PODCAST · leisure
Wandering DMs
by Wandering DMs
Dan "Delta" Collins and Paul Siegel host weekly discussions on topics relating to old school D&D, tabletop RPGs, DM advice, and D&D history.
-
150
Size Matters | Physical Scale in D&D | Wandering DMs S08 E17
Dan and Paul discuss the role of physical size in D&D. From adventures set in giant-sized environments to scenarios where player characters are magically shrunk, changing scale can completely alter how players experience the game world. How have classic D&D adventures used size as a central theme? What happens when spells and magic items like Enlarge or Potions of Diminution change a character's physical presence? How do small ancestries such as halflings and dwarves affect our perception of the fantasy world? And what makes creatures like pixies, giants, and other extreme-sized monsters so memorable at the table? We'll also tackle one of the trickiest challenges for Dungeon Masters: communicating size and scale in a shared imaginary space. How can DMs help players truly appreciate the difference between tiny and colossal creatures, vast environments, and impossible proportions? What techniques make scale feel meaningful instead of just another number on a character sheet?
-
149
Original D&D Eldritch Wizardry | Wandering DMs S08 E16
Paul and Dan review the 3rd supplement to Original D&D from May 1976: Eldritch Wizardry! An exotic mix of new and challenging ideas for Dungeons & Dragons from a variety of creators, shaped by editor Tim Kask. Introducing options for Psionics, Demons, Artifacts, and Druids as a playable class. Plus a super-detailed segment-breakdown approach to movement and combat. How much of it stood the test of time, how much do we use, and what approaches would we take to the same problems at the time?
-
148
Forever Adventures | Our Favorite D&D Modules to Run Again | Wandering DMs S08 E15
Dan and Paul dive into the D&D adventures they would happily run again and again. From classic tournament modules to sprawling campaign epics, what adventures stand the test of time? Which modules keep surprising players, reveal new depths on repeat play, and remain endlessly rewarding for Dungeon Masters? Join us as we discuss the adventures we'd revisit forever, what makes a module replayable, and the design qualities that turn a good scenario into a timeless classic.
-
147
D&D XP Tables | Which Edition is Best? | Wandering DMs S08 E14
Paul and Dan review all the different editions of the D&D XP advancement tables for player characters, and assess which was best. Is it better to have tables customized for each class, or one universal table for all? Should there be an easy-to-recall formula behind them, or careful customization at each level step? Which classes outstrip the others? And were XP points ever really a good idea in the first place? Watch our prior episode on XP awards from Season 2
-
146
Role of the d6 in D&D | Bespoke Mechanics vs Unified Systems | Wandering DMs S08 E13
Dan and Paul dig into the many ways the humble d6 powers classic Dungeons & Dragons. From opening doors and hearing noises to wandering monsters, surprise, morale, and reaction rolls, early D&D is full of small bespoke mechanics built around simple dice checks. Why are some rolls 1d6 while others are 2d6? When do ability modifiers apply - and when don't they? Are these disconnected systems part of old-school D&D's charm, or would the game benefit from a more unified mechanic? Along the way, we'll explore how these rules evolved across OD&D and early editions, how house rules try to smooth the edges, and whether modern ability check systems lose something by standardizing everything. Join Dan and Paul live as they wander through one of the strangest and most foundational design spaces in classic RPGs.
-
145
Pre-Gen Power Levels | Magic Items in D&D Modules | Wandering DMs S08 E11
Dan and Paul dive into one of the trickiest questions in D&D adventure design: how many magic items should player characters actually have? Looking at classic tournament modules, treasure tables, and real-world convention play, we break down expectations across different level ranges. Whether you are building pre-generated characters for a con game or trying to balance rewards in your home campaign, we explore how magic item distribution affects challenge, player agency, and overall fun. Are most characters over-equipped? Underpowered? What does the math say - and when should you ignore it? Join us live as we compare old-school assumptions with modern design and take your questions from chat.
-
144
Scarlet Stockade Playtest Review | Live Dungeon Design Dash #7 | Wandering DMs S08 E10
Dan and Paul review the Scarlet Stockade of the Bear Druid, the dungeon they designed live with fans at GaryCon during Dungeon Design Dash #7! After building the adventure in front of a live audience, both Dan and Paul ran the dungeon for different groups at the convention - with very different results. What worked at the table? What broke? And what final changes are needed before publication? Join us as we compare playtest experiences, analyze the strengths and weaknesses of the design, and talk through how we refine a crowd-created dungeon into a polished module. The finished adventure will be released on DriveThruRPG and shared free with our patrons alongside all our Dungeon Design Dashes. DriveThruRPG (Wandering DMs publisher page)
-
143
Gary Con XVIII | In the Books | Wandering DMs S08 E09
Paul & Dan chat about their amazing experiences at Gary Con XVIII! From playing games with some of their personal heroes, to running a bunch of tournaments, designs sessions, and playtests, to fascinating seminars with the elite of D&D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&D gaming.
-
142
Purple Worms & Sea Monsters | The Kaiju of D&D | Wandering DMs S08 E08
Paul & Dan grapple with the biggest of all monsters in original D&D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&D? What are some alternative ways they could be represented or used in your Dungeons & Dragons games? And what's the best response when you find yourself swallowed up Noah-style?
-
141
Outdoor Adventures in D&D | Hex Crawls, Point Crawls, and Big Journeys | Wandering DMs S08 E07
Dan and Paul discuss techniques for running tabletop RPG adventures that span large outdoor regions and long journeys. From classic hex crawls and wilderness exploration to point crawls and node-based travel, outdoor campaigns present unique challenges for pacing, mapping, and meaningful player choice across wide geographic areas. How do different RPG traditions handle wilderness adventure? Why did early D&D split dungeon and wilderness play between the Basic and Expert sets? Join us as we explore frameworks for large-scale adventure design, including hex-based exploration, point-crawl structures, and hybrids that combine open wilderness with structured travel routes, plus practical techniques for keeping long overland journeys engaging at the table.
-
140
The Dungeon! Boardgame | The Essence of D&D | Wandering DMs S08 E06
Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&D, published in 1975. How much were the games similar, and were do the differ? What changed in the half-dozen iterations over the years? And does the stripped-down dungeon-crawling game still stand up today?
-
139
How Not To Be a Potato | Showing Up at the Table | Wandering DMs S08 E05
Dan and Paul tackle a deceptively common table problem: the potato player - someone who shows up, sits quietly, and never quite engages. Coined as shorthand for disengaged play, “potatoing” can look the same from the outside but come from very different places on the inside. In this episode, we break down the difference between intentional potatoes and accidental ones, passive watchers vs bored or overwhelmed players, and why silence at the table is not always disinterest. We offer practical advice for players who want to participate more confidently, as well as concrete tools for DMs to invite engagement without putting anyone on the spot. Whether you fear becoming a potato yourself or want to help your players stay involved, this episode is about agency, table expectations, and how to help everyone show up to the game.
-
138
Rangers in D&D | Wilderness Experts | Wandering DMs S08 E04
Paul and Dan chat about the history of Rangers in D&D. Inspired directly by Tolkien, they're one of D&D's earliest and most appealing sub-classes! With abilities to surprise, track, cut down giants, and even cast spells, they're not your normal fighter. How has their appearance evolved over the years? Does their presentation really fit the intended purpose? And how do presentations in other game systems fare?
-
137
Puzzle Dungeons | Chris “Directsun” on Designing Meaningful Puzzles | Wandering DMs S08 E03
Dan and Paul revisit one of Wandering DMs’ earliest topics - puzzles in tabletop RPGs - this time with special guest Chris M, aka Directsun. Back in Season 1, we wrestled with why puzzles so often fall flat at the table, becoming roadblocks, immersion breakers, or exercises in frustration. In this episode, we return to that question with Chris, the designer behind The Seer’s Sanctum and Aberrant Reflections, two widely praised puzzle dungeons that treat puzzles not as isolated tricks, but as interconnected systems that teach players how the dungeon works. We discuss how puzzle design differs from riddles, why failure states matter, how to avoid "guess the GM" moments, and what tabletop designers can learn from escape rooms and video games without losing the soul of TTRPG play. We also look ahead to Chris’s upcoming project, A Familiar Tower, an escape-room-style puzzle dungeon crowdfunding during Zine Month 2026.
-
136
Star Frontiers in 2026 | Life in the Future | Wandering DMs S08 E02
Dan & Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&D. We're still running it today for younger players and having a great time. What are the great things about it that still work, and what places have we found for improvements to change with the times? It's a high-frontier, shoot-em-up, percentile-rolling blast from the past!
-
135
The Rule of Cool | When Breaking the Rules Makes the Game Better | Wandering DMs S08 E01
Dan and Paul kick off Season 8 by diving into one of the most debated ideas in tabletop RPGs: The Rule of Cool. When should a GM stick to the written rules, and when is it better to bend or ignore them because the table is fired up about a particular moment? We talk about why this principle feels so powerful at the table, how it can elevate dramatic scenes and player creativity, and where it can quietly undermine consistency, fairness, or long-term play if it becomes a crutch. From heroic stunts to narrative twists, we explore how to use the Rule of Cool as a tool rather than an excuse.
-
134
2025 Year in Review | Wandering DMs Season 7 | Wandering DMs S07 E41
Dan and Paul close out Season 7 of Wandering DMs with their annual Year in Review, looking back at what defined the season. They revisit standout episodes, recurring topics, and memorable conversations, along with the moments where the show broke from its usual patterns. From deep dives into core play procedures and campaign structure, to episodes shaped by history, live events, conventions, and special guests, this episode reflects on the full range of what Season 7 covered. It’s a chance to highlight what the season lingered on, where it experimented, and how those threads came together before turning the page to what’s next. Thank you to everyone who joined us throughout Season 7.
-
133
Illusions in D&D | Disbelieve What You See | Wandering DMs S07 E40
Paul & Dan reflect on the state of illusions in D&D, across the many editions of the game. Can a basic illusion deal actual damage to your character, or not? Can they trap your character in hallucinatory pit? How robust is an illusory monster, and what can your character do to counter the peril? The answers may surprise you! Read Dan's blog on "Phantasmal Force Through the Ages"
-
132
Player Prep in D&D | Lessons from Gygax’s “Successful Adventures” | Wandering DMs S07 E39
Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&D 1E Player’s Handbook, they explore how early D&D expected parties to organize missions, plan loadouts, coordinate spells, establish marching formations, avoid unnecessary encounters, and operate like a disciplined expedition. How do these expectations compare to modern table norms? What echoes of this philosophy appear in West Marches play? And what lessons can today’s players still take from Gygax’s advice? We’ll dig into the text, test its ideas against practical experience, and look at how player preparation changes the feel of a campaign.
-
131
Pacing vs Player Agency | Guiding the Game Without Railroading | Wandering DMs S07 E38
Dan and Paul discuss the art of pacing a tabletop RPG session without taking away player agency. How can a GM speed up play when the group burrows into side plots, or slow things down when players sprint straight toward the finale? When should you intervene to shape the tempo, and when should you simply let the party set the pace themselves? They also compare how pacing concerns differ between one-shot adventures and long-term campaigns, and explore ways to maintain momentum while still allowing players the freedom to explore, wander, and surprise the GM. Listen to Jason and Tom's take on Fear of a Black Dragon here Check out The Black Wyrm of Brandonsford here
-
130
West Marches Campaigns | Freedom, Exploration, and Chaos in D&D | Wandering DMs S07 E37
Dan and Paul dive into the world of West Marches campaigns - a style of play built around open exploration, rotating players, and player-driven adventure. With Critical Role's new campaign borrowing some West Marches ideas, it’s the perfect time to ask: what problems does this format solve, what new ones does it create, and when does it really shine? We'll share our own experiences running West Marches-inspired games, where they succeeded, where they fell apart, and what lessons we’ve learned along the way. Read Ben Robbins's original post about West Marches here Read more about Critical Role Campaign 4's use of West Marches here
-
129
Making Enemies in D&D | With Keith Ammann | Wandering DMs S07 E36
Dan & Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What They're Doing -- about his newest book on D&D monsters, Making Enemies. This time Keith explores everything that goes into creating monsters from the ground up: size, number, and level of challenge; monster habitats; monster motivations; monsters as metaphors; monsters and magic; the monstrous anatomy possessed by real-world organisms; and how to customize monsters for your own tabletop roleplaying game adventuring party to confront. Not just for 5E, but any edition of D&D, and other TTRPGs as well! Get ready to surprise and delight your players—and terrify their characters—again and again.
-
128
Mummies in D&D | Halloween 2025 | Wandering DMs S07 E35
Paul & Dan unwrap the state of Mummies in Dungeons & Dragons. What makes them unique compared to other undead monsters? How have they changed over the editions? What's the best way to use these ancient horrors in your games? Read Dan's blog on Mummies Through the Ages here
-
127
Dungeons & Dragons Origins | With Shannon Appelcline | Wandering DMs S07 E34
Dan & Paul chat with D&D historian Shannon Appelcline -- who's back with his most ambitious work to date. A sprawling 4-volume Origins set, providing a detailed look at every single product created in the early days of official Dungeons & Dragons publications. Including all of Original D&D, Basic D&D, and Advanced D&D 1st Edition, everything is here! We'll join forces with Shannon to see what was good, bad, and ugly in those most adventurous days. Check out Shannon's visual timelines here And join the Backerkit for Origins here
-
126
Pitching Classic D&D in 2025 | Old School for the New Generation | Wandering DMs S07 E33
It’s been 50 years since Dungeons & Dragons first appeared — and today’s players are discovering it through Critical Role, Dimension 20, and a sea of streaming shows. But what happens when you introduce them to the classic game? Dan and Paul talk about why old-school play still shines in 2025: simple rules, fast turns, meaningful choices, and a unique sense of discovery. How do you pitch Classic D&D to a modern audience with no nostalgia — and maybe win them over for life?
-
125
R.A. Salvatore | The Finest Edge of Twilight | Wandering DMs S07 E32
Paul & Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons & Dragons novel, THE FINEST EDGE OF TWILIGHT. You better not call Catti-brie Do'Urden "Drizzt's daughter", because she's a deadly monk, warrior, and shadow-walker with an attitude and determined to make her own way in the world. Can she fight her way to become a Master of Dragons at the Monastery of the Yellow Rose? And can she contend with the horrific Dahlia Sin'felle as she incubates her vampiric powers to become invincible? Plus, we'll get Salvatore's thoughts on the current state of D&D, dark elves, and a whole lot more.
-
124
Luke Gygax | GaryCon, Greyhawk, Gyzaengaxx, and More | Wandering DMs S07 E31
Dan and Paul catch up with Luke Gygax -- and he's got big news on the horizon! We'll get updates on Gary Con in 2026 (will Wizards make a connection?), new Greyhawk publications, and the big Tomb of Gyzaengaxx adventure. Plus developments in Castle Zagyg and the World of Okkorim. And what about a giant weekend-long tournament through all the editions of D&D? Count us in!
-
123
Pirates in D&D | Sailing the Savage Seas | Wandering DMs S07 E30
Dan & Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&D since the earliest days. What's the best way to use pirates as a foil for your PCs? Can PCs sail their own privateer vessel as a good mid-level command opportunity? What's the best way to design a seedy pirate town for your campaign? Arrgh, it's just in time for Talk Like a Pirate Day 2025!
-
122
LitRPG | From Appendix N and Back Again | Wandering DMs S07 E29
Paul and Dan explore the rise of LitRPG, the literary genre where role-playing mechanics drive the narrative. Where did the term come from, and what early works fit the mold before it even had a name? We’ll follow the ouroboros from the pulp fantasy that inspired D&D to novels that track stats, levels, and hit points — and ask how game mechanics have become part of our shared cultural language. Wandering DMs broadcasts live every Sunday at 1 PM Eastern. Join the live chat and bring your questions!
-
121
Undead in D&D | Mindless Mobs to Masterminds | Wandering DMs S07 E28
Paul and Dan discuss the many faces of undead in Dungeons & Dragons. From shambling zombies to cunning liches, they embody both mindless horror and villainous intellect. How do different editions treat them? What’s the deal with cleric turning, level drain, and the evolving rules around undeath? We'll dig into the design and the drama of undead in D&D, and share how we like to use them in our own games. Join us live for thoughtful discussion and your questions in chat — because when it comes to undead, nothing stays buried for long!
-
120
Multi-Classing in D&D | Level Caps and Class Hacks| Wandering DMs S07 E27
Paul and Dan untangle the strange history of multi-classing in D&D. Was the elf in OD&D really allowed to swap between fighter and wizard whenever they liked? Why did B/X boil it all down to "race as class"? How did AD&D try to square the circle with dual-class humans and hard racial limits? We’ll trace how each edition wrestled with the problem, and compare it to the house rules we use today in our own games.
-
119
Original D&D Blackmoor Supplement | Wandering DMs S07 E26
Paul & Dan take a close look at Blackmoor, Dave Arneson's rules supplement for D&D 50 years on. What was exciting and new in this set of optional rules? What stood the test of time, and what was forgotten along the way?
-
118
When a Player Knows the Adventure | Keeping Classic D&D Fresh | Wandering DMs S07 E25
Dan & Paul wrestle with the issue of what to do when a player at your table already knows the adventure you're about to play. Maybe it's a product they've read, played through, or watched on a stream in the past? Is it accidental, or possibly a devious plan to cheat the game? We've confronted this many times and we'll share all of our tricks and traps to keep things lively (and deadly)!
-
117
Sneaking & Searching in D&D | Rolls for Perception and Stealth | Wandering DMs S07 E24
Paul and Dan hash out the best ways to roll for Perception and Stealth in D&D. Should you always ask everyone at the table to make a check on their own? Is it better to have one player roll with cooperation bonuses? Did you know that Original D&D didn't have any skills like these at all -- so how was it handled then? We'll find you the best path forward.
-
116
Skull Mountain Debrief | 12 Hours of Birthday D&D | Wandering DMs S07 E23
Dan and Paul debrief the highs and lows of their latest birthday D&D actual play. Last weekend, Paul celebrated his birthday the best way he knows how: by dragging his friends into the depths of Skull Mountain! Dan, Max, and Lauren joined him for a live-streamed old-school dungeon crawl in over 12 hours of play, with special guests Mike and Tonya dropping in for the chaos. Now, the Wandering DMs are back to unpack the entire experience — what worked, what didn’t, and what surprised them along the way. From player dynamics to dungeon design, streaming challenges to memorable moments, tune in as we reflect on this marathon delve into classic adventure!
-
115
Behind the Screen | GM Screens in Practice & Theory | Wandering DMs S07 E22
Paul and Dan pull back the veil on GM screens — what they're good for, when they're essential, and when to ditch them entirely. They compare the old-school cardboard panels, DIY screens with swappable inserts, GMing from behind a laptop, and more. What belongs on the GM side? What’s worth showing to players? From reference tables and monster art to clipped-on initiative trackers and Paranoia’s player-facing gadgets, there’s more than one way to use that cardboard shield. And what about the game itself - can you even run Paranoia without a screen? Do GM-less games use screens at all? Tune in live to join the discussion and share your own screen stories.
-
114
Lizardfolk in D&D | The Moral Muck of Marsh-Dwellers | Wandering DMs S07 E21
Paul & Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons & Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&D's portrayal of these scaled humanoids evolved? We’ll dive into classic modules like Danger at Dunwater and Tomb of the Lizard King, trace their pulp fantasy roots, and even compare how video games like Pool of Radiance handled their moral ambiguity. Were they ever really "monsters", or were we just too quick to draw our swords? Join us as we explore what makes lizardfolk one of D&D's most misunderstood creatures - and maybe one of its most revealing.
-
113
Disrupting D&D Spells | Fight and Fizzle | Wandering DMs S07 E20
Dan and Paul coach you in how to disrupt an enemy wizard's spells in D&D. And it varies a lot by what edition you play! From classic editions where casting in combat is strictly prohibited, to those where initiative tells the tale, to later editions where skills and counter-skills try to one-up each other. For house-ruling DMs, what's the fairest mechanic to use?
-
112
Initiative! | Starting Fights in D&D | Wandering DMs S07 E19
Paul and Dan tackle the age-old question of initiative in tabletop RPGs. From the simplicity of group initiative to the complexity of individual modifiers and segment counting, initiative rules can shape the entire feel of combat. We'll explore how different editions and indie games handle turn order, what those choices say about their design philosophies, and how your own table might benefit from mixing it up. Is rolling every round more dynamic or just more bookkeeping? Should initiative reflect a character's reflexes, or just be a way to get the action moving? Along the way, we'll share our own stories of initiative chaos, house rules that worked (or didn't), and some truly oddball systems that tried to rethink the whole idea.
-
111
Magic Jar in D&D | Change Your Life | Wandering DMs S07 E18
Dan and Paul do a deep dive on the "Magic Jar" spell that's been in every edition of D&D to date. First edition said, "Magic jar is a very unusual spell" and gave it a completely unique school of magic. Put your soul in an object and you can possess any other creature's body you desire. Total safety from destruction, right? But detail vary wildly by edition: Should it be eternal duration, or more limited? Infinite range, or something less? And how will it reshape the tone of your whole campaign? Read Dan's blog on Spells Through the Ages: Magic Jar
-
110
OSRIC 3.0 | Advanced Retro D&D by Matt Finch | Wandering DMs S07 E17
Paul and Dan get to chat with father of the OSR Matt Finch, about the 20th anniversary of OSRIC, his ground-breaking retroclone of 1st Edition Advanced D&D. Plus: the new 3.0 version of OSRIC, currently crowdfunding on Backerkit. What's prompted a new version? What's new and good for new players? How can GMs write official adventures for OSRIC? Plus a whole lot more! Back Matt's OSRIC 3.0 on Backerkit
-
109
Live Dash Review | Surviving a Convention-Speed D&D Adventure | Wandering DMs S07 E16
Dan and Paul return from the Rising Phoenix Game Con with tales from the front lines of fast-paced dungeon creation! In this episode, they break down their latest Dungeon Design Dash, crafted live in front of a seminar audience and then playtested at the convention just two days later. What worked? What didn’t? And what did the players do that nobody expected? Whether you’re a dungeon designer looking to sharpen your tools or just love a behind-the-scenes look at live convention play, you won’t want to miss this one! Want to join us next year? Check out the convention here!
-
108
D&D Twenty-Sided Tavern | D&D as Live Theater | Wandering DMs S07 E15
Dan & Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&D stage production! TST has had a smash year off-Broadway in New York City, and now they're about to take the show across the country. What's the difference between playing D&D at home with friends, versus entertaining hundreds of audience members every night? What elements of D&D cut across those lines and what needs to be cut or changed? Check out D&D Twenty-Sided Tavern on your favorite social media https://thetwentysidedtavern.com/ https://www.youtube.com/@twentysidedtavern https://www.tiktok.com/@twentysidedtavern https://www.instagram.com/twentysidedtavern/
-
107
Bill Webb! | Necromancer Games | Wandering DMs S07 E14
Paul & Dan chat with the legendary Bill Webb, founder of Necromancer Games and Frog God Games. Bill's back with a new, even-more-old-school TTRPG ruleset -- the Necromancer's Game, naturally! We find out how "wild man" Bill Webb runs his own regular home games, and what "First Edition Feel" means in 2025. Plus more surprises! Join the Kickstarter for Bill's Necromancer's Game here
-
106
To Show or Not Show the Map? | Revealing Information in D&D | Wandering DMs S07 E13
Should the DM keep their D&D adventure map hidden, or reveal it to the players at the outset? Dan & Paul discuss the sometimes-surprising benefits of giving your players more information instead of less. From partial dungeon maps as treasure, to visualizing the layout of the wilderness, to games where the map's the thing, we'll share everything we know.
-
105
Moves, Powers, and Skills | Creating unique characters in TTPRGs | Wandering DMs S07 E12
After a packed weekend at their annual house convention, Dan and Paul return with fresh insights into the mechanics behind the games they played. From the moves-based mechanics of Powered by the Apocalypse titles, to Quest's streamlined abilities, D&D's shifting focus across editions (from old-school attribute checks to modern skill lists), and the freeform chaos of Fiasco, they examine how different systems shape the player experience. Do tightly defined moves encourage bold choices—or just narrow options? When does a skill list feel empowering, and when does it just get in the way? And what happens when you throw out mechanics entirely, like in Fiasco? Join the Wandering DMs for a lively discussion on how systems guide creativity at the table—or sometimes, hold it back.
-
104
Elementals in D&D | From the Source | Wandering DMs S07 E11
Dan & Paul chat about Elementals in D&D. Where do they come from, and how often do they get used? Are they really a good option for high-level wizards to conjure? And how have they evolved into the newest Monster Manual for D&D 5E 2024? Read Dan's blog on Conjure Elemental Through the Ages And more on the problem of the Air Elemental Whirlwind
-
103
WOTC Kills VTT | Wherefore Art Thou Digital Tools? | Wandering DMs S07 E10
Hasbro/WOTC announced this week that their long-anticipated virtual tabletop tool (VTT), Sigil, is suddenly end-of-life. How did they come to spend so many resources into a project like this, only to cancel it? Does it disrupt their overall strategy for the brand-new 2024 edition of Dungeons & Dragons? What's the landscape of VTT's for D&D look like today. And… is anyone really surprised?
-
102
Tom McGrenery | OSR and Story Games | Wandering DMs S07 E09
Dan and Paul are joined by Tom McGrenery, game designer and co-host of the podcast Fear of a Black Dragon, to discuss the surprising common ground between OSR and story games. Do they have more in common with each other than either has with modern traditional RPGs? Find out what they discover in this thought-provoking episode of Wandering DMs!
-
101
The AI Dungeon Master | Review of Playing D&D with an AI DM | Wandering DMs S07 E08
Can an AI truly run a game of Dungeons & Dragons? In this episode, Paul & Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&D with an AI as his Dungeon Master. How well did Martha craft adventures, roleplay NPCs, and adapt to unexpected player choices? Did she bring the magic of tabletop storytelling — or did she fall into mechanical pitfalls? Join us as we break down the session, discuss the strengths and limitations of AI-driven RPGs, and explore what this means for the future of roleplaying games. Here's some links to the articles mentioned in this show: Creating dungeon maps using D2 (Declarative Diagraming) Academic paper on running The Sunless Citadel
We're indexing this podcast's transcripts for the first time — this can take a minute or two. We'll show results as soon as they're ready.
No matches for "" in this podcast's transcripts.
No topics indexed yet for this podcast.
Loading reviews...
Loading similar podcasts...