutes apart.

The rules of engagement are simple:

  • The dungeon closes in four real-time hours. When the clock hits zero, the dungeon magically shuts. Any characters still in there are trapped, experiencing a slow and agonizing death.
  • The party with the most loot wins. If they make it out in time.
  • We’ll keep tension high with regular real-time countdowns, making every decision feel urgent. One player from each team will be designated time keeper, reminding their team mates to keep moving, or to escape.
  • On top of that, we’re borrowing a mechanic from Blades in the Dark: each time a spell is cast, a clock ticks forward. When it fills, something catastrophic is unleashed into the dungeon.

It’s part dungeon crawl, part pressure cooker, part competitive sport.

What Does This Have to Do With Leadership?

At first glance, this might just sound like a fun twist on D&D (and it absolutely will be). But it’s also a fascinating experiment in leadership under stress. Competition changes everything. When you know another team is out there grabbing treasure, time suddenly becomes your most precious resource. Leaders in the group will have to:

  • Prioritize quickly: Is it worth taking that side passage, or should we push deeper?
  • Manage risk: Do we burn spells now, advancing faster but bringing the catastrophic clock closer to midnight?
  • Balance the team’s needs: Some players may want to fight everything. Others may want to sneak past. Good leadership will mean finding the middle path without wasting precious time.

These dynamics mirror real-world leadership challenges.

Similar scenarios could be run as part of a leadership training exercise. Imagine putting your aspiring leaders through these:

  • Two groups of scavengers in a zombie apocalypse racing to loot supplies before winter. Only one settlement will thrive.
  • Rival companies bidding for the same contract, knowing only one can succeed.
  • Disaster response teams in a crisis where resources are shared between teams and time is brutally limited.

In each case, leaders need to stay calm, make rapid but thoughtful decisions, and keep their team united under pressure.

All of these scenarios can be run using my simple, easy to run Play to Lead ruleset.

Why This Works for Leadership Training

What makes games like this so effective for leadership development is that they feel real. As Jennifer Ouellette explains in Me, Myself, and Why, our brains encode roleplaying experiences as though they genuinely happened. That means when you practice making tough calls, prioritizing under pressure, and communicating clearly in a D&D dungeon, you’re exercising the same leadership “muscles” you’ll use in the workplace.

Adding competition into the mix elevates the stakes. The stress is simulated, but the feelings of urgency, pressure, and rivalry are real enough to create meaningful growth.

Bringing It Back to Work

If you want to use this kind of scenario in a leadership training environment, here are some tweaks:

  • Theme it for your group: Instead of fantasy loot, consider one of the alternative scenarios mentioned above.
  • Make consequences clear: Limited time, limited resources, and a final score that determines success or failure.
  • Encourage reflection afterwards: The real learning happens when teams debrief what worked, what didn’t, and how leadership showed up under pressure.
The happy participants!

Running the Game

What a blast to run! Rich had booked a community hall for the event. Everyone was primed to bring two 5E D&D characters, just in case. First we used a dice bag with coloured dice to randomly assign the teams. After explaining the premise we set the 4 hour timer and we were off.

Rich and I passed each other notes as the adventurers made their way through the dungeon. The players tables were facing each other so they were always aware of the rival party and their progress. Some of the highlights from the game were:

  • One party coming upon the other and sending an owl to trail them.
  • The first party setting traps for the second.
  • One party battling for their lives, the second popped their head in the room before beating a hasty exit.
  • The slow realisation that casting spells had an impact on the dungeon clock, but not knowing quite what it was counting down to.
  • One player sifting through the treasure horde and throwing unwanted bits into oblivion.

The teams were going to be judged by how much treasure they retrieved. So I made a series of treasure cards describing what they found, but with no value written on them. At the end of the session we totaled up the value of the rescued valuables to determine a winner. There was only 100gp between the two parties!

That being said noone actually made it out alive……

This photo shows our set up. DMs back to back, the bright yellow clock countdown to the left.

Did it Work?

Absolutely it did! The players really got into the premise of the game and told us it was a completely different experience to anything else they had played. There was great banter between the tables and the debrief dinner afterwards was great fun as they pieced together what each rival party had been up to.

Rich and I worked really well as a team. Luckily we had done a load of prep before hand so we knew the module well and how we were going to handle different parts of it. Passing notes between ourselves also added additional paranoia to the players. Always a win.

One interesting thing was that the players actually engaged with the adventure faster then we though they would. Between the two teams they covered every room and trap. This is a good lesson for next time.

I also made a mistake where my group were moving much faster than the others and caught them up without me realising. So we had two parties in the same place at the same time without seeing each other. Woops. Not to worry though, once I’d worked it out I managed to stall my guys long enough for it all to settle out again.

Final Thoughts

In the end, this experiment is both a thrilling way to play D&D and a powerful way to test leadership under competition and time stress. When two parties enter the dungeon, only one comes out on top—but everyone comes out having had a different and fun experience.

If this sort of thing appeals to you I would strongly suggest grabbing a co-DM and running this for your friends. It was a memorable event for everyone, with lots of pressure, paranoia and of course laughter.

Kill Team Narrative Mission: Dinosaur Hunt Challenge

Kill Team is a fun, balanced skirmish game, with very thematic teams to choose from. Space Marines play like tough super soldiers and Orks are very anarchic. It also has a cooperative mode where players work together to beat NPOs (non player operatives) and achieve a shared objective. The range of available teams, 42 at the last count, and stats for various NPOs fills a very nice toolbox for the creation of narrative scenarios. This coupled with the fact that I’ve always wanted to play a big game hunt with dinosaurs since playing 40K as a kid has inspired me to build a kill team narrative mission. Of course there needs to be various twists and turns in there too. After all, no narrative mission is complete without secret objectives.

This mission is for six players plus a GM.

Mission Context

The Imperial Governor of Neblar Prime is celebrating his 150th birthday. Tradition dictates that he host a big game hunt as a core part of the festivities. Being useless with a gun, the Governor has engaged the famed Imperial hunter Thaddeus Ravenwick to bag a few dinosaurs for the feast. Of course, the hunters exploits will be televised across the planet so that all the citizens can share the excitement of this momentous occasion. It will be good for the morale of the workers.

However, the Governor should be more worried about the morale of the workers. Even now rebellion is fermenting, aided by a nefarious genestealer cult. The locals, who revere the dinosaurs are being stirred up and have been convinced that disrupting the hunt will spark an uprising that will overthrow their uncaring overlords once and for all!

The Imperial Hunter confronts the Young blood in thick jungles of Neblar Prime.

Factions and Objectives

This game is set for six players split into two factions, the imperial hunters and the zealous rebels/cult. A third faction, consisting of three dinosaurs will be run by the GM.

To win the imperials must kill more dinosaurs than the rebels can save. Five points each respectively. In addition each player will score three points for completing their secret objective.

Characters

Each player gets one character and one to two support operatives. I have listed them below including the equivalent Kill Team stats for each as well as their secret objective. All the Kill Team operative stats are free to download from the Warhammer website.

Team Imperial

Big Game Hunter:

  • The famous Thaddeus Ravenwick (Angels of Death Eliminator).
  • His trusty manservant Djeeves (Exaction Squad Vigilant).
  • Secret Objective: Keep your legend alive, kill at least two dinosaurs.

Long Suffering Security Detail:

  • Lt Salazza (Rogue Trader Void Master)
  • Shadowy guard (Rogue Trader Death Cult Assassin)
  • Secret Objective: Do your job, make sure Thaddeus is alive at the end of the scenario.

Imperial Scouts:

  • Lead scout Ragman (Space Marine Scout Sgt)
  • Scout (Space Marine Scout Hunter)
  • Secret Objective: Had a bar fight with the Rebel Gunna last night and need to finish what he started, make sure he is dead by the end of the scenario.

Rebels (Sneaky Genestealer Cult!)

The Boss:

  • Rebel Leader Vispoz (Wyrmblade Kelemorph)
  • Cult Brother (Brood Brother trooper)
  • Secret Objective: Make sure Thaddeus is dead by the end of the scenario and fuel the fire of the rebellion.

The Heavy

  • Gunna Bigarms (Brood Brother with grenade launcher)
  • Buddy (Brood Brother trooper)
  • Secret Objective: Had a bar fight with the Scout Ragman last night and need to finish what he started, make sure he is dead by the end of the scenario.

The Young Blood

  • Falco Soarer (Wyrmblade Primus)
  • Buddy (Brood Brother trooper)
  • Secret Objective: If The Boss doesn’t make it out alive you’ll get promoted. Make sure he doesn’t.

Kill Team Dinosaurs

The GM will control three mega fauna (dinosaurs) that the hunting party are stalking. These will be set up together in the designated area. Kill team stats as follows:

Grand Lizard (x1):

  • APL 3, Move 6″, Save 4+, Wounds 30
  • Melee Claws and Teeth Attack 6, 3+ 5/6 Relentless
  • Ignore piercing (tough hide), can attack twice per activation.

Sub Lizard (x2):

  • APL 2, Move 7″, Save 5+, Wounds 20
  • Melee Teeth Attack 4 3+ 4/5

The kill team dinosaurs operate in a simple way.

  • If they can see an operative – Charge and attack the closest.
  • If they cannot see an operative move in a random direction.
“I’m sure the lizard is around here somewhere”

Game Set Up

For this Kill Team narrative mission place thick jungle terrain across the board. Feel free to add ruined temples, abandoned hab blocks etc. Make the terrain denser than a normal Kill Team battle. A jungle stream with 2 bridges is also a fun addition. The dinosaurs start in a clearing to the right of the board. Make sure to have no firing lanes between the Imperial deployment and the dinosaur clearing.

Kill Team Narrative Mission map – play around with the set up to make something that looks thematic with limited firing lanes.

Terrain Rules

Some suggested rules for the terrain are:

  • Stream – minus 2″ to movement when crossing.
  • Jungle – blocks line of sight and gives light cover.
  • Ruins etc – heavy cover and blocks line of sight.

Playing The Mission

Players position themselves around the table in alternating order: Imperial-Rebel-Imperial-Rebel etc. Roll for initiative and play moves in the above order.

No tac ops, no crit ops. The sole mission is that described above.

Play lasts for 4 turns.

Final Thoughts

Although I’ve designed this narrative mission with Kill Team in mind this could very easily be ported to Space Weirdos or 5 Parsecs from Home. In fact I’m aiming to run this at the local club using Kill Team and Space Weirdos for the next Marty Con. I’ll write up a battle report when the dust has settled.

I’d love to hear if anyone uses this scenario. But if nothing else I hope I’ve shown that Kill Team can be used for some different narrative style missions. There is so much scope here. Lots of inspiration can be drawn from WW2 commando actions and I’m looking at how to create a 40Kified Battle of Termoli.

You can see more about the narrative Kill Team Campaign I ran here.