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Wandering DMs

Wandering DMs

A Games and Leisure podcast

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About the 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.

Newest episodes

Familiars & Animal Companions | Pets in the Party | Wandering DMs S8E35

1 hr 0 min

Dan and Paul discuss the role of pets and animal companions in tabletop RPGs. What makes them fun additions to a character and a campaign? How should Dungeon Masters handle their abilities, vulnerabilities, and contributions to the adventure? When do familiars and animal companions become an interesting part of the game, and when do they become a mechanical headache or a narrative distraction? We'll talk about scouting, combat, roleplaying, player attachment, the challenges of keeping animals alive in dangerous adventures, and the sometimes-unexpected complications of letting the party bring a menagerie along on every expedition.

Disguises in D&D | Riotous Reveals | Wandering DMs S08 E34

1 hr 2 min

Paul & Dan have a post-Halloween retrospective on using disguises and surprising reveals in games of D&D. How much do classic mechanics support that? Do you need to seed opportunities in advance for your adventures? And what about when a character's entire story has been setup for a heel-turn?

Skeletons and Zombies | Classics That Never Die | Wandering DMs S08 E33

59 min

Dan and Paul celebrate Halloween with a look at two of fantasy gaming’s most enduring monsters: skeletons and zombies! What makes skeletons and zombies distinct as monsters? How have they evolved across editions of Dungeons & Dragons? What roles do they play in dungeon design, horror, and fantasy adventure? And how can a DM make even the most familiar undead frightening - or fun - again? Join us for a Halloween discussion of the undead classics: the rattling bones and walking corpses that just won’t stay buried.

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All episodes

Familiars & Animal Companions | Pets in the Party | Wandering DMs S8E35

1 hr 0 min

Dan and Paul discuss the role of pets and animal companions in tabletop RPGs. What makes them fun additions to a character and a campaign? How should Dungeon Masters handle their abilities, vulnerabilities, and contributions to the adventure? When do familiars and animal companions become an interesting part of the game, and when do they become a mechanical headache or a narrative distraction? We'll talk about scouting, combat, roleplaying, player attachment, the challenges of keeping animals alive in dangerous adventures, and the sometimes-unexpected complications of letting the party bring a menagerie along on every expedition.

Disguises in D&D | Riotous Reveals | Wandering DMs S08 E34

1 hr 2 min

Paul & Dan have a post-Halloween retrospective on using disguises and surprising reveals in games of D&D. How much do classic mechanics support that? Do you need to seed opportunities in advance for your adventures? And what about when a character's entire story has been setup for a heel-turn?

Skeletons and Zombies | Classics That Never Die | Wandering DMs S08 E33

59 min

Dan and Paul celebrate Halloween with a look at two of fantasy gaming’s most enduring monsters: skeletons and zombies! What makes skeletons and zombies distinct as monsters? How have they evolved across editions of Dungeons & Dragons? What roles do they play in dungeon design, horror, and fantasy adventure? And how can a DM make even the most familiar undead frightening - or fun - again? Join us for a Halloween discussion of the undead classics: the rattling bones and walking corpses that just won’t stay buried.

Classic Covers in D&D | How to Judge a Module? | Wandering DMs S8E32

1 hr 2 min

Dan & Paul look back to our favorite covers in classic D&D modules. What makes for a great cover? How well do they balance the tension between showing the most exciting content versus giving away too much of the surprise? Do covers matter in the online streaming environment today?

Fatigue in D&D | Take a Rest Already | Wandering DMs S8E31

58 min

Paul and Dan chat about Fatigue rules in D&D and other RPG's. It was a key part of the Chainmail progenitor to D&D, and also an important mechanic in modern 5E rules. But it was absent or overlooked in classic rulesets like AD&D and B/X. Doesn't movement and encumbrance make sense without it? Is it too exhausting to track? Or is there some better way?

Mapping the Dungeon | Communicating Space in Exploration | Wandering DMs S8E30

1 hr 1 min

Dan and Paul talk about mapping the dungeon: how does the DM communicate an unknown physical space to the players as they explore it? Do you describe the dungeon entirely through words and let the players build a map in their heads? Have one player draw the map as the DM describes each room and corridor? Sketch it out on a battle mat? Use a VTT? Or simply give the players a map and let them figure it out for themselves? Each approach creates its own challenges. How precise does the DM need to be? How much information should the players get? What happens when the players' map doesn't match the DM's? And when one player becomes the designated mapper, how do we get the rest of the table engaged during exploration? We'll talk about the practical techniques, tools, and table practices for communicating dungeon layouts, and how those choices affect the experience of the whole group. Get Paul's code for fogmap projector play here

Poisons in D&D | Toxic Portrayals | Wandering DMs S8 E29

1 hr 0 min

Paul and Dan chat about the history of poison mechanics in D&D. Is the classic save-or-die a realistic model, or does it make for lousy gaming? Should we distinguish between ingestible poisons versus animal venoms? Should your PCs have access to poisons, or should they be gatekept by alignment or class categories? We'll figure out the best way to handle them!

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

1 hr 1 min

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.

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

1 hr 0 min

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

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

56 min

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!

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

1 hr 8 min

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.

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

59 min

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

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

1 hr 4 min

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.

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

59 min

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!

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

1 hr 0 min

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 `

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

1 hr 1 min

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.

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

59 min

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

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

1 hr 0 min

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

Size Matters | Physical Scale in D&D | Wandering DMs S08 E17

59 min

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?

Original D&D Eldritch Wizardry | Wandering DMs S08 E16

1 hr 6 min

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?

Forever Adventures | Our Favorite D&D Modules to Run Again | Wandering DMs S08 E15

1 hr 1 min

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.

D&D XP Tables | Which Edition is Best? | Wandering DMs S08 E14

59 min

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

Role of the d6 in D&D | Bespoke Mechanics vs Unified Systems | Wandering DMs S08 E13

59 min

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.

Rising Phoenix Recap | Live Dungeon Design Dash #8 | Wandering DMs S08 E12

1 hr 2 min

Dan and Paul review how their live dungeon design dash turned out at Rising Phoenix Game Con, and how the resulting adventures played at the table. Both ran Pleasure Palace of the Pirate Prince, created live during a Friday night panel and inspired by RPGCon's dress-like-a-pirate day. What worked, what surprised us, and what we'd change next time?

Pre-Gen Power Levels | Magic Items in D&D Modules | Wandering DMs S08 E11

1 hr 3 min

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.

Scarlet Stockade Playtest Review | Live Dungeon Design Dash #7 | Wandering DMs S08 E10

1 hr 5 min

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)

Gary Con XVIII | In the Books | Wandering DMs S08 E09

1 hr 0 min

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.

Purple Worms & Sea Monsters | The Kaiju of D&D | Wandering DMs S08 E08

59 min

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?

Outdoor Adventures in D&D | Hex Crawls, Point Crawls, and Big Journeys | Wandering DMs S08 E07

1 hr 3 min

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.

The Dungeon! Boardgame | The Essence of D&D | Wandering DMs S08 E06

1 hr 2 min

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?

How Not To Be a Potato | Showing Up at the Table | Wandering DMs S08 E05

59 min

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.

Rangers in D&D | Wilderness Experts | Wandering DMs S08 E04

1 hr 1 min

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?

Puzzle Dungeons | Chris “Directsun” on Designing Meaningful Puzzles | Wandering DMs S08 E03

59 min

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.

Star Frontiers in 2026 | Life in the Future | Wandering DMs S08 E02

59 min

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!

The Rule of Cool | When Breaking the Rules Makes the Game Better | Wandering DMs S08 E01

1 hr 2 min

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.

2025 Year in Review | Wandering DMs Season 7 | Wandering DMs S07 E41

58 min

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.

Illusions in D&D | Disbelieve What You See | Wandering DMs S07 E40

1 hr 1 min

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"

Player Prep in D&D | Lessons from Gygax’s “Successful Adventures” | Wandering DMs S07 E39

1 hr 1 min

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.

Pacing vs Player Agency | Guiding the Game Without Railroading | Wandering DMs S07 E38

1 hr 2 min

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

West Marches Campaigns | Freedom, Exploration, and Chaos in D&D | Wandering DMs S07 E37

1 hr 2 min

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

Making Enemies in D&D | With Keith Ammann | Wandering DMs S07 E36

1 hr 2 min

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.

Mummies in D&D | Halloween 2025 | Wandering DMs S07 E35

1 hr 1 min

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

Dungeons & Dragons Origins | With Shannon Appelcline | Wandering DMs S07 E34

1 hr 0 min

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

Pitching Classic D&D in 2025 | Old School for the New Generation | Wandering DMs S07 E33

1 hr 0 min

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?

R.A. Salvatore | The Finest Edge of Twilight | Wandering DMs S07 E32

1 hr 3 min

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.

Luke Gygax | GaryCon, Greyhawk, Gyzaengaxx, and More | Wandering DMs S07 E31

1 hr 2 min

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!

Pirates in D&D | Sailing the Savage Seas | Wandering DMs S07 E30

59 min

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!

LitRPG | From Appendix N and Back Again | Wandering DMs S07 E29

1 hr 0 min

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!

Undead in D&D | Mindless Mobs to Masterminds | Wandering DMs S07 E28

1 hr 1 min

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!

Multi-Classing in D&D | Level Caps and Class Hacks| Wandering DMs S07 E27

1 hr 1 min

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.

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