The Joy of the One-Shot: Give it a Go

When most people think of roleplaying games like Dungeons & Dragons, they think of sprawling campaigns that run for months—or even years. Long-running campaigns are fantastic, but every now and then, it’s refreshing to step off the well-worn path and dive into something shorter, sharper, and wildly different: the humble one-shot.

One-shots are self-contained RPG adventures that begin and end in a single session (or two, at most – I’m looking at you Rich!). And while they might not carry the same narrative weight as a years-long campaign, they come with a kind of joy that is entirely their own.

A Breath of Fresh Air

The first thing a one-shot offers is a shift in tempo, style, and genre. If your regular campaign is a slow-burn epic full of politics, world-saving, and carefully crafted character arcs, a one-shot can throw all that out the window. Suddenly, you might find yourself desperately battling cultists in a forgotten temple, unraveling a noir mystery, or, in my case recently, trying to survive in deep space with something very nasty lurking in the shadows.

This change of pace keeps the roleplaying experience vibrant. It’s like taking a holiday from your main campaign—you’ll return with fresh energy and inspiration.

A Chance for Someone Else to DM

For many groups, the Dungeon Master role is filled by the same person week after week. A one-shot is a great excuse to swap seats. Maybe one of your players has been itching to try DMing but doesn’t want the responsibility of running a campaign. A one-shot is the perfect low-stakes playground to give it a go.

Even if you’re the regular DM, you’ll find it refreshing to step into a player role for once, rolling dice for your own character instead of a horde of goblins. Seeing the game from the players perspective gives massive insight into your own DMing, which ultimately benefits the whole group.

Testing Out New Character Concepts

One-shots are a brilliant way to try something you’d never risk in a long campaign. Maybe you’ve always wanted to play a reckless barbarian, a scheming bard, or a wizard with a terrible personality flaw. A one-shot is your opportunity to experiment—if it works, great! If it doesn’t, no harm done.

Because the stories are short and sweet, you get to test-drive character voices, quirks, and playstyles without committing to them for the next three years. I played a character in a recent one-shot who I gave an Irish accent. I soon realized that maintaining the accent for a whole campaign might be stretching my roleplaying skills. Fun for the one-shot session though.

Turning the Danger Up to Eleven

In a campaign, character death is often something to be carefully weighed. Players invest in their heroes, and DMs don’t want to wreck long-term plans. But in a one-shot, the rules shift. Characters are often more expendable, and the danger levels can be pushed much higher. Suddenly, every choice feels riskier, and every encounter has real tension.

It’s really liberating knowing that not everyone is guaranteed to make it out alive.

Great ruleset for One-Shots!

My Own Example: Into the Dark

In my long-running D&D campaign, a couple of regular players recently couldn’t make a session. Instead of skipping the week, I decided to run something completely different: Those Dark Places.

I’ve written about this game before, but in case you missed it, this game, heavily inspired by Alien and other sci-fi horror classics, is all about mystery, survival, and the unknown. I ran The Ed-Ward Report, a scenario written by the game’s own author (Jonathan Hicks), which you can grab for just a couple of bucks on DriveThruRPG.

Character creation takes five minutes flat, and then it’s straight into the thick of things. The rules are quick, the setting is tense, and the danger feels very real. Running this kind of game is a total change of scenery from D&D’s fantasy realms—it’s claustrophobic, unsettling, and sci-fi in all the right ways.

The adventure had the players investigating an space station where all comms had ceased. Their job was to get the station back up and running. What the corporates weren’t telling them was the type of research being undertaken there and what had gone wrong…

For both me and my players, it was a thrilling palate cleanser before we dive back into swords, sorcery, and dragons.

Why You Should Try a One-Shot

If you’ve never run or played a one-shot before, give it a try. They’re fun, fast, and flexible, and they often leave your group buzzing long after the session ends. They can:

  • Refresh your group with a new tempo and genre
  • Give new DMs a chance to shine
  • Let players test out wild new character ideas
  • Crank up the danger for maximum tension

And best of all, they remind us that RPGs aren’t tied to one system, one world, or one style of play. At the heart of it, they’re about gathering together, telling stories, and rolling dice—whether you’re slaying dragons, surviving alien horrors, or anything in between.

So next time your campaign takes a break—or you just feel the itch for something different—line up a one-shot. You might just discover it’s the most fun you’ve had in ages.

How to Use Clocks to Add Tension to Your D&D Game

Using clocks in Dungeons and Dragons

If you’ve ever played Blades in the Dark, you’ll know that one of the most effective tension-building tools in the game are clocks. Not the ticking kind on your wall, but a visual countdown that tracks threats, progress, or time-sensitive goals. It’s simple, elegant, and incredibly powerful.

What if I told you that you can lift this mechanic straight out of Blades in the Dark and drop it into your Dungeons & Dragons campaign to make things way more dramatic?

Let’s dive into how clocks work and how to use them in D&D to raise the stakes, keep players engaged, and build unforgettable moments of tension.

What Is a Clock?

In Blades in the Dark, a clock is a segmented circle that fills in as a consequence of actions or the passage of time. For example:

  • A 4-segment clock might track how long until the guards arrive.
  • A 6-segment clock might measure the party’s progress disabling a magical barrier.
  • A 12-segment clock might represent an ancient dragon slowly awakening.

Each time something happens that aligns with the consequence, the GM fills in one or more segments. When the clock is full, the event it represents happens.

Simple. Visual. And nerve-wracking.

An example of a clock template you could use in your games

Why Clocks Work So Well

Clocks shine because they:

  • Make abstract danger feel concrete.
  • Give players a sense of urgency.
  • Create dynamic situations where failure and success aren’t binary.
  • Offer a visual reminder that choices have consequences.

This makes them an excellent fit for D&D, where pacing can sometimes sag or players feel unsure whether they’re making progress. Clocks are a quiet motivator—and a loud one when they fill up. The visual element of this tool keeps players aware of the likely consequences of the situation they are in and the closeness they are to getting into trouble.

How to Use Clocks in Your D&D Game

Here’s how to adapt clocks into your D&D session. No need to change any rules.

Draw Them Out
Grab a notepad, whiteboard, or even a coaster. Draw a circle, divide it into 4, 6, or 8 segments. See the template above. Make sure to label it:

  • “Reinforcements Arrive”
  • “The Ritual Completes”
  • “Guards Become Suspicious”
  • “Ship Sinks”

Then, fill in segments as events unfold—on failed checks, at key intervals, or whenever the party dithers too long.

Tie Them to Player Actions
Players will quickly learn that failing stealth rolls might tick the “Guards Notice” clock. Or that every round spent arguing about tactics fills in the “Cult Finishes Ritual” clock.

You don’t need to explain the consequences in detail. Just let the clock sit on the table, ominously gaining ticks. Players will feel it.

Use Them for Progress, Too
Clocks aren’t just for bad things. Use them to track the party’s progress disabling a trap, researching a cure, or converting a noble to their cause. It turns a string of skill checks into something far more satisfying to complete.

Stack Them for Chaos
Multiple clocks running at once? That’s where the drama kicks in. Imagine:

  • “Enemies Reinforce in 3 Segments”
  • “Party Finds Hostages in 4 Segments”
  • “Explosion in 5 Segments”

Now the players are really juggling priorities and feeling the pressure.

Example in Play

Scenario: Infiltrating a Cult’s Ceremony
You’re running a tense infiltration mission to stop a cult from manifesting a Demon. Here’s how clocks could work:

  • 6-Segment Clock: “Cultists Grow Suspicious” — Ticks up with noise or strange behavior.
  • 8-Segment Clock: “Ritual Completes” — Starts ticking when the party arrives. Once it’s full, the demon enters the world and all chaos breaks loose. Too late.

The party now has layered objectives, a visible countdown, and the need to make hard calls.

Looks like the “Ritual Completes” clock filled up…

Do I Need to Change Rules?

Not at all. Clocks are purely narrative tools. They don’t replace D&D mechanics—they enhance them. You still roll perception checks, stealth rolls, persuasion attempts. But now, failures and delays have a tangible cost.

Want to go deeper? Tie clocks to initiative rounds, make players roll d4s to fill segments faster, or let them spend inspiration to remove ticks. But honestly, just drawing and filling a circle is already incredibly effective.

Final Thoughts
D&D thrives on drama. But often, that drama is hidden behind numbers, dice rolls, and DM narration. Blades in the Dark clocks offer something more visual, more urgent, more human. By borrowing this mechanic, you give your players a countdown they can see—and feel. You turn waiting into worry, failure into friction, and decisions into dilemmas.

So next session, pull out a pen, draw a circle, and start ticking. You’ll be amazed at the tension that builds.

Three Valuable Lessons from the Infamous Leeroy Jenkins

Over the last 15 year, few moments have become as iconic in the gaming sphere as the infamous “Leeroy Jenkins” incident from the video game World of Warcraft. For those unfamiliar, Leeroy Jenkins is a character who, in a recorded raid planning session, abruptly charges into battle without waiting for his team’s strategy, resulting in a spectacular failure. While this moment is often remembered for its humor, it also holds valuable lessons that transcend gaming and apply to various aspects of life and teamwork. So what can we learn?

1. The Importance of Preparation

One of the most glaring takeaways from the Leeroy Jenkins saga is the significance of preparation. In the video, the team meticulously plans their strategy, calculating odds and discussing tactics. However, Leeroy’s unplanned charge into the fray completely derails their carefully laid plans, leading to most of the party being wiped out and their objective lost.

Lesson: Preparation is key to success, whether in gaming, work, or personal projects. Taking time to plan, understand the task at hand, and ensure everyone is on the same page can dramatically increase the chances of success. While spontaneity can sometimes lead to positive surprises, a lack of preparation often results in preventable failures. Think of the six Ps: Proper Planning Prevents Piss Poor Performance.

2. The Value of Teamwork and Communication

The Leeroy Jenkins moment underscores the importance of teamwork and clear communication. The rest of the team was engaged in a collaborative effort to strategize, yet Leeroy’s solo actions ignored this collective effort, leading to chaos. The actions of one, completely destroyed the goal of the group.

Lesson: Effective teamwork relies on every member contributing and adhering to the agreed-upon plan. Communication is crucial in ensuring that all team members understand their roles and responsibilities. Disregarding team dynamics can undermine the entire group’s efforts, leading to conflict and failure.

Although amusing, Leeroy Jenkins does highlight the issues of having a Lone Wolf on your team. As a leader you need to try and get everyone pulling together as a team. If an individual doesn’t want to do that, then perhaps it is time for them to work/play elsewhere.

Some great memes came from the Leeroy Jenkins incident.

3. Embracing Failure and Learning from It

Despite the catastrophic outcome, the Leeroy Jenkins incident has been embraced by the gaming community as a legendary moment of humor and learning. World of Warcraft now has a Leeroy Jenkins NPC for players to interact with and references have popped up in media ranging from Family Guy to serious military discourse. It highlights that failure, while sometimes embarrassing or frustrating, can also be an opportunity for growth and camaraderie.

Lesson: Failure is an inevitable part of any endeavor. The key is to embrace these moments, analyze what went wrong, and use the experience to improve future efforts. In both gaming and life, laughter and resilience in the face of failure can transform a setback into a memorable and educational experience.

Final Thoughts

The legend of Leeroy Jenkins is more than just a funny internet video; it’s a cautionary tale with lessons about preparation, teamwork, and the value of learning from failure. By taking these lessons to heart, we can approach our own challenges with greater foresight. So next time you’re about to charge into a situation, take a moment to plan, communicate, and remember the enduring cry: “Leeeeroy Jenkins!”