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Rolling Dice on Lunch Breaks: Two New Campaigns at Work

For a lot of us, finding time to game can feel impossible. Between work, family, and everything else, setting aside four solid hours for a dungeon crawl just doesn’t happen as often as we’d like. So soon, I’m trying an experiment: running two ongoing D&D-style campaigns at work, both set in the Nentir Vale, one for folks with a half-hour lunch and one for those with a full hour.

Lunchtime Legends

For the players who can spare a full hour, I’m running Lunchtime Legends. This campaign dives deep into the Harkenwold Rebellion, one of my favorite storylines from the old D&D 4th Edition days. Using Knave 2e, we’ll strip away the complexity and focus on fast-moving heroics.

The characters begin in Fallcrest, making their way south into Harkenwold, where they’ll discover the Iron Circle’s occupation. Over time, the campaign will follow their efforts to unite the local villages, gather allies, and strike back against the invaders.

Even with an hour, this will be a brisk pace, so sessions will likely end mid-scene, carrying momentum into the next week. It’s an experiment in serialized storytelling: one episode per lunch, with cliffhangers and callbacks to keep the story alive between bites of leftovers.

Lunch Bites

The smaller campaign, Lunch Bites, is my half-hour game. We’ll be using Knave for fast play and easy character creation. Every session is self-contained, a mini-adventure that starts and finishes before everyone’s sandwiches are gone.

This group won’t be involved in the larger rebellion sweeping Harkenwold; they’ll be off chasing strange happenings elsewhere in the Vale. The first session takes them to an old shrine overrun by bullywugs.

The challenge here is pacing. A half-hour game doesn’t leave much room for dithering or deep planning. We’ll jump straight into the action every time: one encounter, one decision, one memorable moment.

I’ve found that shared storytelling is one of the best ways to build community at work. When you’re rolling dice together, you’re not talking about deadlines, you’re talking about how to distract a hobgoblin guard or whether to trust a mysterious merchant.

Running these games over lunch makes it accessible. No weeknight scheduling headaches, no marathon sessions. Just good stories in bite-sized chunks.

A few early takeaways for anyone considering doing the same:

  • Keep the rules light. Knave is perfect for this: it’s fast, flexible, and easy to teach. 
  • End on a cliffhanger. Especially in short sessions, you want players thinking about the game all week. 
  • Prep modularly. Think in encounters or scenes, not long arcs. 
  • Use props sparingly. No one wants to haul minis and battle mats into the breakroom. Theater of the mind works great. 
  • Respect the clock. If you say it’s a half-hour game, make sure people can eat and still get back to work.

I’ll be posting session recaps and lessons learned here as we go—both to track the story and to share how well the experiment works. Maybe it’ll inspire you to start your own workplace campaign.

So if you’re reading this over your own lunch break, here’s my challenge: grab a few coworkers, roll up some characters, and see what kind of legends you can create before the microwave dings.