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PODCAST · leisure

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.

Publisher-supplied feed metadata · PodParley refreshed Sep 21, 2026 · Source feed

  1. 150

    D&D Campaign Notes | Keeping Track of Long-Running Campaigns | Wandering DMs S8 E28

    Dan and Paul dive into the practical problem of keeping notes and records for long-running D&D campaigns. Paul is gearing up to run a new campaign in the same world and setting he's been developing since 2010, which means digging back through nearly 15 years of old campaign notes, player-generated play reports, maps, and other records. What information is actually useful when you return to a setting years later? And what should we be recording now so that the next version of the campaign has a useful history to draw on? We'll talk about the process as well as the technology: note-taking systems, three ring binders, wikis and databases, actual play reports, experiments we've tried over the years, what worked, what didn't, and what we've learned about maintaining a campaign's collective memory. If you're running a campaign that's been going for years - or hoping to make one that lasts that long - this is a look at how to keep its history from disappearing into a pile of forgotten notes.

  2. 149

    Swords & Spells | OD&D Goes to War | Wandering DMs S08 E27

    Dan and Paul celebrate the 50th anniversary of Swords & Spells, Gary Gygax's 1976 rules for bringing large-scale battles to Original Dungeons & Dragons. What was the history and reception of what could be considered the final supplement in the OD&D line? How did Swords & Spells attempt to bridge the gap between D&D and its wargaming roots? And how can mass combat work at the table as part of an old-school D&D campaign? Dan brings his own perspective as the author of Book of War, his mass combat rules designed for compatibility with Original D&D. Together, Dan and Paul take a look back at Swords & Spells and discuss the challenges of putting armies, heroes, and adventurers on the same battlefield. Check out Dan's "Original Edition Delta: Book of War" rules for mass combat here

  3. 148

    Level Titles in D&D | What’s in a Name? | Wandering DMs S08 E26

    Dan & Paul chat about level titles in early D&D. Did you know in the earliest editions of D&D (original, 1E, B/X), that every class level had a distinct title? You weren't just a 4th-level fighter, you were officially a "Hero". Were these titles diagetic (known by characters in-game), or were they purely a metagame tool for players? Did they have any effect on game play? And why did they disappear along with Gary Gygax in the 1980's? The answers may surprise you!

  4. 147

    Building a One-on-One Adventure Live! | Dungeon Design Dash #9 | Wandering DMs S08 E25

    With Dan still away on vacation, Paul is taking on a solo Dungeon Design Dash! Inspired by a suggestion from our Discord community, today's challenge is to design an entire adventure built specifically for one Dungeon Master and one player. How does adventure design change when there's only a single hero? What kinds of encounters, puzzles, and challenges work best? And can we build something fun and playable in just two hours? The goal is to create a complete one-on-one adventure that Paul can run for Dan in a future episode. Join us live as we brainstorm ideas, build the dungeon room by room, and see where inspiration takes us.

  5. 146

    Barbarian Prince | Going Solo in a Classic Hexcrawl | Wandering DMs S8E24

    With Dan away traveling for the next two weeks, Paul is going solo… so what better time to play one of his favorite solo fantasy games ever? It's Barbarian Prince! Barbarian Prince is a sprawling fantasy hexcrawl game published by Dwarfstar Games in 1981 and designed by Arnold Hendrick. This game has been a personal favorite of Paul's for decades. It directly inspired his mobile game Road of Kings and continues to influence his current AI-powered RPG project, Hexcrawl. If you've ever wondered where his fascination with sandbox adventures, procedural encounters, and open-world fantasy comes from, this is the game that started it all. Longtime viewers may also recognize some similarities to Dan's classic Outdoor Spoliation D&D adventure, which adapts the original Outdoor Survival board game into a tabletop hexcrawl. While the approach is different, both capture the spirit of exploring an unpredictable wilderness one hex at a time. Join Paul live as he explores the wilderness! He'll be keeping an eye on chat throughout the adventure, taking your suggestions, answering questions about Barbarian Prince, solo gaming, and hexcrawl design, and talking about the ways this classic game has influenced his own projects over the years. Check out Paul's earlier video, "Can I Play Dungeons & Dragons Alone?" Watch Dan and Paul play Solo D&D

  6. 145

    Invisibility in D&D | Rules, Rulings, & Edge Cases | Wandering DMs S8E23

    Dan and Paul discuss one of D&D's most iconic and surprisingly complicated—spells: Invisibility. On the surface it seems straightforward, but once players start dropping items, picking up treasure, attacking, casting spells, or sneaking around a dungeon, the questions begin. What can it be cast on? What breaks the spell? How should a DM rule on all the gray areas that the rules leave open? We'll also explore classic magic items like Rings of Invisibility and Elven Cloaks, discuss how different editions have approached invisibility, and share practical tips for tracking invisible creatures at the table without ruining the mystery. Whether you're a player looking to pull off the perfect infiltration or a DM trying to adjudicate invisible shenanigans fairly, join us as we make the unseen a little easier to see.

  7. 144

    Tsojcanth Review | Classic D&D Recap | Wandering DMs S08 E22

    Paul and Dan look back to our marathon holiday weekend playthrough of the Lost Caverns of Tsojcanth, the classic D&D tournament adventure that first appeared 50 years ago! Does the module still stand up today for modern players? What lessons or surprises would we take from our actual-play experience? What's the grade on how well Dan ran this elder adventure from the canon of Gygax? Watch our holiday actual play of Tsojcanth Read the (forgotten!) review of Tsojcanth on Paul's Game Blog Check out the survey of 1E modules at Musings from the Moathouse, which picked Tsojcanth as the very best!

  8. 143

    Shadowdark with Kelsey Dionne | Bridging OSR and Modern D&D | Wandering DMs S08 E21

    Dan and Paul, the Wandering DMs, are joined by Kelsey Dionne, creator of the award-winning Shadowdark RPG. Shadowdark has become one of the most talked-about fantasy RPGs in recent years, winning over both old-school gamers and players coming from modern editions of D&D. How did the game come to be? What were the guiding design principles behind it? And how does Shadowdark blend the fast-paced, high-stakes feel of the OSR with the accessibility and familiarity that modern D&D players expect? Join us as we talk with Kelsey about the origins of Shadowdark, its design philosophy, and why the game has resonated with so many tables. Find out more official Shadowdark info at Kelsey's site, The Arcane Library `

  9. 142

    D&D Battle Mats | From Wet-Erase to Digital Tables | Wandering DMs S08 E20

    Dan and Paul discuss the many ways they've brought tactical combat to life at the tabletop over decades of running Dungeons & Dragons and other RPGs. From classic wet-erase mats and gaming paper to elaborate 3D terrain, projector systems, and modern digital battle mats, every solution comes with its own strengths, weaknesses, and surprises. What makes a battle mat worth using? When is detailed terrain worth the setup time? Are digital displays finally practical for in-person games? How much tactical detail do you really need to run exciting encounters? We'll compare the tools we've used over the years, share lessons learned, and talk about what works best for different styles of play.

  10. 141

    Diseases in D&D | Plagues, Poxes, and Pestilence | Wandering DMs S08 E19

    Dan and Paul discuss diseases in D&D and other fantasy roleplaying games. From the surprisingly extensive disease rules found in the earliest editions of D&D to the colorful afflictions found in Warhammer Fantasy Roleplay, how have RPGs handled sickness over the years? Does disease create interesting gameplay, meaningful worldbuilding, or just another hazard for adventurers to avoid? Join us live as we explore diseases, plagues, contagions, and other afflictions in tabletop roleplaying games. Read Dan's blog on the history of disease in D&D

  11. 140

    New Worlds & Ancient Myths | With Matt Finch | Wandering DMs S08 E18

    Paul & Dan are joined by Matt Finch of Mythmere Games to chat about the competing motivations when using legendary references from the real world in your fantasy campaign world. How much do we want players to feel a deep-seated sense of recognition from our shared languages and legends? But, how much can we disentangle those mythological elements from the real-world people and places that spawned them? Plus, a peek at Matt's new upcoming releases for his World of Jordoba fantasy setting! Get the free comic player's guidebook to Jordoba at DriveThruRPG And join the Backerkit for the new edition of Jordoba here

  12. 139

    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?

  13. 138

    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?

  14. 137

    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.

  15. 136

    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

  16. 135

    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.

  17. 134

    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.

  18. 133

    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)

  19. 132

    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.

  20. 131

    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?

  21. 130

    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.

  22. 129

    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?

  23. 128

    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.

  24. 127

    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?

  25. 126

    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.

  26. 125

    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!

  27. 124

    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.

  28. 123

    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.

  29. 122

    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"

  30. 121

    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.

  31. 120

    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

  32. 119

    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

  33. 118

    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.

  34. 117

    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

  35. 116

    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

  36. 115

    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?

  37. 114

    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.

  38. 113

    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!

  39. 112

    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!

  40. 111

    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!

  41. 110

    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!

  42. 109

    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.

  43. 108

    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?

  44. 107

    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)!

  45. 106

    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.

  46. 105

    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!

  47. 104

    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.

  48. 103

    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.

  49. 102

    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?

  50. 101

    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.

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ABOUT THIS SHOW

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.

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Wandering DMs

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Wandering DMs currently has 50 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

What is Wandering DMs about?

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.

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Wandering DMs has 50 episodes. Check the episode list to see recent publication dates and frequency.

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Wandering DMs is created and hosted by Wandering DMs.
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