Dungeons & Dragons: A Surprising Tool for Workplace Success

While I have talked about this before I thought it would be worth revisiting for people who are a bit newer to this blog. While most of us know Dungeons & Dragons (D&D) as the worlds most popular fantasy role-playing game, I really believe that it offers more than entertainment. D&D has the potential to be a powerful tool for personal growth and professional development. Surprisingly, the skills honed at the gaming table—creativity, collaboration, and critical thinking—extend far beyond the dungeon and can have a lasting impact in the workplace. In this article, we’ll revisit three compelling reasons why playing D&D can help foster a productive and innovative work environment.

1. Fostering Creativity

At its heart, D&D thrives on imagination. Players immerse themselves in complex worlds, creating unique characters, crafting storylines, and solving challenges in unexpected ways. This exercise in creativity translates directly to the workplace, especially where fresh thinking and innovation are highly prized.

Employees who engage in creative activities like D&D become adept at looking at problems from different angles. They are better equipped to brainstorm unconventional solutions and tackle obstacles with creativity. This flexibility is especially valuable in industries where problem-solving requires innovative approaches. for example film production, software engineering and marketing could really do with more D&D players amongst their workers. Additionally, D&D encourages players to adapt on the fly, sharpening their ability to remain agile in the face of rapidly changing situations—a skill that’s equally important in all fast-paced professional environments.

Workplace Takeaway: By nurturing creativity, D&D empowers employees to approach workplace challenges with enthusiasm, confidence, and a sense of resourcefulness, benefitting the entire team.

2. Encouraging Collaboration

D&D is a collaborative experience. Players must work together as a team, using their individual strengths to overcome obstacles and achieve shared goals. Similarly, in most workplaces, teamwork is essential for success.

Through playing the game, employees can develop essential collaboration skills such as effective communication, cooperation, and trust-building. The game offers opportunities to practice working together, combining diverse talents to achieve the best outcomes. In doing so, D&D mirrors real-world team dynamics—players need to listen to one another, adapt their strategies, and support each other to succeed. They may also come up against disagreements in game. Navigating these helps hugely in overcoming similar situations in the real world.

I see the game as also being a fantastic space to develop leadership skills, as players often take turns guiding the group through quests, motivating others, and coordinating efforts toward a common goal.

Workplace Takeaway: D&D builds a strong sense of camaraderie and helps employees understand the value of working together, ultimately leading to improved collaboration in the workplace.

Not this sort of collaboration…

3. Cultivating Critical Thinking

D&D is filled with complex challenges, from solving intricate puzzles to navigating moral dilemmas and tactical combat. To overcome these obstacles, players must think critically, analyzing situations and making decisions that could affect the outcome of the entire adventure or campaign. While not real, the in-game consequences can be vast, with whole worlds in the balance. Of course, these decision-making skills are highly transferable to the workplace.

In professional settings, critical thinking is a cornerstone of problem-solving and strategic planning. D&D teaches players to evaluate situations, consider multiple perspectives, and anticipate consequences. What’s more, the game encourages players to embrace failure. When a strategy doesn’t go as planned, the group regroups, reevaluates, and tries again—fostering the ability to persevere in the face of setbacks. This mindset is invaluable at work, where adaptability is crucial, and learning from failure is essential for long-term growth.

Workplace Takeaway: By sharpening critical thinking skills, D&D helps employees become better problem solvers, enhancing their ability to navigate complex situations in the workplace.

Final Thoughts: Why D&D Is Good for the Workplace

If you’ve been reading this blog for a while you’ll already know that I consider D&D to be much more than a game. It really is a gateway to developing skills that are essential for a thriving workplace. From sparking creativity to enhancing teamwork and sharpening critical thinking, D&D equips players with tools that can transform how they work and collaborate with others. Whether you’re looking to foster a more innovative team, improve communication, or build resilience, the lessons learned through D&D can have a profound impact on workplace dynamics.

So, keep an eye out for D&D players at work and don’t dismiss it as just a pastime. It could be the key to unlocking their potential as creative problem-solvers and collaborative teammates as well as helping forge your next cohort of effective and successful leaders.

Second Bolt Action Tournament: Spartan 2026

Bolt Action Tournament Spartan 2026

After thoroughly enjoying my first Bolt Action tournament, Skulls 2026, I thought I’d enter a second. In stepped Spartan 2026! A full day of three games was an enticing prospect in itself, but I have found the Bolt Action scene here in Perth to be one of the most welcoming I’ve ever encountered. Win or lose it was set to be a fun event.

Tournament Preparation

I’d fallen in love with Bolt Action at the end of 2025, when Jackson gave me a trial game. Since that moment I’d furiously painted up a Royal Marine Commando army and fought a few games before taking it to a 6 player narrative game and then on to the Skulls tournament. If you want to know what I enjoy about the game please check out the link above.

This time round I wanted to play something different. I’d been collecting an opposing force of German Wermacht to go up against my commandos, and it was finally painted. I have a thing about only playing with painted miniatures. What better way to test the army than by entering it into Spartan. I found the commandos, being all veteran (meaning fewer units), were being outmaneuvered by my opponents. My German collection has much more variety: flamethrowers, half tracks, heavy weapons and plenty of infantry.

Having played three practice games I finalised my list. A very mobile force of heavily armed halftracks with engineer flamethrower squads, panzer grenadiers (2 LMGs), Heer grenadiers and a unit of SMG assault veterans. I even added a small unit of Feldgendarme (military police) to help get my reserves on the board. Added to this was an armoured platoon consisting of a Stummel (howitzer armed half track), 222 armoured car and a 250/9 halftrack.

I hoped that this set up would give me the flexibility to capture objectives while responding to the threats posed by the opposition.

My Heer Grenadiers moved onto an objective

Further Preparation

In addition to my fully painted army I also wanted to contribute a table of terrain for the day. There’s something wonderful about playing a game of Bolt Action on a thematic board with painted terrain, hedgerows etc. So I ordered a set of Normandy inspired mdf buildings from Dark Castle Terrain in Australia and spent all my hobby time prior to the event madly constructing and painting it up.

Despite covering my hands in glue and paint I did manage to get a decent looking table together.

My finished Normandy inspired village

Spartan 2026

First of all I need to mention that the T.O Matt did an amazing job of running this event. It all went very smoothly. Additionally, all the competitors were very friendly with some good banter rippling through the room. There was a big mix of experience levels from the relative novice to the very seasoned. One competitor had only played 2 games previously and still got stuck in.

There were 16 players and 9 incredible terrain tables. The latter of which really caught the eye other people at the venue. In fact, a couple of the onlookers were able to get a demo game in too. So some new converts to the Bolt Action community!

I played three games: Breakthrough (vs Japanese), Nuts (vs German) and Meeting Engagement (vs US). Each one was a nail biter for me, with lots of cinematic moments. However, all three I started strong before losing pretty dramatically at the end. I can honestly say that all the games were incredible fun, regardless of the outcome.

While I didn’t win the wooden spoon I did come second from the bottom. Even so, I walked away with some cool prizes including a Sherman (perfect to support my commando force), some amazing fence terrain printed and painted by a talented local (which will lift my Bolt Action table to new heights) and a very nice spy mini (that I think will form part of a future resistance contingent). Most importantly though I had a great time and feel part of this incredibly friendly community.

Mad skirmish in the ruins, the US took a beating, but not enough to lose the game

Lessons Learned

With three losses to my name, what would I do differently? Firstly, I would have more practice games with my list prior to attending the event. I don’t think I had a full grasp on the synergies of my units, I was getting closer, but still need more practice.

Next, I had written down plans for each scenario. But, every time I got over excited and deviated. While of course plans never hold up to first contact, looking back a bit more sticking tot he strategy could have stood me in good stead.

Lastly, firing units at point blank can be devastating (within 6″) and I want to experiment with that more.

My armoured vehicles attempt to knock out the enemy. Attempt being the key word here.

What a Tournament

What can I say, an on point TO, great venue, thematic tables and super friendly players all combined to make Spartan 2026 an amazing event. As the community here in Western Australia continues to grow I can only see events like this getting better and better. Next month is a huge narrative game based on Operation Sealion, Hitlers planned invasion of the UK. I believe there will be twenty players on one board. Cant wait!

Discovering the Hidden Joy of One-Page RPGs

Roleplaying games come in all shapes and sizes. Some arrive in beautifully bound rulebooks hundreds of pages thick, complete with detailed character creation systems, extensive equipment lists, and years of accumulated lore. I love those games. But sometimes, the funnest adventures fit on a single sheet of paper. One-page RPGs occupy a special place in my gaming heart. They are unapologetically focused, delightfully weird, and incredibly accessible. In a hobby that can sometimes feel intimidating to newcomers, a one-page RPG keeps it simple: “Here’s the premise. Grab some dice. Let’s play.”

Theme Heavy, Rules Lite

The magic of a one-page RPG isn’t found in complex mechanics. It’s found in commitment to a theme. A good one-page RPG takes a single idea and runs with it at full speed. The handful of rules exist purely to support that concept. There is no attempt to simulate every possible situation. Instead, each game asks a simple question:

“What if we spent the next few hours fully embracing this particular fantasy?”

That focus creates something remarkable. Players aren’t spending the first hour learning rules or optimising character builds. They’re immediately stepping into the tone and spirit of the game. The result is often a session that feels more like an improv comedy show, a favourite movie, or a particularly chaotic stage play than a traditional campaign.

Perfect for a Single Evening

Where I think One-page RPGs really shine is as one-shots. Most can be taught in less than minutes and completed in a three to four-hour session. That makes them ideal for game nights when the full Dungeons & Dragons campaign isn’t happening, when new players are joining the table, or when you simply want to try something different.

There’s also a peculiar freedom that comes from knowing the story begins and ends in a single sitting. Players are more willing to take risks. They make bigger choices. They embrace ridiculous plans. Nobody is worried about preserving a carefully crafted character for the next two years of campaign play.

If the plan fails spectacularly, then that’s a great way to finish.

Nice Marines

One of my favourites is Nice Marines. I ran this back at MartyCon 2026 with ten minutes prep and we had a blast.

The premise is wonderfully simple. You’re genetically engineered super-soldiers in enormous power armour, capable of crushing enemies and surviving impossible odds.

Your mission? Diplomacy. Helping a planets government after the war. The contrast between the imperial murder machines and the non combat scenario became a great source of comedy.

Want to play regency era? Virtues and Scandals might be for you.

Virtues and Scandals

Then there’s Virtues and Scandals, which I would like to run for my current gaming group. This throws the players into a Bridgerton-esque Regency-era romance drama. Think grand balls, whispered rumours, unsuitable romances, ambitious social climbing, and enough scandal to keep society talking for months.

Here success isn’t measured by defeating monsters or collecting treasure. It’s measured by reputation, romance, influence, and whether your latest social disaster can somehow be turned into an advantage.

The stakes are completely different, yet somehow feel just as important. And for a group that enjoys the rough and tumble of combat it will make for a fun change of pace. I might even buy some cheap fans for the players to hide behind during the game.

This One Time at Bard Camp

If Virtues and Scandals is Regency drama, This One Time at Bard Camp is pure college comedy. Players take on the roles of aspiring bards attending a summer academy dedicated to music, performance, and probably causing trouble.

The game embraces all the classic teen movie tropes: rivalries, friendships, crushes, embarrassing mistakes, talent competitions, and authority figures who are somehow always one step behind the chaos.

I think this would be great fun for my group to get let loose on.

A Perfect Fit for the Workplace

One of the biggest challenges when introducing roleplaying games to a professional audience is overcoming the learning curve. Participants may only have an hour or two available, and few want to spend half that time reading rules.

That’s where one-page RPGs excel.

Explaining the rules takes minutes, allowing groups to spend the majority of their session actually playing, communicating, and solving problems together. The simplicity removes barriers and helps participants focus on the experience rather than the mechanics.

The strong themes also make it easier for people to engage quickly. Most people immediately understand the social dynamics of a Regency romance, or the chaos of a summer camp comedy. Familiar tropes give players permission to jump straight into roleplaying without worrying about getting the setting “wrong.”

For workplace conferences, training sessions, and leadership development programs, this makes one-page RPGs an ideal tool. In a single 90-minute session, participants can practise communication, teamwork, creativity, adaptability, and problem-solving while sharing plenty of laughs along the way.

In many ways, one-page RPGs demonstrate one of the greatest strengths of roleplaying games as a learning tool: meaningful experiences don’t require complex systems. Sometimes a simple premise, a clear theme, and a group of willing participants are all that’s needed to create genuine engagement and lasting memories.

Why They Matter

One-page RPGs remind us of something important about our hobby. The rules are not the point. Rather, we should be focusing on is gathering around a table with friends and collectively creating fun, memorable stories.

A one-page RPG strips away almost everything except imagination and theme. What’s left is often pure roleplaying joy. They’re easy to learn, easy to run (usually), and easy to share. As such they allow us to explore worlds and genres that would never justify a year-long campaign but make for an unforgettable evening.

Most importantly, they remind us that roleplaying games don’t need to be complicated to be memorable. Sometimes all you need is a single page, a handful of dice, and a group of players willing to embrace the premise completely.

Jump onto google. Search one-page RPGs, and find one that has a theme that appeals to you. After a quick read you can have it at the table in 15 minutes. I think you’ll enjoy the results.

Building a Realm One Session at a Time: My Fortnightly Mythic Bastionland Game

Every fortnight my gaming group gathers to play Mythic Bastionland by the talented Chris McDowall, a game about wandering knights defending their realm from strange myths and ancient dangers.

If you imagine the sweeping, generational storytelling of Pendragon, but loosen the strict expectations of chivalric codes, you are somewhere close to the spirit of the game. The knights of Bastionland are not bound to an exact interpretation of honour. Instead, they roam the realm keeping to their oaths: Seek the Myths, Honour the Seers, Protect the Realm. In doing so they confront mysterious forces that threaten the realm, shaping its fate through their deeds.

And it has been an absolute blast to run.

The Knights of the Realm

Our current band of defenders is a wonderfully strange mix of personalities and mythic archetypes:

  • Ser Steele, the Cosmic Knight, who has a fascination with the stars and enormous ambition.
  • Lady Faun, the Snare Knight, at one with nature, preferring the wilds to the slowly burgeoning civilisation.
  • Ser Aegen, the Salt Knight, hardened by sea winds and coastal hardships.
  • Ser Whynn, the Iron Knight, steadfast, laughs in the face of danger with a mead in hand.
  • Ser Perceval, the Temple Knight, devoted to sacred duty and the protection/creation of holy places.

Together they wander the realm confronting the myths that threaten the fragile stability of civilisation.

Creating characters is easy, 1D12 +1D6 for three virtues Vigour, Clarity and Spirit, roll or choose a knight and you’re off.

The Realm of Caer Senara

Creating the Realm of Caer Senara

As the games master, one of the joys of Mythic Bastionland is how easily it helps you create a living world. Rather than meticulously designing everything in advance, I generated most of the setting using the book’s random tables.

The result was the realm of Caer Senara, centred around Stillharbour, the coastal port and Seat of Power. Around it lie several holdings:

  • Mistfields – a valley of lakes and vineyards, ruled by a drunken lord with a sinister senechal pulling strings in the background
  • Faecairn – Watchtower where the boundary to the fey is thinner
  • Silvergard – Home of the Praetorians and taciturn and well trained military force
  • Brightbridge – Foodbowl of the realm with seas of wheat and hotbed of rebellion

To give the realm immediate tension, I also generated four myths lurking within its borders, along with a number of strange landmarks including the Sea Kings throne, a ruined monastery and a deranged alchemist. What emerged surprised me. The random tables didn’t create chaos. Instead they produced something that felt layered, mysterious, and alive.

The bones of the world came together over a couple of afternoons. However, the real magic began once the dice started rolling.

When the Realm Comes Alive

Over the first ten sessions, the knights have already shaped the fate of Caer Senara in dramatic ways.

  • The company won a grand tourney against knights forged from clockwork
  • A tidal wave once threatened to devastate the realm, forming in the mountains instead of the sea.
  • A giant boar roamed the countryside, leaving destruction in its wake.
  • Political tensions simmered among the noble houses resulting in a rebellion erupting within the realm itself.

None of these stories felt forced. They grew naturally out of the myths, locations, and the decisions of the knights. I feel that I am discovering the plot at the same time as the players.

The artwork in Mythic Bastionland is thematic, intriguing and beautiful.

Entering the Second Age

Now, after ten sessions, the campaign has reached an important milestone.

We are entering the Second Age of the realm.

Time moves forward in Mythic Bastionland, and the passage of years is part of the story. The knights themselves are growing older, as they do their stats initially improve, but as they enter old age they begin to decline. Marriages have been arranged and the key holdings are now run by the players. Successors have been appointed. The political landscape has completely shifted.

New challenges loom on the horizon. This movement of time gives the campaign an epic quality. It feels like a chronicle of a realm slowly changing across generations.

A Breath of Fresh Air

Another reason I enjoy this game so much is its simplicity.

Running a campaign that isn’t Dungeons & Dragons has been surprisingly refreshing. The rules are lighter, record keeping is minimal, and the style of play is very different. Players rely more on their wits than an array of powerful abilities.

Less bookkeeping means more time for story, strange myths, and the unpredictable decisions of wandering knights.

Sharing the Realm

I’ll be making my original scrappy realm notes for Caer Senara available for anyone who is interested. You might use them as the starting point for your own campaign, or simply as an example of what a randomly generated realm can look like. Either way, they show how a few tables, a handful of myths, and a group of players can quickly grow into a living world.

And who knows. Perhaps your knights will one day ride through the misty fields of Caer Senara as well.

One Powerful Secret. Everything is D&D

collage of diverse movie posters

I’ve recently read The No-Prep Game Master by Matt Davids, and one particular idea lodged itself firmly in my brain: everything can be used in your RPG games. Not just fantasy novels and RPG sourcebooks. Everything is D&D.

News articles. Crime documentaries. Action movies. Office politics. Historical events. True crime podcasts. Weird conversations overheard in cafés. Every bit of media becomes potential fuel for your campaign once you start looking at the world through the lens of a Dungeon Master.

And honestly? It works.

The more I thought about it the more I realized that I’ve been doing this unconsciously for years now. Somewhere along the line, my brain stopped watching movies normally. I no longer see “a detective solving a mystery.” Instead there’s a quest structure. along with NPC motivations and faction conflict. I see a villain reveal waiting to happen three sessions from now.

The best part is that this dramatically reduces your prep.

Your Brain Becomes a Loot Goblin

Once you adopt this mindset, your brain starts hoarding story fragments. Watching a heist film? Congratulations, you now have:

  • A dungeon structure
  • A rival crew
  • A countdown timer
  • Three complications
  • A memorable villain
  • A blueprint for a one-shot

Reading about a political scandal? That’s a noble house conflict. A documentary about Everest? That’s an expedition into the frozen north. A workplace disagreement over budgets and priorities? That’s two guilds competing for influence in the capital city.

Even the nightly news can become campaign material. Strange weather events become magical disasters. Corporate mergers become kingdoms uniting through uneasy alliances. A shipping delay becomes a caravan mysteriously disappearing along a trade route.

Nothing is wasted.

Imagine this guy with a crossbow, is this your next villain?

Improvisation Gets Easier

One of the biggest challenges for newer DMs is improvisation. Players inevitably ignore your carefully prepared content and instead decide they want to interrogate the stable boy, open a theatre, or adopt the villain’s pet scorpion. When you’ve filled your head with story structures from books, films, games, and real life, improvisation becomes far less terrifying.

You stop trying to invent things from scratch. Instead, you remix.

That suspicious innkeeper? He’s suddenly borrowing traits from the bartender in that crime thriller you watched last week. The corrupt city guard captain? That’s basically Clint Eastwood as Dirty Harry. “Are you feeling lucky punk?”. The mysterious ruined tower? You based it on the abandoned castle near the village you grew up in.

Improvisation stops feeling like being a rabbit in headlights. Rather it begins to feel more like being a DJ, sampling and remixing ideas you already absorbed.

Newark Castle (near where I grew up) has appeared in a few of my campaigns

Steal the Structure, Not the Surface

One thing I’ve learned over time is that the best inspiration usually comes from stealing the bones of a story rather than copying it directly. Players definitely notice when Gandalf strides into the tavern with the One Ring. However, they usually do not notice when you quietly borrow:

  • The pacing of a thriller
  • The emotional reveal from a drama
  • The structure of a mystery
  • The escalating pressure of a disaster movie

A great D&D session often feels familiar in the same way dreams feel familiar. The shapes are recognisable, but rearranged into something new. That’s the sweet spot.

The World is a DM Toolkit

The funny thing is that once you start thinking this way, it never really turns off. You’ll watch a terrible B-grade movie and think: “This villain monologue is incredible.” That article about a missing ship morphs into an island covered in undead sailors. When the local councilors disagreements spill into the papers it turns into a fantastic low-level urban adventure.

The entire world becomes a giant DM toolkit disguised as ordinary life. And the more material you absorb, the easier your games become to run.

Prep Less, Observe More

This approach doesn’t mean you never prepare sessions. But it does mean your preparation becomes lighter and more flexible. Instead of writing thirty pages of lore nobody will read, you build a collection of ideas, scenes, characters, conflicts, and story beats gathered from everywhere around you.

Then when your players inevitably set fire to the plot and run screaming into the wilderness, you already have fuel ready to throw into the engine.

There you have it, everything is D&D. You just have to start looking for it.