“Stop Runnin’ Off Alone, Lad. Yer Not a One-Man Army”
(Full-length Player Tips article in Mike’s voice, with extra ranting and deeper educational content)
Stop Runnin’ Off Alone, Lad — Yer Not a One-Man Army
Elgrin once told me, “Mike, ya can’t keep a party together if half of ‘em keep runnin’ toward the nearest death trap.” And I’ll tell ya, he was right. Nothin’ makes me grind me beard harder than watchin’ a player charge ahead — sword swingin’, no plan, no backup, no healer in sight — and then wonder why their corpse looks like it lost a paintball match with a fireball.
“BUT MIKE,” they cry, “MY CHARACTER WOULD RUSH IN!”
Aye, and that’s why yer character’s funeral has better attendance than the campaign’s finale.
Here’s a dwarven truth for ya: No one wins alone in these games. Yer not Aragorn, not Geralt, not some golden-haired hero with plot armor thick as plate. Yer a bunch of semi-competent weirdos who rolled dice to prove ya can work together without turnin’ every combat into a dramatic solo act.
A Round o’ Common Sense, on the House
By Grabgar’s hammer, listen close: tabletop adventurin’ ain’t about who kills the monster fastest — it’s about who lives long enough to brag about it later. When ya run ahead, ya rob the table o’ teamwork. Ya leave yer healer cryin’ into their ale, yer rogue mutterin’ about missed sneak attacks, and yer GM wonderin’ if ye’re allergic to cooperation.
So next time ya feel the urge to sprint into the unknown, take a breath. Look at yer party. Ask yerself:
Can they see ya?
Can they reach ya?
Do they even know yer runnin’ in?
If the answer to any o’ those is “no,” congratulations, lad — ya ain’t a hero, yer bait.
👉 For more real talk from me tavern stool, stop by Mike’s Player Tips.
Why Players Keep Doin’ This (And Why It Ruins Games)
Now, I’ve seen hundreds o’ tables, and the same foolhardy habit shows up again and again. Some players just need to feel important. Maybe their character’s a glory hound. Maybe they think the camera’s always on ‘em. Maybe they forgot there’s six other people playin’ the bloody game.
Truth is, runnin’ off alone ain’t brave — it’s selfish. It kills pacing, splits attention, and drags everyone else outta the story. The GM’s forced to cut scenes like some exhausted theater director: “Alright, the rest of ya sit tight while we watch Gorn the Lone Idiot die again.”
If that sounds harsh, good. I’ve watched campaigns derail ‘cause one player thought “lone wolf” meant “center of attention.” I’ve seen rogues sneak ahead into traps no one could reach, paladins charge the lich solo, and wizards teleport into dungeons with the tactical sense of a wet rock.
And when the rest o’ the table’s sittin’ there doin’ nothin’? That’s how games die. Quietly. One foolish charge at a time.
Don’t Be a Hero, Be a Party Member
Ain’t sayin’ ya can’t be bold. Just coordinate yer bloody boldness. Plan yer charges, flank yer foes, talk to yer team. Heroes don’t act alone — they inspire others to act with ‘em.
If ya really want glory, earn it the right way. Save the cleric. Shield the wizard. Help the rogue pull off their perfect ambush. That’s how legends are made — together, not as a smear on the cavern floor.
👉 Head back to Tavern Etiquette to learn how to keep yer party from becomin’ a pile o’ corpses. Or swing by Player Builds & NPCs if ya want to see what teamwork actually looks like on paper.
How to Fix It at Yer Table
If yer group’s plagued by “runners” — the kind who bolt the moment initiative’s rolled — here’s how to handle it:
Set Expectations Early. Talk at session zero or mid-campaign. “We fight together” ain’t a rule, it’s survival.
Reward Teamwork. Give players a reason to coordinate — advantage rolls, bonus damage, or just Mike’s undyin’ approval.
Show Consequences. If a player ignores the group and gets mobbed, don’t coddle ‘em. Let the dice tell the tale.
Use In-World Solutions. Have NPCs react to lone-wolf behavior. “Oh, that’s the fella who charged the troll nest alone last week. Didn’t even leave bones.”
Encourage Roleplay Bridges. Sometimes “I charge ahead” comes from boredom or disconnection. Build moments where everyone gets to act, not just react.
Remember, the tavern’s motto applies here too: Ain’t no glory in dyin’ stupid.
If Ya Wanna Live Long Enough to Complain About Yer Dice
Yer job at the table ain’t to look cool. It’s to make everyone else look cool with ya.
So next time the battle horn blows, stay close, swing smart, and keep yer healer within shoutin’ distance.
And if ya still think runnin’ off alone makes ya a legend…
JUST WAIT UNTIL YA’RE A LEGENDARY CORPSE, LAD!
👉 Read more on How to Roleplay Without Feelin’ Like an Idiot or When Proving Yer Worth Breaks the Game and Yer Soul.
For more bark and bite from the old dwarf himself, stop by the About Page or leave yer complaint at the Tavern Door.
FAQ
Q: But what if my character would charge in?
A: Then roleplay the consequences, lad. Just don’t drag the rest o’ the party down with ya.
Q: Isn’t teamwork boring?
A: Teamwork’s what lets ya survive long enough to tell the story. Try it. Ye might like breathin’.
Q: What if the others won’t follow my lead?
A: Then talk, fool. Leaders don’t sprint ahead — they rally. Be the dwarf who keeps the ale flowin’, not the one who spills it.