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		<description>Dan &quot;Delta&quot; Collins and Paul Siegel host weekly discussions on topics relating to old school D&amp;D, tabletop RPGs, DM advice, and D&amp;D history.</description>
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		<copyright>© 2025 Wandering DMs</copyright>
		<itunes:subtitle>Insightful Discussions About Old School D&amp;D and TableTop RPGs</itunes:subtitle>
		<itunes:author>Wandering DMs</itunes:author>
		<itunes:type>episodic</itunes:type>
		<itunes:summary>Dan &quot;Delta&quot; Collins and Paul Siegel host weekly discussions on topics relating to old school D&amp;D, tabletop RPGs, DM advice, and D&amp;D history.</itunes:summary>
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		<googleplay:author><![CDATA[Wandering DMs]]></googleplay:author>
			<googleplay:email>info@wanderingdms.com</googleplay:email>			<googleplay:description>Dan &quot;Delta&quot; Collins and Paul Siegel host weekly discussions on topics relating to old school D&amp;D, tabletop RPGs, DM advice, and D&amp;D history.</googleplay:description>
			<googleplay:explicit>No</googleplay:explicit>
			<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/02/wdms-season8-cover-3.png"></googleplay:image>
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<item>
	<title>Scarlet Stockade Playtest Review &#124; Live Dungeon Design Dash #7 &#124; Wandering DMs S08 E10</title>
	<link>https://wanderingdms.com/podcast/scarlet-stockade-playtest-review-live-dungeon-design-dash-7-wandering-dms-s08-e10/</link>
	<pubDate>Sun, 19 Apr 2026 19:04:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
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	<description><![CDATA[<p>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!</p>



<p>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?</p>



<p>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.</p>



<p>The finished adventure will be released on DriveThruRPG and shared free with our patrons alongside all our Dungeon Design Dashes.</p>



<ul class="wp-block-list">
<li><a href="https://www.drivethrurpg.com/en/publisher/20259/wandering-dms">DriveThruRPG (Wandering DMs publisher page)</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[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 gr]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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!</p>



<p>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?</p>



<p>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.</p>



<p>The finished adventure will be released on DriveThruRPG and shared free with our patrons alongside all our Dungeon Design Dashes.</p>



<ul class="wp-block-list">
<li><a href="https://www.drivethrurpg.com/en/publisher/20259/wandering-dms">DriveThruRPG (Wandering DMs publisher page)</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7915/scarlet-stockade-playtest-review-live-dungeon-design-dash-7-wandering-dms-s08-e10.mp3" length="94855323" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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)]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/04/thumbnail-s08e10-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/04/thumbnail-s08e10-1.0.1.png</url>
		<title>Scarlet Stockade Playtest Review &#124; Live Dungeon Design Dash #7 &#124; Wandering DMs S08 E10</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:05:52</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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)]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/04/thumbnail-s08e10-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Gary Con XVIII &#124; In the Books &#124; Wandering DMs S08 E09</title>
	<link>https://wanderingdms.com/podcast/gary-con-xviii-in-the-books-wandering-dms-s08-e09/</link>
	<pubDate>Mon, 30 Mar 2026 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">b51f82cb-bd87-5729-915f-081743d89e33</guid>
	<description><![CDATA[<p>Paul &amp; 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&amp;D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&amp;D gaming.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; 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&amp;D gaming his]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; 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&amp;D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&amp;D gaming.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7910/gary-con-xviii-in-the-books-wandering-dms-s08-e09.mp3" length="87071814" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; 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&amp;D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&amp;D gaming.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e09-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e09-1.0.0.png</url>
		<title>Gary Con XVIII &#124; In the Books &#124; Wandering DMs S08 E09</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:28</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; 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&amp;D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&amp;D gaming.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e09-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Purple Worms &#038; Sea Monsters &#124; The Kaiju of D&#038;D &#124; Wandering DMs S08 E08</title>
	<link>https://wanderingdms.com/podcast/purple-worms-sea-monsters-the-kaiju-of-dd-wandering-dms-s08-e08/</link>
	<pubDate>Sun, 29 Mar 2026 18:48:52 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">d3c52dd2-778e-50f2-bdb5-9ea8da0c2899</guid>
	<description><![CDATA[<p>Paul &amp; Dan grapple with the biggest of all monsters in original D&amp;D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&amp;D? What are some alternative ways they could be represented or used in your Dungeons &amp; Dragons games? And what's the best response when you find yourself swallowed up Noah-style?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan grapple with the biggest of all monsters in original D&amp;D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&amp;D? What are some alternative ways they could be represented or used in your Dungeo]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan grapple with the biggest of all monsters in original D&amp;D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&amp;D? What are some alternative ways they could be represented or used in your Dungeons &amp; Dragons games? And what's the best response when you find yourself swallowed up Noah-style?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7908/purple-worms-sea-monsters-the-kaiju-of-dd-wandering-dms-s08-e08.mp3" length="86264278" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan grapple with the biggest of all monsters in original D&amp;D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&amp;D? What are some alternative ways they could be represented or used in your Dungeons &amp; Dragons games? And what's the best response when you find yourself swallowed up Noah-style?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e08-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e08-1.0.0.png</url>
		<title>Purple Worms &#038; Sea Monsters &#124; The Kaiju of D&#038;D &#124; Wandering DMs S08 E08</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>00:59:54</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan grapple with the biggest of all monsters in original D&amp;D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&amp;D? What are some alternative ways they could be represented or used in your Dungeons &amp; Dragons games? And what's the best response when you find yourself swallowed up Noah-style?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e08-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Outdoor Adventures in D&#038;D &#124; Hex Crawls, Point Crawls, and Big Journeys &#124; Wandering DMs S08 E07</title>
	<link>https://wanderingdms.com/podcast/outdoor-adventures-in-dd-hex-crawls-point-crawls-and-big-journeys-wandering-dms-s08-e07/</link>
	<pubDate>Mon, 09 Mar 2026 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">18e6dc80-d755-543a-bb2b-d2a52dd3e21a</guid>
	<description><![CDATA[<p>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.</p>



<p>How do different RPG traditions handle wilderness adventure? Why did early D&amp;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.</p>]]></description>
	<itunes:subtitle><![CDATA[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 f]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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.</p>



<p>How do different RPG traditions handle wilderness adventure? Why did early D&amp;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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7904/outdoor-adventures-in-dd-hex-crawls-point-crawls-and-big-journeys-wandering-dms-s08-e07.mp3" length="90813522" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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&amp;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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e07-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e07-1.0.1.png</url>
		<title>Outdoor Adventures in D&#038;D &#124; Hex Crawls, Point Crawls, and Big Journeys &#124; Wandering DMs S08 E07</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:04</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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&amp;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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/03/thumbnail-s08e07-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Dungeon! Boardgame &#124; The Essence of D&#038;D &#124; Wandering DMs S08 E06</title>
	<link>https://wanderingdms.com/podcast/the-dungeon-boardgame-the-essence-of-dd-wandering-dms-s08-e06/</link>
	<pubDate>Mon, 23 Feb 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">bd172cd8-71ec-528c-877a-4407be44e74c</guid>
	<description><![CDATA[<p>Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&amp;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?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan pull out and analyze Dave Megarrys famous Dungeon! boardgame, developed at the same time as D&amp;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 do]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&amp;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?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7893/the-dungeon-boardgame-the-essence-of-dd-wandering-dms-s08-e06.mp3" length="89376974" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&amp;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?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e06-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e06-1.0.0.png</url>
		<title>The Dungeon! Boardgame &#124; The Essence of D&#038;D &#124; Wandering DMs S08 E06</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:04</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&amp;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?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e06-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How Not To Be a Potato &#124; Showing Up at the Table &#124; Wandering DMs S08 E05</title>
	<link>https://wanderingdms.com/podcast/how-not-to-be-a-potato-showing-up-at-the-table-wandering-dms-s08-e05/</link>
	<pubDate>Mon, 09 Feb 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">e08d576a-d003-5c75-8c67-cd4342d705c7</guid>
	<description><![CDATA[<p>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.</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[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 ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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.</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7889/how-not-to-be-a-potato-showing-up-at-the-table-wandering-dms-s08-e05.mp3" length="86029263" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e05-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e05-1.0.1.png</url>
		<title>How Not To Be a Potato &#124; Showing Up at the Table &#124; Wandering DMs S08 E05</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>00:59:44</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e05-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Rangers in D&#038;D &#124; Wilderness Experts &#124; Wandering DMs S08 E04</title>
	<link>https://wanderingdms.com/podcast/rangers-in-dd-wilderness-experts-wandering-dms-s08-e04/</link>
	<pubDate>Mon, 02 Feb 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">ce0437ce-961e-54f5-bd3e-33991a318a45</guid>
	<description><![CDATA[<p>Paul and Dan chat about the history of Rangers in D&amp;D. Inspired directly by Tolkien, they're one of D&amp;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?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan chat about the history of Rangers in D&amp;D. Inspired directly by Tolkien, theyre one of D&amp;Ds earliest and most appealing sub-classes! With abilities to surprise, track, cut down giants, and even cast spells, theyre not your normal figh]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan chat about the history of Rangers in D&amp;D. Inspired directly by Tolkien, they're one of D&amp;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?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7885/rangers-in-dd-wilderness-experts-wandering-dms-s08-e04.mp3" length="87931207" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan chat about the history of Rangers in D&amp;D. Inspired directly by Tolkien, they're one of D&amp;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?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e04-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e04-1.0.0.png</url>
		<title>Rangers in D&#038;D &#124; Wilderness Experts &#124; Wandering DMs S08 E04</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:04</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan chat about the history of Rangers in D&amp;D. Inspired directly by Tolkien, they're one of D&amp;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?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/02/thumbnail-s08e04-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Puzzle Dungeons &#124; Chris &#8220;Directsun&#8221; on Designing Meaningful Puzzles &#124; Wandering DMs S08 E03</title>
	<link>https://wanderingdms.com/podcast/puzzle-dungeons-chris-directsun-on-designing-meaningful-puzzles-wandering-dms-s08-e03/</link>
	<pubDate>Mon, 26 Jan 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">4596965e-7c52-5e15-9167-80e607aea6cf</guid>
	<description><![CDATA[<p>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.</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[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 br]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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.</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7881/puzzle-dungeons-chris-directsun-on-designing-meaningful-puzzles-wandering-dms-s08-e03.mp3" length="85966487" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e03-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e03-1.0.1.png</url>
		<title>Puzzle Dungeons &#124; Chris &#8220;Directsun&#8221; on Designing Meaningful Puzzles &#124; Wandering DMs S08 E03</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>00:59:42</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e03-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Star Frontiers in 2026 &#124; Life in the Future &#124; Wandering DMs S08 E02</title>
	<link>https://wanderingdms.com/podcast/star-frontiers-in-2026-life-in-the-future-wandering-dms-s08-e02/</link>
	<pubDate>Mon, 19 Jan 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">8765bf87-b2e6-5de7-970c-e59f866199ae</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&amp;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!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about the classic 1980s sci-fi RPG, Star Frontiers, from the makers of D&amp;D. Were 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]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&amp;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!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7876/star-frontiers-in-2026-life-in-the-future-wandering-dms-s08-e02.mp3" length="85517199" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&amp;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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e02-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e02-1.0.0.png</url>
		<title>Star Frontiers in 2026 &#124; Life in the Future &#124; Wandering DMs S08 E02</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>00:59:23</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&amp;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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e02-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Rule of Cool &#124; When Breaking the Rules Makes the Game Better &#124; Wandering DMs S08 E01</title>
	<link>https://wanderingdms.com/podcast/the-rule-of-cool-when-breaking-the-rules-makes-the-game-better-wandering-dms-s08-e01/</link>
	<pubDate>Mon, 12 Jan 2026 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">84d22055-7f87-55b7-8867-c80063119e48</guid>
	<description><![CDATA[<p>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?</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[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 mom]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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?</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7872/the-rule-of-cool-when-breaking-the-rules-makes-the-game-better-wandering-dms-s08-e01.mp3" length="90264585" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e01-2.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e01-2.0.0.png</url>
		<title>The Rule of Cool &#124; When Breaking the Rules Makes the Game Better &#124; Wandering DMs S08 E01</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:41</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2026/01/thumbnail-s08e01-2.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>2025 Year in Review &#124; Wandering DMs Season 7 &#124; Wandering DMs S07 E41</title>
	<link>https://wanderingdms.com/podcast/2025-year-in-review-wandering-dms-season-7-wandering-dms-s07-e41/</link>
	<pubDate>Tue, 16 Dec 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">cd4025d9-e790-5de7-ace1-3d41ad2113a0</guid>
	<description><![CDATA[<p>Dan and Paul close out Season 7 of Wandering DMs with their annual Year in Review, looking back at what defined the season.</p>



<p>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.</p>



<p>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.</p>



<p>Thank you to everyone who joined us throughout Season 7.</p>]]></description>
	<itunes:subtitle><![CDATA[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]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul close out Season 7 of Wandering DMs with their annual Year in Review, looking back at what defined the season.</p>



<p>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.</p>



<p>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.</p>



<p>Thank you to everyone who joined us throughout Season 7.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7860/2025-year-in-review-wandering-dms-season-7-wandering-dms-s07-e41.mp3" length="84159565" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e41-2.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e41-2.0.0.png</url>
		<title>2025 Year in Review &#124; Wandering DMs Season 7 &#124; Wandering DMs S07 E41</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>00:58:27</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e41-2.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Illusions in D&#038;D &#124; Disbelieve What You See &#124; Wandering DMs S07 E40</title>
	<link>https://wanderingdms.com/podcast/illusions-in-dd-disbelieve-what-you-see-wandering-dms-s07-e40/</link>
	<pubDate>Tue, 09 Dec 2025 16:27:18 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">64cd88df-8f13-5e39-b421-ddac37f9fa26</guid>
	<description><![CDATA[<p>Paul &amp; Dan reflect on the state of illusions in D&amp;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!</p>



<p><a href="https://deltasdnd.blogspot.com/2012/02/spells-through-ages-phantasmal-forces.html">Read Dan's blog on "Phantasmal Force Through the Ages"</a></p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan reflect on the state of illusions in D&amp;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, an]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan reflect on the state of illusions in D&amp;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!</p>



<p><a href="https://deltasdnd.blogspot.com/2012/02/spells-through-ages-phantasmal-forces.html">Read Dan's blog on "Phantasmal Force Through the Ages"</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7856/illusions-in-dd-disbelieve-what-you-see-wandering-dms-s07-e40.mp3" length="88005514" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan reflect on the state of illusions in D&amp;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"]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e40-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e40-1.0.0.png</url>
		<title>Illusions in D&#038;D &#124; Disbelieve What You See &#124; Wandering DMs S07 E40</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:07</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan reflect on the state of illusions in D&amp;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"]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/12/thumbnail-s07e40-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Player Prep in D&#038;D &#124; Lessons from Gygax’s &#8220;Successful Adventures&#8221; &#124; Wandering DMs S07 E39</title>
	<link>https://wanderingdms.com/podcast/player-prep-in-dd-lessons-from-gygaxs-successful-adventures-wandering-dms-s07-e39/</link>
	<pubDate>Mon, 01 Dec 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">281f40e8-6473-5b9c-9383-9e2925288fc1</guid>
	<description><![CDATA[<p>Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&amp;D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&amp;D 1E Player’s Handbook, they explore how early D&amp;D expected parties to organize missions, plan loadouts, coordinate spells, establish marching formations, avoid unnecessary encounters, and operate like a disciplined expedition.</p>



<p>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?</p>



<p>We’ll dig into the text, test its ideas against practical experience, and look at how player preparation changes the feel of a campaign.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&amp;D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&amp;D 1E Player’s Handbook, they explore how early D&amp;D expe]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&amp;D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&amp;D 1E Player’s Handbook, they explore how early D&amp;D expected parties to organize missions, plan loadouts, coordinate spells, establish marching formations, avoid unnecessary encounters, and operate like a disciplined expedition.</p>



<p>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?</p>



<p>We’ll dig into the text, test its ideas against practical experience, and look at how player preparation changes the feel of a campaign.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7852/player-prep-in-dd-lessons-from-gygaxs-successful-adventures-wandering-dms-s07-e39.mp3" length="88344780" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&amp;D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&amp;D 1E Player’s Handbook, they explore how early D&amp;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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e39-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e39-1.0.1.png</url>
		<title>Player Prep in D&#038;D &#124; Lessons from Gygax’s &#8220;Successful Adventures&#8221; &#124; Wandering DMs S07 E39</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:21</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&amp;D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&amp;D 1E Player’s Handbook, they explore how early D&amp;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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e39-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Pacing vs Player Agency &#124; Guiding the Game Without Railroading &#124; Wandering DMs S07 E38</title>
	<link>https://wanderingdms.com/podcast/pacing-vs-player-agency-guiding-the-game-without-railroading-wandering-dms-s07-e38/</link>
	<pubDate>Mon, 24 Nov 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">770be9e6-65fb-5daa-aea7-f4a6994a61bb</guid>
	<description><![CDATA[<p>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?</p>



<p>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.</p>



<ul class="wp-block-list">
<li><a href="https://foabd.libsyn.com/the-black-wyrm-of-brandonsford" data-type="link" data-id="https://foabd.libsyn.com/the-black-wyrm-of-brandonsford">Listen to Jason and Tom's take on Fear of a Black Dragon here</a></li>



<li><a href="https://www.drivethrurpg.com/en/product/327744/the-black-wyrm-of-brandonsford" data-type="link" data-id="https://www.drivethrurpg.com/en/product/327744/the-black-wyrm-of-brandonsford">Check out The Black Wyrm of Brandonsford here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[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 interv]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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?</p>



<p>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.</p>



<ul class="wp-block-list">
<li><a href="https://foabd.libsyn.com/the-black-wyrm-of-brandonsford" data-type="link" data-id="https://foabd.libsyn.com/the-black-wyrm-of-brandonsford">Listen to Jason and Tom's take on Fear of a Black Dragon here</a></li>



<li><a href="https://www.drivethrurpg.com/en/product/327744/the-black-wyrm-of-brandonsford" data-type="link" data-id="https://www.drivethrurpg.com/en/product/327744/the-black-wyrm-of-brandonsford">Check out The Black Wyrm of Brandonsford here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7848/pacing-vs-player-agency-guiding-the-game-without-railroading-wandering-dms-s07-e38.mp3" length="90596945" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e38-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e38-1.0.1.png</url>
		<title>Pacing vs Player Agency &#124; Guiding the Game Without Railroading &#124; Wandering DMs S07 E38</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:55</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e38-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>West Marches Campaigns &#124; Freedom, Exploration, and Chaos in D&#038;D &#124; Wandering DMs S07 E37</title>
	<link>https://wanderingdms.com/podcast/west-marches-campaigns-freedom-exploration-and-chaos-in-dd-wandering-dms-s07-e37/</link>
	<pubDate>Mon, 17 Nov 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">062bba0e-17f8-5516-b65f-9039c2c278b2</guid>
	<description><![CDATA[<p>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?</p>



<p>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.</p>



<ul class="wp-block-list">
<li><a href="https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/">Read Ben Robbins's original post about West Marches here</a></li>



<li><a href="https://www.polygon.com/critical-role-campaign-4-west-marches-what-is/">Read more about Critical Role Campaign 4's use of West Marches here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[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 Roles new campaign borrowing some West Marches ideas, it’s the perfect time to ask: w]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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?</p>



<p>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.</p>



<ul class="wp-block-list">
<li><a href="https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/">Read Ben Robbins's original post about West Marches here</a></li>



<li><a href="https://www.polygon.com/critical-role-campaign-4-west-marches-what-is/">Read more about Critical Role Campaign 4's use of West Marches here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7844/west-marches-campaigns-freedom-exploration-and-chaos-in-dd-wandering-dms-s07-e37.mp3" length="89719119" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e37-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e37-1.0.1.png</url>
		<title>West Marches Campaigns &#124; Freedom, Exploration, and Chaos in D&#038;D &#124; Wandering DMs S07 E37</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:18</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e37-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Enemies in D&#038;D &#124; With Keith Ammann &#124; Wandering DMs S07 E36</title>
	<link>https://wanderingdms.com/podcast/making-enemies-in-dd-with-keith-ammann-wandering-dms-s07-e36/</link>
	<pubDate>Mon, 03 Nov 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">f10a74bd-91ce-5511-9470-ddf80a527440</guid>
	<description><![CDATA[<p>Dan &amp; Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What They're Doing -- about his newest book on D&amp;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&amp;D, and other TTRPGs as well! Get ready to surprise and delight your players—and terrify their characters—again and again.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What Theyre Doing -- about his newest book on D&amp;D monsters, Making Enemies. This time Keith explores everything that goes into creating monsters from the ground up: ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What They're Doing -- about his newest book on D&amp;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&amp;D, and other TTRPGs as well! Get ready to surprise and delight your players—and terrify their characters—again and again.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7827/making-enemies-in-dd-with-keith-ammann-wandering-dms-s07-e36.mp3" length="89437473" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What They're Doing -- about his newest book on D&amp;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&amp;D, and other TTRPGs as well! Get ready to surprise and delight your players—and terrify their characters—again and again.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e36-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e36-1.0.0.png</url>
		<title>Making Enemies in D&#038;D &#124; With Keith Ammann &#124; Wandering DMs S07 E36</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:07</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul get to chat with Keith Ammann -- renowned author of The Monsters Know What They're Doing -- about his newest book on D&amp;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&amp;D, and other TTRPGs as well! Get ready to surprise and delight your players—and terrify their characters—again and again.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/11/thumbnail-s07e36-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Mummies in D&#038;D &#124; Halloween 2025 &#124; Wandering DMs S07 E35</title>
	<link>https://wanderingdms.com/podcast/mummies-in-dd-halloween-2025-wandering-dms-s07-e35/</link>
	<pubDate>Mon, 27 Oct 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">0c4cfc66-0d4f-5784-bf38-71fb1044020f</guid>
	<description><![CDATA[<p>Paul &amp; Dan unwrap the state of Mummies in Dungeons &amp; 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?</p>



<p><a href="https://deltasdnd.blogspot.com/2017/10/mummies-through-ages.html">Read Dan's blog on Mummies Through the Ages here</a></p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan unwrap the state of Mummies in Dungeons &amp; Dragons. What makes them unique compared to other undead monsters? How have they changed over the editions? Whats the best way to use these ancient horrors in your games?



Read Dans blog on M]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan unwrap the state of Mummies in Dungeons &amp; 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?</p>



<p><a href="https://deltasdnd.blogspot.com/2017/10/mummies-through-ages.html">Read Dan's blog on Mummies Through the Ages here</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7823/mummies-in-dd-halloween-2025-wandering-dms-s07-e35.mp3" length="88323457" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan unwrap the state of Mummies in Dungeons &amp; 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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e35-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e35-1.0.0.png</url>
		<title>Mummies in D&#038;D &#124; Halloween 2025 &#124; Wandering DMs S07 E35</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:20</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan unwrap the state of Mummies in Dungeons &amp; 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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e35-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Dungeons &#038; Dragons Origins &#124; With Shannon Appelcline &#124; Wandering DMs S07 E34</title>
	<link>https://wanderingdms.com/podcast/dungeons-dragons-origins-with-shannon-appelcline-wandering-dms-s07-e34/</link>
	<pubDate>Mon, 20 Oct 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">2ceb37a1-34d0-54e8-ab2f-b293674d1953</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat with D&amp;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 &amp; Dragons publications. Including all of Original D&amp;D, Basic D&amp;D, and Advanced D&amp;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.</p>



<ul class="wp-block-list">
<li><a href="https://timeline.designers-and-dragons.com/">Check out Shannon's visual timelines here</a></li>



<li><a href="https://www.backerkit.com/c/projects/evil-hat/designers-dragons-origins">And join the Backerkit for Origins here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat with D&amp;D historian Shannon Appelcline -- whos 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 &amp; Drag]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat with D&amp;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 &amp; Dragons publications. Including all of Original D&amp;D, Basic D&amp;D, and Advanced D&amp;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.</p>



<ul class="wp-block-list">
<li><a href="https://timeline.designers-and-dragons.com/">Check out Shannon's visual timelines here</a></li>



<li><a href="https://www.backerkit.com/c/projects/evil-hat/designers-dragons-origins">And join the Backerkit for Origins here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7820/dungeons-dragons-origins-with-shannon-appelcline-wandering-dms-s07-e34.mp3" length="87407645" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat with D&amp;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 &amp; Dragons publications. Including all of Original D&amp;D, Basic D&amp;D, and Advanced D&amp;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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e34-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e34-1.0.0.png</url>
		<title>Dungeons &#038; Dragons Origins &#124; With Shannon Appelcline &#124; Wandering DMs S07 E34</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:42</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat with D&amp;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 &amp; Dragons publications. Including all of Original D&amp;D, Basic D&amp;D, and Advanced D&amp;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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e34-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Pitching Classic D&#038;D in 2025 &#124; Old School for the New Generation &#124; Wandering DMs S07 E33</title>
	<link>https://wanderingdms.com/podcast/pitching-classic-dd-in-2025-old-school-for-the-new-generation-wandering-dms-s07-e33/</link>
	<pubDate>Mon, 06 Oct 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7817</guid>
	<description><![CDATA[<p>It’s been 50 years since Dungeons &amp; 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&amp;D to a modern audience with no nostalgia — and maybe win them over for life?</p>]]></description>
	<itunes:subtitle><![CDATA[It’s been 50 years since Dungeons &amp; 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 abo]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>It’s been 50 years since Dungeons &amp; 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&amp;D to a modern audience with no nostalgia — and maybe win them over for life?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7817/pitching-classic-dd-in-2025-old-school-for-the-new-generation-wandering-dms-s07-e33.mp3" length="86455511" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[It’s been 50 years since Dungeons &amp; 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&amp;D to a modern audience with no nostalgia — and maybe win them over for life?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e33-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e33-1.0.1.png</url>
		<title>Pitching Classic D&#038;D in 2025 &#124; Old School for the New Generation &#124; Wandering DMs S07 E33</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:02</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[It’s been 50 years since Dungeons &amp; 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&amp;D to a modern audience with no nostalgia — and maybe win them over for life?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/10/thumbnail-s07e33-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>R.A. Salvatore &#124; The Finest Edge of Twilight &#124; Wandering DMs S07 E32</title>
	<link>https://wanderingdms.com/podcast/r-a-salvatore-the-finest-edge-of-twilight-wandering-dms-s07-e32/</link>
	<pubDate>Mon, 29 Sep 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7809</guid>
	<description><![CDATA[<p>Paul &amp; Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons &amp; 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&amp;D, dark elves, and a whole lot more.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons &amp; Dragons novel, THE FINEST EDGE OF TWILIGHT. You better not call Catti-brie DoUrden Drizzts daughter, because shes a deadly monk, war]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons &amp; 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&amp;D, dark elves, and a whole lot more.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7809/r-a-salvatore-the-finest-edge-of-twilight-wandering-dms-s07-e32.mp3" length="91846279" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons &amp; 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&amp;D, dark elves, and a whole lot more.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e32-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e32-1.0.0.png</url>
		<title>R.A. Salvatore &#124; The Finest Edge of Twilight &#124; Wandering DMs S07 E32</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:47</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan get to chat with NY Times bestselling author R.A. Salvatore -- and his about-to-drop newest Dungeons &amp; 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&amp;D, dark elves, and a whole lot more.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e32-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Luke Gygax &#124; GaryCon, Greyhawk, Gyzaengaxx, and More &#124; Wandering DMs S07 E31</title>
	<link>https://wanderingdms.com/podcast/luke-gygax-garycon-greyhawk-gyzaengaxx-and-more-wandering-dms-s07-e31/</link>
	<pubDate>Sun, 28 Sep 2025 18:46:33 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7813</guid>
	<description><![CDATA[<p>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&amp;D? Count us in!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul catch up with Luke Gygax -- and hes got big news on the horizon! Well 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 a]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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&amp;D? Count us in!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7813/luke-gygax-garycon-greyhawk-gyzaengaxx-and-more-wandering-dms-s07-e31.mp3" length="89798021" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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&amp;D? Count us in!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e31-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e31-1.0.0.png</url>
		<title>Luke Gygax &#124; GaryCon, Greyhawk, Gyzaengaxx, and More &#124; Wandering DMs S07 E31</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:22</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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&amp;D? Count us in!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e31-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Pirates in D&#038;D &#124; Sailing the Savage Seas &#124; Wandering DMs S07 E30</title>
	<link>https://wanderingdms.com/podcast/pirates-in-dd-sailing-the-savage-seas-wandering-dms-s07-e30/</link>
	<pubDate>Mon, 15 Sep 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7800</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&amp;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!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&amp;D since the earliest days. Whats the best way to use pirates as a foil for your PCs? Can PCs sail their own privateer vessel a]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&amp;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!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7800/pirates-in-dd-sailing-the-savage-seas-wandering-dms-s07-e30.mp3" length="85042569" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&amp;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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e30-1.0.1.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e30-1.0.1.jpg</url>
		<title>Pirates in D&#038;D &#124; Sailing the Savage Seas &#124; Wandering DMs S07 E30</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:03</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about the role of Pirates, freebooters, privateers, sailing ships, and naval action that have been in D&amp;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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e30-1.0.1.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>LitRPG &#124; From Appendix N and Back Again &#124; Wandering DMs S07 E29</title>
	<link>https://wanderingdms.com/podcast/litrpg-from-appendix-n-and-back-again-wandering-dms-s07-e29/</link>
	<pubDate>Mon, 08 Sep 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7794</guid>
	<description><![CDATA[<p>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&amp;D to novels that track stats, levels, and hit points — and ask how game mechanics have become part of our shared cultural language.</p>



<p>Wandering DMs broadcasts live every Sunday at 1 PM Eastern. Join the live chat and bring your questions!</p>]]></description>
	<itunes:subtitle><![CDATA[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]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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&amp;D to novels that track stats, levels, and hit points — and ask how game mechanics have become part of our shared cultural language.</p>



<p>Wandering DMs broadcasts live every Sunday at 1 PM Eastern. Join the live chat and bring your questions!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7794/litrpg-from-appendix-n-and-back-again-wandering-dms-s07-e29.mp3" length="86941057" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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&amp;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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e29-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e29-1.0.1.png</url>
		<title>LitRPG &#124; From Appendix N and Back Again &#124; Wandering DMs S07 E29</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:22</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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&amp;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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e29-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Undead in D&#038;D &#124; Mindless Mobs to Masterminds &#124; Wandering DMs S07 E28</title>
	<link>https://wanderingdms.com/podcast/undead-in-dd-mindless-mobs-to-masterminds-wandering-dms-s07-e28/</link>
	<pubDate>Sun, 07 Sep 2025 18:38:48 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7796</guid>
	<description><![CDATA[<p>Paul and Dan discuss the many faces of undead in Dungeons &amp; 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?</p>



<p>We'll dig into the design and the drama of undead in D&amp;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!</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan discuss the many faces of undead in Dungeons &amp; 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]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan discuss the many faces of undead in Dungeons &amp; 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?</p>



<p>We'll dig into the design and the drama of undead in D&amp;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!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7796/undead-in-dd-mindless-mobs-to-masterminds-wandering-dms-s07-e28.mp3" length="88773320" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan discuss the many faces of undead in Dungeons &amp; 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&amp;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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e28-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e28-1.0.1.png</url>
		<title>Undead in D&#038;D &#124; Mindless Mobs to Masterminds &#124; Wandering DMs S07 E28</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:39</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan discuss the many faces of undead in Dungeons &amp; 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&amp;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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/09/thumbnail-s07e28-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Multi-Classing in D&#038;D &#124; Level Caps and Class Hacks&#124; Wandering DMs S07 E27</title>
	<link>https://wanderingdms.com/podcast/multi-classing-in-dd-level-caps-and-class-hacks-wandering-dms-s07-e27/</link>
	<pubDate>Mon, 25 Aug 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7789</guid>
	<description><![CDATA[<p>Paul and Dan untangle the strange history of multi-classing in D&amp;D. Was the elf in OD&amp;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&amp;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.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan untangle the strange history of multi-classing in D&amp;D. Was the elf in OD&amp;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&amp;D try to square the circl]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan untangle the strange history of multi-classing in D&amp;D. Was the elf in OD&amp;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&amp;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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7789/multi-classing-in-dd-level-caps-and-class-hacks-wandering-dms-s07-e27.mp3" length="88840720" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan untangle the strange history of multi-classing in D&amp;D. Was the elf in OD&amp;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&amp;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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e27-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e27-1.0.1.png</url>
		<title>Multi-Classing in D&#038;D &#124; Level Caps and Class Hacks&#124; Wandering DMs S07 E27</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:42</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan untangle the strange history of multi-classing in D&amp;D. Was the elf in OD&amp;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&amp;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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e27-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Original D&#038;D Blackmoor Supplement &#124; Wandering DMs S07 E26</title>
	<link>https://wanderingdms.com/podcast/original-dd-blackmoor-supplement-wandering-dms-s07-e26/</link>
	<pubDate>Mon, 18 Aug 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7786</guid>
	<description><![CDATA[<p>Paul &amp; Dan take a close look at Blackmoor, Dave Arneson's rules supplement for D&amp;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?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan take a close look at Blackmoor, Dave Arnesons rules supplement for D&amp;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?]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan take a close look at Blackmoor, Dave Arneson's rules supplement for D&amp;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?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7786/original-dd-blackmoor-supplement-wandering-dms-s07-e26.mp3" length="83020828" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan take a close look at Blackmoor, Dave Arneson's rules supplement for D&amp;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?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e26-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e26-1.0.0.png</url>
		<title>Original D&#038;D Blackmoor Supplement &#124; Wandering DMs S07 E26</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:39</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan take a close look at Blackmoor, Dave Arneson's rules supplement for D&amp;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?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e26-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>When a Player Knows the Adventure &#124; Keeping Classic D&#038;D Fresh &#124; Wandering DMs S07 E25</title>
	<link>https://wanderingdms.com/podcast/when-a-player-knows-the-adventure-keeping-classic-dd-fresh-wandering-dms-s07-e25/</link>
	<pubDate>Mon, 11 Aug 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7783</guid>
	<description><![CDATA[<p>Dan &amp; 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)!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul wrestle with the issue of what to do when a player at your table already knows the adventure youre about to play. Maybe its a product theyve read, played through, or watched on a stream in the past? Is it accidental, or possibly a devious ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; 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)!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7783/when-a-player-knows-the-adventure-keeping-classic-dd-fresh-wandering-dms-s07-e25.mp3" length="86896156" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; 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)!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e25.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e25.jpg</url>
		<title>When a Player Knows the Adventure &#124; Keeping Classic D&#038;D Fresh &#124; Wandering DMs S07 E25</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:21</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; 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)!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e25.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Sneaking &#038; Searching in D&#038;D &#124; Rolls for Perception and Stealth &#124; Wandering DMs S07 E24</title>
	<link>https://wanderingdms.com/podcast/sneaking-searching-in-dd-rolls-for-perception-and-stealth-wandering-dms-s07-e24/</link>
	<pubDate>Mon, 04 Aug 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7781</guid>
	<description><![CDATA[<p>Paul and Dan hash out the best ways to roll for Perception and Stealth in D&amp;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&amp;D didn't have any skills like these at all -- so how was it handled then? We'll find you the best path forward.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan hash out the best ways to roll for Perception and Stealth in D&amp;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&amp;D]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan hash out the best ways to roll for Perception and Stealth in D&amp;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&amp;D didn't have any skills like these at all -- so how was it handled then? We'll find you the best path forward.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7781/sneaking-searching-in-dd-rolls-for-perception-and-stealth-wandering-dms-s07-e24.mp3" length="89470296" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan hash out the best ways to roll for Perception and Stealth in D&amp;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&amp;D didn't have any skills like these at all -- so how was it handled then? We'll find you the best path forward.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e24-1.0.0.b.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e24-1.0.0.b.png</url>
		<title>Sneaking &#038; Searching in D&#038;D &#124; Rolls for Perception and Stealth &#124; Wandering DMs S07 E24</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:08</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan hash out the best ways to roll for Perception and Stealth in D&amp;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&amp;D didn't have any skills like these at all -- so how was it handled then? We'll find you the best path forward.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e24-1.0.0.b.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Skull Mountain Debrief &#124; 12 Hours of Birthday D&#038;D &#124; Wandering DMs S07 E23</title>
	<link>https://wanderingdms.com/podcast/skull-mountain-debrief-12-hours-of-birthday-dd-wandering-dms-s07-e23/</link>
	<pubDate>Sun, 03 Aug 2025 18:35:23 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7779</guid>
	<description><![CDATA[<p>Dan and Paul debrief the highs and lows of their latest birthday D&amp;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!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul debrief the highs and lows of their latest birthday D&amp;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 l]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul debrief the highs and lows of their latest birthday D&amp;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!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7779/skull-mountain-debrief-12-hours-of-birthday-dd-wandering-dms-s07-e23.mp3" length="82376273" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul debrief the highs and lows of their latest birthday D&amp;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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e23-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e23-1.0.1.png</url>
		<title>Skull Mountain Debrief &#124; 12 Hours of Birthday D&#038;D &#124; Wandering DMs S07 E23</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:12</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul debrief the highs and lows of their latest birthday D&amp;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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/08/thumbnail-s07e23-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Behind the Screen &#124; GM Screens in Practice &#038; Theory &#124; Wandering DMs S07 E22</title>
	<link>https://wanderingdms.com/podcast/behind-the-screen-gm-screens-in-practice-theory-wandering-dms-s07-e22/</link>
	<pubDate>Mon, 30 Jun 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7774</guid>
	<description><![CDATA[<p>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.</p>



<p>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.</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan pull back the veil on GM screens — what theyre good for, when theyre 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 ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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.</p>



<p>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.</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7774/behind-the-screen-gm-screens-in-practice-theory-wandering-dms-s07-e22.mp3" length="83362956" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e22-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e22-1.0.1.png</url>
		<title>Behind the Screen &#124; GM Screens in Practice &#038; Theory &#124; Wandering DMs S07 E22</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:53</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e22-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Lizardfolk in D&#038;D &#124; The Moral Muck of Marsh-Dwellers &#124; Wandering DMs S07 E21</title>
	<link>https://wanderingdms.com/podcast/lizardfolk-in-dd-the-moral-muck-of-marsh-dwellers-wandering-dms-s07-e21/</link>
	<pubDate>Sat, 28 Jun 2025 14:44:28 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7770</guid>
	<description><![CDATA[<p>Paul &amp; Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons &amp; Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&amp;D's portrayal of these scaled humanoids evolved?</p>



<p>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?</p>



<p>Join us as we explore what makes lizardfolk one of D&amp;D's most misunderstood creatures - and maybe one of its most revealing.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons &amp; Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&amp;Ds portrayal of th]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons &amp; Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&amp;D's portrayal of these scaled humanoids evolved?</p>



<p>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?</p>



<p>Join us as we explore what makes lizardfolk one of D&amp;D's most misunderstood creatures - and maybe one of its most revealing.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7770/lizardfolk-in-dd-the-moral-muck-of-marsh-dwellers-wandering-dms-s07-e21.mp3" length="89958156" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons &amp; Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&amp;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&amp;D's most misunderstood creatures - and maybe one of its most revealing.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e21-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e21-1.0.1.png</url>
		<title>Lizardfolk in D&#038;D &#124; The Moral Muck of Marsh-Dwellers &#124; Wandering DMs S07 E21</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:28</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan wade deep into the swamp to uncover the shifting role of lizardfolk across Dungeons &amp; Dragons editions. From their earliest days as faceless wilderness threats to complex cultures with alien worldviews, how has D&amp;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&amp;D's most misunderstood creatures - and maybe one of its most revealing.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e21-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Disrupting D&#038;D Spells &#124; Fight and Fizzle &#124; Wandering DMs S07 E20</title>
	<link>https://wanderingdms.com/podcast/disrupting-dd-spells-fight-and-fizzle-wandering-dms-s07-e20/</link>
	<pubDate>Mon, 16 Jun 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7766</guid>
	<description><![CDATA[<p>Dan and Paul coach you in how to disrupt an enemy wizard's spells in D&amp;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?</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul coach you in how to disrupt an enemy wizards spells in D&amp;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 w]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul coach you in how to disrupt an enemy wizard's spells in D&amp;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?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7766/disrupting-dd-spells-fight-and-fizzle-wandering-dms-s07-e20.mp3" length="85071376" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul coach you in how to disrupt an enemy wizard's spells in D&amp;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?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e20-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e20-1.0.0.png</url>
		<title>Disrupting D&#038;D Spells &#124; Fight and Fizzle &#124; Wandering DMs S07 E20</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:05</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul coach you in how to disrupt an enemy wizard's spells in D&amp;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?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e20-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Initiative! &#124; Starting Fights in D&#038;D &#124; Wandering DMs S07 E19</title>
	<link>https://wanderingdms.com/podcast/initiative-starting-fights-in-dd-wandering-dms-s07-e19/</link>
	<pubDate>Mon, 09 Jun 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7763</guid>
	<description><![CDATA[<p>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.</p>



<p>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?</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[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.



Well explore how dif]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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.</p>



<p>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?</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7763/initiative-starting-fights-in-dd-wandering-dms-s07-e19.mp3" length="87673733" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e19-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e19-1.0.1.png</url>
		<title>Initiative! &#124; Starting Fights in D&#038;D &#124; Wandering DMs S07 E19</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:53</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e19-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Magic Jar in D&#038;D &#124; Change Your Life &#124; Wandering DMs S07 E18</title>
	<link>https://wanderingdms.com/podcast/magic-jar-in-dd-change-your-life-wandering-dms-s07-e18/</link>
	<pubDate>Mon, 02 Jun 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7759</guid>
	<description><![CDATA[<p>Dan and Paul do a deep dive on the "Magic Jar" spell that's been in every edition of D&amp;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?</p>



<p><a href="https://deltasdnd.blogspot.com/2014/07/spells-through-ages-magic-jar.html">Read Dan's blog on Spells Through the Ages: Magic Jar</a></p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul do a deep dive on the Magic Jar spell thats been in every edition of D&amp;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 o]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul do a deep dive on the "Magic Jar" spell that's been in every edition of D&amp;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?</p>



<p><a href="https://deltasdnd.blogspot.com/2014/07/spells-through-ages-magic-jar.html">Read Dan's blog on Spells Through the Ages: Magic Jar</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7759/magic-jar-in-dd-change-your-life-wandering-dms-s07-e18.mp3" length="87908747" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul do a deep dive on the "Magic Jar" spell that's been in every edition of D&amp;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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e18-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e18-1.0.0.png</url>
		<title>Magic Jar in D&#038;D &#124; Change Your Life &#124; Wandering DMs S07 E18</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:03</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul do a deep dive on the "Magic Jar" spell that's been in every edition of D&amp;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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/06/thumbnail-s07e18-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>OSRIC 3.0 &#124; Advanced Retro D&#038;D by Matt Finch &#124; Wandering DMs S07 E17</title>
	<link>https://wanderingdms.com/podcast/osric-3-0-advanced-retro-dd-by-matt-finch-wandering-dms-s07-e17/</link>
	<pubDate>Mon, 26 May 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7756</guid>
	<description><![CDATA[<p>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&amp;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!</p>



<p><a href="https://www.backerkit.com/c/projects/mythmere-games/osric-3">Back Matt's OSRIC 3.0 on Backerkit</a></p>]]></description>
	<itunes:subtitle><![CDATA[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&amp;D. Plus: the new 3.0 version of OSRIC, currently crowdfunding on Backerkit. Whats prompted a new]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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&amp;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!</p>



<p><a href="https://www.backerkit.com/c/projects/mythmere-games/osric-3">Back Matt's OSRIC 3.0 on Backerkit</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7756/osric-3-0-advanced-retro-dd-by-matt-finch-wandering-dms-s07-e17.mp3" length="86343748" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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&amp;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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e17-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e17-1.0.0.png</url>
		<title>OSRIC 3.0 &#124; Advanced Retro D&#038;D by Matt Finch &#124; Wandering DMs S07 E17</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:58</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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&amp;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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e17-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Live Dash Review &#124; Surviving a Convention-Speed D&#038;D Adventure &#124; Wandering DMs S07 E16</title>
	<link>https://wanderingdms.com/podcast/live-dash-review-surviving-a-convention-speed-dd-adventure-wandering-dms-s07-e16/</link>
	<pubDate>Mon, 19 May 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7753</guid>
	<description><![CDATA[<p>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?</p>



<p>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!</p>



<p>Want to join us next year? <a href="https://risingphoenixgamecon.com/">Check out the convention here!</a></p>]]></description>
	<itunes:subtitle><![CDATA[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]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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?</p>



<p>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!</p>



<p>Want to join us next year? <a href="https://risingphoenixgamecon.com/">Check out the convention here!</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7753/live-dash-review-surviving-a-convention-speed-dd-adventure-wandering-dms-s07-e16.mp3" length="89917259" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e16-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e16-1.0.1.png</url>
		<title>Live Dash Review &#124; Surviving a Convention-Speed D&#038;D Adventure &#124; Wandering DMs S07 E16</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:26</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e16-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>D&#038;D Twenty-Sided Tavern &#124; D&#038;D as Live Theater &#124; Wandering DMs S07 E15</title>
	<link>https://wanderingdms.com/podcast/dd-twenty-sided-tavern-dd-as-live-theater-wandering-dms-s07-e15/</link>
	<pubDate>Sun, 18 May 2025 18:11:47 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7746</guid>
	<description><![CDATA[<p>Dan &amp; Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&amp;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&amp;D at home with friends, versus entertaining hundreds of audience members every night? What elements of D&amp;D cut across those lines and what needs to be cut or changed?</p>



<p>Check out D&amp;D Twenty-Sided Tavern on your favorite social media</p>



<ul class="wp-block-list">
<li><a href="https://thetwentysidedtavern.com/">https://thetwentysidedtavern.com/</a></li>



<li><a href="https://www.youtube.com/@twentysidedtavern">https://www.youtube.com/@twentysidedtavern</a></li>



<li><a href="https://www.tiktok.com/@twentysidedtavern">https://www.tiktok.com/@twentysidedtavern</a></li>



<li><a href="https://www.instagram.com/twentysidedtavern/">https://www.instagram.com/twentysidedtavern/</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&amp;D stage production! TST has had a smash year off-Broadway in New York City, and now theyre about to take the show across the country. ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&amp;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&amp;D at home with friends, versus entertaining hundreds of audience members every night? What elements of D&amp;D cut across those lines and what needs to be cut or changed?</p>



<p>Check out D&amp;D Twenty-Sided Tavern on your favorite social media</p>



<ul class="wp-block-list">
<li><a href="https://thetwentysidedtavern.com/">https://thetwentysidedtavern.com/</a></li>



<li><a href="https://www.youtube.com/@twentysidedtavern">https://www.youtube.com/@twentysidedtavern</a></li>



<li><a href="https://www.tiktok.com/@twentysidedtavern">https://www.tiktok.com/@twentysidedtavern</a></li>



<li><a href="https://www.instagram.com/twentysidedtavern/">https://www.instagram.com/twentysidedtavern/</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7746/dd-twenty-sided-tavern-dd-as-live-theater-wandering-dms-s07-e15.mp3" length="90111954" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&amp;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&amp;D at home with friends, versus entertaining hundreds of audience members every night? What elements of D&amp;D cut across those lines and what needs to be cut or changed?



Check out D&amp;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/]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e15-1.0.0-1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e15-1.0.0-1.png</url>
		<title>D&#038;D Twenty-Sided Tavern &#124; D&#038;D as Live Theater &#124; Wandering DMs S07 E15</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:35</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul get to chat with R. Alex Murray, one of the cast members of Twenty-Sided Tavern, a live theatrical D&amp;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&amp;D at home with friends, versus entertaining hundreds of audience members every night? What elements of D&amp;D cut across those lines and what needs to be cut or changed?



Check out D&amp;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/]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e15-1.0.0-1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Bill Webb! &#124; Necromancer Games &#124; Wandering DMs S07 E14</title>
	<link>https://wanderingdms.com/podcast/bill-webb-necromancer-games-wandering-dms-s07-e14/</link>
	<pubDate>Sat, 17 May 2025 13:56:26 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7750</guid>
	<description><![CDATA[<p>Paul &amp; 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!</p>



<p><a href="https://www.kickstarter.com/projects/necromancergames/the-necromancers-game">Join the Kickstarter for Bill's Necromancer's Game here</a></p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat with the legendary Bill Webb, founder of Necromancer Games and Frog God Games. Bills back with a new, even-more-old-school TTRPG ruleset -- the Necromancers Game, naturally! We find out how wild man Bill Webb runs his own regular home]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; 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!</p>



<p><a href="https://www.kickstarter.com/projects/necromancergames/the-necromancers-game">Join the Kickstarter for Bill's Necromancer's Game here</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7750/bill-webb-necromancer-games-wandering-dms-s07-e14.mp3" length="1609409" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; 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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e14-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e14-1.0.0.png</url>
		<title>Bill Webb! &#124; Necromancer Games &#124; Wandering DMs S07 E14</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:37</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; 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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/05/thumbnail-s07e14-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>To Show or Not Show the Map? &#124; Revealing Information in D&#038;D &#124; Wandering DMs S07 E13</title>
	<link>https://wanderingdms.com/podcast/to-show-or-not-show-the-map-revealing-information-in-dd-wandering-dms-s07-e13/</link>
	<pubDate>Mon, 21 Apr 2025 16:17:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7735</guid>
	<description><![CDATA[<p>Should the DM keep their D&amp;D adventure map hidden, or reveal it to the players at the outset? Dan &amp; 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.</p>]]></description>
	<itunes:subtitle><![CDATA[Should the DM keep their D&amp;D adventure map hidden, or reveal it to the players at the outset? Dan &amp; Paul discuss the sometimes-surprising benefits of giving your players more information instead of less. From partial dungeon maps as treasure, to ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Should the DM keep their D&amp;D adventure map hidden, or reveal it to the players at the outset? Dan &amp; 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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7735/to-show-or-not-show-the-map-revealing-information-in-dd-wandering-dms-s07-e13.mp3" length="97698454" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Should the DM keep their D&amp;D adventure map hidden, or reveal it to the players at the outset? Dan &amp; 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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e13.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e13.jpg</url>
		<title>To Show or Not Show the Map? &#124; Revealing Information in D&#038;D &#124; Wandering DMs S07 E13</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:07:51</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Should the DM keep their D&amp;D adventure map hidden, or reveal it to the players at the outset? Dan &amp; 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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e13.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Moves, Powers, and Skills &#124; Creating unique characters in TTPRGs &#124; Wandering DMs S07 E12</title>
	<link>https://wanderingdms.com/podcast/moves-powers-and-skills-creating-unique-characters-in-ttprgs-wandering-dms-s07-e12/</link>
	<pubDate>Mon, 14 Apr 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7731</guid>
	<description><![CDATA[<p>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&amp;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.</p>



<p>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.</p>]]></description>
	<itunes:subtitle><![CDATA[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 Quests streamlined abilities, D&amp;D]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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&amp;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.</p>



<p>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.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7731/moves-powers-and-skills-creating-unique-characters-in-ttprgs-wandering-dms-s07-e12.mp3" length="90741522" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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&amp;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.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e12-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e12-1.0.1.png</url>
		<title>Moves, Powers, and Skills &#124; Creating unique characters in TTPRGs &#124; Wandering DMs S07 E12</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:01</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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&amp;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.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/04/thumbnail-s07e12-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Elementals in D&#038;D &#124; From the Source &#124; Wandering DMs S07 E11</title>
	<link>https://wanderingdms.com/podcast/elementals-in-dd-from-the-source-wandering-dms-s07-e11/</link>
	<pubDate>Mon, 31 Mar 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7727</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about Elementals in D&amp;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&amp;D 5E 2024?</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2011/12/spells-through-ages-conjure-elemental.html">Read Dan's blog on Conjure Elemental Through the Ages</a></li>



<li><a href="https://deltasdnd.blogspot.com/2019/06/air-elemental-whirlwinds.html">And more on the problem of the Air Elemental Whirlwind</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about Elementals in D&amp;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&amp;D 5E 2024?




R]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about Elementals in D&amp;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&amp;D 5E 2024?</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2011/12/spells-through-ages-conjure-elemental.html">Read Dan's blog on Conjure Elemental Through the Ages</a></li>



<li><a href="https://deltasdnd.blogspot.com/2019/06/air-elemental-whirlwinds.html">And more on the problem of the Air Elemental Whirlwind</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7727/elementals-in-dd-from-the-source-wandering-dms-s07-e11.mp3" length="88769285" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about Elementals in D&amp;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&amp;D 5E 2024?




Read Dan's blog on Conjure Elemental Through the Ages



And more on the problem of the Air Elemental Whirlwind]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e11-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e11-1.0.0.png</url>
		<title>Elementals in D&#038;D &#124; From the Source &#124; Wandering DMs S07 E11</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:39</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about Elementals in D&amp;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&amp;D 5E 2024?




Read Dan's blog on Conjure Elemental Through the Ages



And more on the problem of the Air Elemental Whirlwind]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e11-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>WOTC Kills VTT &#124; Wherefore Art Thou Digital Tools? &#124; Wandering DMs S07 E10</title>
	<link>https://wanderingdms.com/podcast/wotc-kills-vtt-wherefore-art-thou-digital-tools-wandering-dms-s07-e10/</link>
	<pubDate>Mon, 24 Mar 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7721</guid>
	<description><![CDATA[<p>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 &amp; Dragons? What's the landscape of VTT's for D&amp;D look like today. And… is anyone really surprised?</p>]]></description>
	<itunes:subtitle><![CDATA[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 ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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 &amp; Dragons? What's the landscape of VTT's for D&amp;D look like today. And… is anyone really surprised?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7721/wotc-kills-vtt-wherefore-art-thou-digital-tools-wandering-dms-s07-e10.mp3" length="91583625" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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 &amp; Dragons? What's the landscape of VTT's for D&amp;D look like today. And… is anyone really surprised?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e10.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e10.jpg</url>
		<title>WOTC Kills VTT &#124; Wherefore Art Thou Digital Tools? &#124; Wandering DMs S07 E10</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:36</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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 &amp; Dragons? What's the landscape of VTT's for D&amp;D look like today. And… is anyone really surprised?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e10.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Tom McGrenery &#124; OSR and Story Games &#124; Wandering DMs S07 E09</title>
	<link>https://wanderingdms.com/podcast/tom-mcgrenery-osr-and-story-games-wandering-dms-s07-e09/</link>
	<pubDate>Sun, 23 Mar 2025 18:43:47 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7724</guid>
	<description><![CDATA[<p>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!</p>]]></description>
	<itunes:subtitle><![CDATA[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 tradit]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>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!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7724/tom-mcgrenery-osr-and-story-games-wandering-dms-s07-e09.mp3" length="91313478" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e09-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e09-1.0.1.png</url>
		<title>Tom McGrenery &#124; OSR and Story Games &#124; Wandering DMs S07 E09</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:25</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[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!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e09-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The AI Dungeon Master &#124; Review of Playing D&#038;D with an AI DM &#124; Wandering DMs S07 E08</title>
	<link>https://wanderingdms.com/podcast/the-ai-dungeon-master-review-of-playing-dd-with-an-ai-dm-wandering-dms-s07-e08/</link>
	<pubDate>Mon, 10 Mar 2025 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7717</guid>
	<description><![CDATA[<p>Can an AI truly run a game of Dungeons &amp; Dragons? In this episode, Paul &amp; Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&amp;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.</p>



<p>Here's some links to the articles mentioned in this show:</p>



<ul class="wp-block-list">
<li><a href="https://vladar.bearblog.dev/chatgpt-dungeon-maps/">Creating dungeon maps using D2 (Declarative Diagraming)</a></li>



<li><a href="https://studenttheses.uu.nl/bitstream/handle/20.500.12932/47209/Thesis_Final.pdf">Academic paper on running The Sunless Citadel</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Can an AI truly run a game of Dungeons &amp; Dragons? In this episode, Paul &amp; Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&amp;D with an AI as his Dungeon Master. How well did Martha cr]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Can an AI truly run a game of Dungeons &amp; Dragons? In this episode, Paul &amp; Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&amp;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.</p>



<p>Here's some links to the articles mentioned in this show:</p>



<ul class="wp-block-list">
<li><a href="https://vladar.bearblog.dev/chatgpt-dungeon-maps/">Creating dungeon maps using D2 (Declarative Diagraming)</a></li>



<li><a href="https://studenttheses.uu.nl/bitstream/handle/20.500.12932/47209/Thesis_Final.pdf">Academic paper on running The Sunless Citadel</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7717/the-ai-dungeon-master-review-of-playing-dd-with-an-ai-dm-wandering-dms-s07-e08.mp3" length="96126543" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Can an AI truly run a game of Dungeons &amp; Dragons? In this episode, Paul &amp; Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&amp;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]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e08-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e08-1.0.1.png</url>
		<title>The AI Dungeon Master &#124; Review of Playing D&#038;D with an AI DM &#124; Wandering DMs S07 E08</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:45</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Can an AI truly run a game of Dungeons &amp; Dragons? In this episode, Paul &amp; Dan review Paul’s recent live-streamed experiment, Martha the AI DM, where he played a session of Basic B/X D&amp;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]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e08-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Tones for Tough Times &#124; Playing D&#038;D when Things are Bad &#124; Wandering DMs S07 E07</title>
	<link>https://wanderingdms.com/podcast/tones-for-tough-times-playing-dd-when-things-are-bad-wandering-dms-s07-e07/</link>
	<pubDate>Mon, 03 Mar 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7714</guid>
	<description><![CDATA[<p>As a DM, should you offer different subject matter to your players when the real world looks grim?</p>]]></description>
	<itunes:subtitle><![CDATA[As a DM, should you offer different subject matter to your players when the real world looks grim?]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>As a DM, should you offer different subject matter to your players when the real world looks grim?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7714/tones-for-tough-times-playing-dd-when-things-are-bad-wandering-dms-s07-e07.mp3" length="96279183" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[As a DM, should you offer different subject matter to your players when the real world looks grim?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e07-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e07-1.0.0.png</url>
		<title>Tones for Tough Times &#124; Playing D&#038;D when Things are Bad &#124; Wandering DMs S07 E07</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:52</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[As a DM, should you offer different subject matter to your players when the real world looks grim?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/03/thumbnail-s07e07-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>DMing On The Fly &#124; Running a D&#038;D Game With No Materials &#124; Wandering DMs S07 E06</title>
	<link>https://wanderingdms.com/podcast/dming-on-the-fly-running-a-dd-game-with-no-materials-wandering-dms-s07-e06/</link>
	<pubDate>Mon, 24 Feb 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7710</guid>
	<description><![CDATA[<p>Paul &amp; Dan dive into the art of running a game with absolutely no materials on hand. Whether it’s an impromptu one-shot, a lost character sheet crisis, or a full-on “I forgot my dice bag at home” scenario, we’ll explore how to keep the adventure rolling with just your wits and a table full of eager players.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan dive into the art of running a game with absolutely no materials on hand. Whether it’s an impromptu one-shot, a lost character sheet crisis, or a full-on “I forgot my dice bag at home” scenario, we’ll explore how to keep the adventure roll]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan dive into the art of running a game with absolutely no materials on hand. Whether it’s an impromptu one-shot, a lost character sheet crisis, or a full-on “I forgot my dice bag at home” scenario, we’ll explore how to keep the adventure rolling with just your wits and a table full of eager players.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7710/dming-on-the-fly-running-a-dd-game-with-no-materials-wandering-dms-s07-e06.mp3" length="92654986" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan dive into the art of running a game with absolutely no materials on hand. Whether it’s an impromptu one-shot, a lost character sheet crisis, or a full-on “I forgot my dice bag at home” scenario, we’ll explore how to keep the adventure rolling with just your wits and a table full of eager players.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e06-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e06-1.0.1.png</url>
		<title>DMing On The Fly &#124; Running a D&#038;D Game With No Materials &#124; Wandering DMs S07 E06</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:21</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan dive into the art of running a game with absolutely no materials on hand. Whether it’s an impromptu one-shot, a lost character sheet crisis, or a full-on “I forgot my dice bag at home” scenario, we’ll explore how to keep the adventure rolling with just your wits and a table full of eager players.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e06-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Original D&#038;D Greyhawk Supplement &#124; Wandering DMs S07 E05</title>
	<link>https://wanderingdms.com/podcast/original-dd-greyhawk-supplement-wandering-dms-s07-e05/</link>
	<pubDate>Mon, 17 Feb 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7707</guid>
	<description><![CDATA[<p>Paul &amp; Dan review the first add-on to Original D&amp;D in 1975: Supplement I, Greyhawk! Presenting content and rules changes stemming from Gygax's home campaign, we get new classes (the Thief and Paladin), spells, monsters, and magic items. But how much of it was a boon to D&amp;D in general, and how many were mistakes?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan review the first add-on to Original D&amp;D in 1975: Supplement I, Greyhawk! Presenting content and rules changes stemming from Gygaxs home campaign, we get new classes (the Thief and Paladin), spells, monsters, and magic items. But how mu]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan review the first add-on to Original D&amp;D in 1975: Supplement I, Greyhawk! Presenting content and rules changes stemming from Gygax's home campaign, we get new classes (the Thief and Paladin), spells, monsters, and magic items. But how much of it was a boon to D&amp;D in general, and how many were mistakes?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7707/original-dd-greyhawk-supplement-wandering-dms-s07-e05.mp3" length="93323738" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan review the first add-on to Original D&amp;D in 1975: Supplement I, Greyhawk! Presenting content and rules changes stemming from Gygax's home campaign, we get new classes (the Thief and Paladin), spells, monsters, and magic items. But how much of it was a boon to D&amp;D in general, and how many were mistakes?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e05-2.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e05-2.0.0.png</url>
		<title>Original D&#038;D Greyhawk Supplement &#124; Wandering DMs S07 E05</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:48</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan review the first add-on to Original D&amp;D in 1975: Supplement I, Greyhawk! Presenting content and rules changes stemming from Gygax's home campaign, we get new classes (the Thief and Paladin), spells, monsters, and magic items. But how much of it was a boon to D&amp;D in general, and how many were mistakes?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e05-2.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How to Get Away with Murder in D&#038;D &#124; Planning Plots &#124; Wandering DMs S07 E04</title>
	<link>https://wanderingdms.com/podcast/how-to-get-away-with-murder-in-dd-planning-plots-wandering-dms-s07-e04/</link>
	<pubDate>Mon, 03 Feb 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7703</guid>
	<description><![CDATA[<p>Dan &amp; Paul follow up on our chat about mysteries in D&amp;D: Turning things around, how is the average Thieves' Guild member meant to ply their trade in the world? Given all the magic detection, location, ESP, and other powers, what steps will the average assassin-for-hire take to complete their mission and not get caught?</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul follow up on our chat about mysteries in D&amp;D: Turning things around, how is the average Thieves Guild member meant to ply their trade in the world? Given all the magic detection, location, ESP, and other powers, what steps will the ave]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul follow up on our chat about mysteries in D&amp;D: Turning things around, how is the average Thieves' Guild member meant to ply their trade in the world? Given all the magic detection, location, ESP, and other powers, what steps will the average assassin-for-hire take to complete their mission and not get caught?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7703/how-to-get-away-with-murder-in-dd-planning-plots-wandering-dms-s07-e04.mp3" length="91924636" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul follow up on our chat about mysteries in D&amp;D: Turning things around, how is the average Thieves' Guild member meant to ply their trade in the world? Given all the magic detection, location, ESP, and other powers, what steps will the average assassin-for-hire take to complete their mission and not get caught?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e04-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e04-1.0.0.png</url>
		<title>How to Get Away with Murder in D&#038;D &#124; Planning Plots &#124; Wandering DMs S07 E04</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:50</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul follow up on our chat about mysteries in D&amp;D: Turning things around, how is the average Thieves' Guild member meant to ply their trade in the world? Given all the magic detection, location, ESP, and other powers, what steps will the average assassin-for-hire take to complete their mission and not get caught?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/02/thumbnail-s07e04-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Mysteries &#124; Running Frustration Free D&#038;D Whodunits &#124; Wandering DMs S07 E03</title>
	<link>https://wanderingdms.com/podcast/mysteries-running-frustration-free-dd-whodunits-wandering-dms-s07-e03/</link>
	<pubDate>Mon, 27 Jan 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7699</guid>
	<description><![CDATA[<p>In this episode of Wandering DMs, Dan and Paul explore the art of running mysteries in Dungeons &amp; Dragons and other TTRPGs. From crafting compelling clues and red herrings to balancing player agency with narrative tension, they share tips and tricks to keep your players engaged and invested in unraveling the plot. Whether you’re running a murder investigation, solving ancient riddles, or diving into a missing persons case, this episode has everything you need to craft a memorable mystery adventure.</p>]]></description>
	<itunes:subtitle><![CDATA[In this episode of Wandering DMs, Dan and Paul explore the art of running mysteries in Dungeons &amp; Dragons and other TTRPGs. From crafting compelling clues and red herrings to balancing player agency with narrative tension, they share tips and tricks ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>In this episode of Wandering DMs, Dan and Paul explore the art of running mysteries in Dungeons &amp; Dragons and other TTRPGs. From crafting compelling clues and red herrings to balancing player agency with narrative tension, they share tips and tricks to keep your players engaged and invested in unraveling the plot. Whether you’re running a murder investigation, solving ancient riddles, or diving into a missing persons case, this episode has everything you need to craft a memorable mystery adventure.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7699/mysteries-running-frustration-free-dd-whodunits-wandering-dms-s07-e03.mp3" length="89253123" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In this episode of Wandering DMs, Dan and Paul explore the art of running mysteries in Dungeons &amp; Dragons and other TTRPGs. From crafting compelling clues and red herrings to balancing player agency with narrative tension, they share tips and tricks to keep your players engaged and invested in unraveling the plot. Whether you’re running a murder investigation, solving ancient riddles, or diving into a missing persons case, this episode has everything you need to craft a memorable mystery adventure.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e03-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e03-1.0.1.png</url>
		<title>Mysteries &#124; Running Frustration Free D&#038;D Whodunits &#124; Wandering DMs S07 E03</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:59</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[In this episode of Wandering DMs, Dan and Paul explore the art of running mysteries in Dungeons &amp; Dragons and other TTRPGs. From crafting compelling clues and red herrings to balancing player agency with narrative tension, they share tips and tricks to keep your players engaged and invested in unraveling the plot. Whether you’re running a murder investigation, solving ancient riddles, or diving into a missing persons case, this episode has everything you need to craft a memorable mystery adventure.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e03-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Critical Failures &#124; What&#8217;s the Worst that Can Happen? &#124; Wandering DMs S07 E02</title>
	<link>https://wanderingdms.com/podcast/critical-failures-whats-the-worst-that-can-happen-wandering-dms-s07-e02/</link>
	<pubDate>Mon, 20 Jan 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7696</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about the role of critical failure and fumble systems in TTRPG systems. Do they add appropriate surprise, unpredictability, realism, and danger to the adventure? Are they more punishing to the players or their opponents? Or are they just more trouble than they're worth?</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about the role of critical failure and fumble systems in TTRPG systems. Do they add appropriate surprise, unpredictability, realism, and danger to the adventure? Are they more punishing to the players or their opponents? Or are they j]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about the role of critical failure and fumble systems in TTRPG systems. Do they add appropriate surprise, unpredictability, realism, and danger to the adventure? Are they more punishing to the players or their opponents? Or are they just more trouble than they're worth?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7696/critical-failures-whats-the-worst-that-can-happen-wandering-dms-s07-e02.mp3" length="82390091" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about the role of critical failure and fumble systems in TTRPG systems. Do they add appropriate surprise, unpredictability, realism, and danger to the adventure? Are they more punishing to the players or their opponents? Or are they just more trouble than they're worth?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e02-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e02-1.0.0.png</url>
		<title>Critical Failures &#124; What&#8217;s the Worst that Can Happen? &#124; Wandering DMs S07 E02</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:13</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about the role of critical failure and fumble systems in TTRPG systems. Do they add appropriate surprise, unpredictability, realism, and danger to the adventure? Are they more punishing to the players or their opponents? Or are they just more trouble than they're worth?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e02-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Splitting the Party &#124; When Your D&#038;D Group Can&#8217;t Keep it Together &#124; Wandering DMs S07 E01</title>
	<link>https://wanderingdms.com/podcast/splitting-the-party-when-your-dd-group-cant-keep-it-together-wandering-dms-s07-e01/</link>
	<pubDate>Mon, 13 Jan 2025 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7691</guid>
	<description><![CDATA[<p>Paul &amp; Dan are back for Season 7, this time diving into the age-old debate: splitting the party. When is it a clever strategy? When is it a recipe for disaster? And what can DMs do to keep the game running smoothly when the group goes their separate ways?</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan are back for Season 7, this time diving into the age-old debate: splitting the party. When is it a clever strategy? When is it a recipe for disaster? And what can DMs do to keep the game running smoothly when the group goes their separate ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan are back for Season 7, this time diving into the age-old debate: splitting the party. When is it a clever strategy? When is it a recipe for disaster? And what can DMs do to keep the game running smoothly when the group goes their separate ways?</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7691/splitting-the-party-when-your-dd-group-cant-keep-it-together-wandering-dms-s07-e01.mp3" length="88040077" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan are back for Season 7, this time diving into the age-old debate: splitting the party. When is it a clever strategy? When is it a recipe for disaster? And what can DMs do to keep the game running smoothly when the group goes their separate ways?]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e01-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e01-1.0.1.png</url>
		<title>Splitting the Party &#124; When Your D&#038;D Group Can&#8217;t Keep it Together &#124; Wandering DMs S07 E01</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:08</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan are back for Season 7, this time diving into the age-old debate: splitting the party. When is it a clever strategy? When is it a recipe for disaster? And what can DMs do to keep the game running smoothly when the group goes their separate ways?]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2025/01/thumbnail-s07e01-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>2024 Year in Review &#124; Wandering DMs Season 6 &#124; Wandering DMs S06 E41</title>
	<link>https://wanderingdms.com/podcast/2024-year-in-review-wandering-dms-season-6-wandering-dms-s06-e41/</link>
	<pubDate>Mon, 16 Dec 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7684</guid>
	<description><![CDATA[<p>Paul &amp; Dan look back on the year 2024 for the Wandering DMs. It's been a momentous year: The 50th anniversary of Dungeons &amp; Dragons, a new version of the D&amp;D game, the Chinese Year of the Dragon, in-depth looks at Original vs. Basic D&amp;D, and special guests like Michael Moorcock, Luke Gygax, Jon Peterson, an Matt Finch. Share your high and low points, and we'll share ours!</p>



<p>A year-in-review is any sort of publication which is traditionally released on an annual basis to cover the events of the past year from the perspective of the contributors to the publication. Years-in-review are often intended to highlight the highs and lows of the events which occurred throughout the year, and often include select works published during the year which are considered by the editors of the year-in-review to be the most memorable works of the year. Years-in-review are often used to list "Top Ten" lists voted upon by hired critics and reviewers of other media. So let's commemorate the last time we'll do this added bit of text!</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Year-in-review">Year-in-review</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan look back on the year 2024 for the Wandering DMs. Its been a momentous year: The 50th anniversary of Dungeons &amp; Dragons, a new version of the D&amp;D game, the Chinese Year of the Dragon, in-depth looks at Original vs. Basic D&amp;D, a]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan look back on the year 2024 for the Wandering DMs. It's been a momentous year: The 50th anniversary of Dungeons &amp; Dragons, a new version of the D&amp;D game, the Chinese Year of the Dragon, in-depth looks at Original vs. Basic D&amp;D, and special guests like Michael Moorcock, Luke Gygax, Jon Peterson, an Matt Finch. Share your high and low points, and we'll share ours!</p>



<p>A year-in-review is any sort of publication which is traditionally released on an annual basis to cover the events of the past year from the perspective of the contributors to the publication. Years-in-review are often intended to highlight the highs and lows of the events which occurred throughout the year, and often include select works published during the year which are considered by the editors of the year-in-review to be the most memorable works of the year. Years-in-review are often used to list "Top Ten" lists voted upon by hired critics and reviewers of other media. So let's commemorate the last time we'll do this added bit of text!</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Year-in-review">Year-in-review</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7684/2024-year-in-review-wandering-dms-season-6-wandering-dms-s06-e41.mp3" length="87674318" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan look back on the year 2024 for the Wandering DMs. It's been a momentous year: The 50th anniversary of Dungeons &amp; Dragons, a new version of the D&amp;D game, the Chinese Year of the Dragon, in-depth looks at Original vs. Basic D&amp;D, and special guests like Michael Moorcock, Luke Gygax, Jon Peterson, an Matt Finch. Share your high and low points, and we'll share ours!



A year-in-review is any sort of publication which is traditionally released on an annual basis to cover the events of the past year from the perspective of the contributors to the publication. Years-in-review are often intended to highlight the highs and lows of the events which occurred throughout the year, and often include select works published during the year which are considered by the editors of the year-in-review to be the most memorable works of the year. Years-in-review are often used to list "Top Ten" lists voted upon by hired critics and reviewers of other media. So let's commemorate the last time we'll do this added bit of text!



This description uses material from the Wikipedia article "Year-in-review", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e41-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e41-1.0.0.png</url>
		<title>2024 Year in Review &#124; Wandering DMs Season 6 &#124; Wandering DMs S06 E41</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:53</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan look back on the year 2024 for the Wandering DMs. It's been a momentous year: The 50th anniversary of Dungeons &amp; Dragons, a new version of the D&amp;D game, the Chinese Year of the Dragon, in-depth looks at Original vs. Basic D&amp;D, and special guests like Michael Moorcock, Luke Gygax, Jon Peterson, an Matt Finch. Share your high and low points, and we'll share ours!



A year-in-review is any sort of publication which is traditionally released on an annual basis to cover the events of the past year from the perspective of the contributors to the publication. Years-in-review are often intended to highlight the highs and lows of the events which occurred throughout the year, and often include select works published during the year which are considered by the editors of the year-in-review to be the most memorable works of the year. Years-in-review are often used to list "Top Ten" lists voted upon by hired critics and reviewers of other media. So let's commemorate th]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e41-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Crafting Villains &#124; Creating Satisfying Foils for Your Players &#124; Wandering DMs S06 E40</title>
	<link>https://wanderingdms.com/podcast/crafting-villains-creating-satisfying-foils-for-your-players-wandering-dms-s06-e40/</link>
	<pubDate>Mon, 09 Dec 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7680</guid>
	<description><![CDATA[<p>Dan and Paul discuss ways to create satisfying recurring villains in your D&amp;D campaign. How do you balance the desire for epic, climactic showdowns with the unpredictable, open-ended nature of a TTRPG campaign? Should your villain be the untouchable mastermind pulling strings from the shadows, or someone your players can engage with directly throughout the story? Join us as we share tips, pitfalls, and our favorite examples of how to keep your players on the edge of their seats with antagonists they’ll love to hate.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss ways to create satisfying recurring villains in your D&amp;D campaign. How do you balance the desire for epic, climactic showdowns with the unpredictable, open-ended nature of a TTRPG campaign? Should your villain be the untouchable ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul discuss ways to create satisfying recurring villains in your D&amp;D campaign. How do you balance the desire for epic, climactic showdowns with the unpredictable, open-ended nature of a TTRPG campaign? Should your villain be the untouchable mastermind pulling strings from the shadows, or someone your players can engage with directly throughout the story? Join us as we share tips, pitfalls, and our favorite examples of how to keep your players on the edge of their seats with antagonists they’ll love to hate.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7680/crafting-villains-creating-satisfying-foils-for-your-players-wandering-dms-s06-e40.mp3" length="84980940" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul discuss ways to create satisfying recurring villains in your D&amp;D campaign. How do you balance the desire for epic, climactic showdowns with the unpredictable, open-ended nature of a TTRPG campaign? Should your villain be the untouchable mastermind pulling strings from the shadows, or someone your players can engage with directly throughout the story? Join us as we share tips, pitfalls, and our favorite examples of how to keep your players on the edge of their seats with antagonists they’ll love to hate.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e40-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e40-1.0.1.png</url>
		<title>Crafting Villains &#124; Creating Satisfying Foils for Your Players &#124; Wandering DMs S06 E40</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:01</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul discuss ways to create satisfying recurring villains in your D&amp;D campaign. How do you balance the desire for epic, climactic showdowns with the unpredictable, open-ended nature of a TTRPG campaign? Should your villain be the untouchable mastermind pulling strings from the shadows, or someone your players can engage with directly throughout the story? Join us as we share tips, pitfalls, and our favorite examples of how to keep your players on the edge of their seats with antagonists they’ll love to hate.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e40-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Original vs. Basic D&#038;D Part 3 &#124; Combat! &#124; Wandering DMs S06 E39</title>
	<link>https://wanderingdms.com/podcast/original-vs-basic-dd-part-3-combat-wandering-dms-s06-e39/</link>
	<pubDate>Mon, 02 Dec 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7677</guid>
	<description><![CDATA[<p>Dan &amp; Paul revisit the Original vs. Basic Dungeon &amp; Dragons collision. This time: As similar as the early editions are, a fundamental place where they differ is the combat turn sequence. Moldvay's B/X rules have a unique turn sequence not seen in other versions of D&amp;D. And for Original D&amp;D (1974), can you even find the turn sequence, anyway? Plus other acts of critical violence.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul revisit the Original vs. Basic Dungeon &amp; Dragons collision. This time: As similar as the early editions are, a fundamental place where they differ is the combat turn sequence. Moldvays B/X rules have a unique turn sequence not seen in ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul revisit the Original vs. Basic Dungeon &amp; Dragons collision. This time: As similar as the early editions are, a fundamental place where they differ is the combat turn sequence. Moldvay's B/X rules have a unique turn sequence not seen in other versions of D&amp;D. And for Original D&amp;D (1974), can you even find the turn sequence, anyway? Plus other acts of critical violence.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7677/original-vs-basic-dd-part-3-combat-wandering-dms-s06-e39.mp3" length="86194582" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul revisit the Original vs. Basic Dungeon &amp; Dragons collision. This time: As similar as the early editions are, a fundamental place where they differ is the combat turn sequence. Moldvay's B/X rules have a unique turn sequence not seen in other versions of D&amp;D. And for Original D&amp;D (1974), can you even find the turn sequence, anyway? Plus other acts of critical violence.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.



After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.



This description uses material from the Wikipedia articles "Dungeons &amp; Dragons (1974)" and "Dungeons &amp; Dragons Basic Set", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e39.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e39.jpg</url>
		<title>Original vs. Basic D&#038;D Part 3 &#124; Combat! &#124; Wandering DMs S06 E39</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:51</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul revisit the Original vs. Basic Dungeon &amp; Dragons collision. This time: As similar as the early editions are, a fundamental place where they differ is the combat turn sequence. Moldvay's B/X rules have a unique turn sequence not seen in other versions of D&amp;D. And for Original D&amp;D (1974), can you even find the turn sequence, anyway? Plus other acts of critical violence.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/12/thumbnail-s06e39.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Dungeon Design Dash #5 Part 2 &#124; Infested Perch of the Mammoth Egg &#124; Wandering DMs S06 E38</title>
	<link>https://wanderingdms.com/podcast/dungeon-design-dash-5-part-2-infested-perch-of-the-mammoth-egg-wandering-dms-s06-e38/</link>
	<pubDate>Mon, 25 Nov 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7673</guid>
	<description><![CDATA[<p>Dan and Paul return to complete the dungeon design dash for the "Infested Perch of the Mammoth Egg". Unfortunately one hour was just not enough this time around, so they're coming back to complete the adventure, and reveal some of the extra editing passes that go into publishing these adventures. Once complete, this adventure will be posted for sale on DriveThruRPG, and a free copy sent to every active patron. Now is a great time to become a patron - get all the benefits PLUS a free adventure!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul return to complete the dungeon design dash for the Infested Perch of the Mammoth Egg. Unfortunately one hour was just not enough this time around, so theyre coming back to complete the adventure, and reveal some of the extra editing passes t]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul return to complete the dungeon design dash for the "Infested Perch of the Mammoth Egg". Unfortunately one hour was just not enough this time around, so they're coming back to complete the adventure, and reveal some of the extra editing passes that go into publishing these adventures. Once complete, this adventure will be posted for sale on DriveThruRPG, and a free copy sent to every active patron. Now is a great time to become a patron - get all the benefits PLUS a free adventure!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7673/dungeon-design-dash-5-part-2-infested-perch-of-the-mammoth-egg-wandering-dms-s06-e38.mp3" length="86991191" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul return to complete the dungeon design dash for the "Infested Perch of the Mammoth Egg". Unfortunately one hour was just not enough this time around, so they're coming back to complete the adventure, and reveal some of the extra editing passes that go into publishing these adventures. Once complete, this adventure will be posted for sale on DriveThruRPG, and a free copy sent to every active patron. Now is a great time to become a patron - get all the benefits PLUS a free adventure!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e38-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e38-1.0.1.png</url>
		<title>Dungeon Design Dash #5 Part 2 &#124; Infested Perch of the Mammoth Egg &#124; Wandering DMs S06 E38</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:25</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul return to complete the dungeon design dash for the "Infested Perch of the Mammoth Egg". Unfortunately one hour was just not enough this time around, so they're coming back to complete the adventure, and reveal some of the extra editing passes that go into publishing these adventures. Once complete, this adventure will be posted for sale on DriveThruRPG, and a free copy sent to every active patron. Now is a great time to become a patron - get all the benefits PLUS a free adventure!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e38-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Dungeon Design Dash #5 &#124; Creating a D&#038;D Adventure in One Hour &#124; Wandering DMs S06 E37</title>
	<link>https://wanderingdms.com/podcast/dungeon-design-dash-5-creating-a-dd-adventure-in-one-hour-wandering-dms-s06-e37/</link>
	<pubDate>Mon, 11 Nov 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7669</guid>
	<description><![CDATA[<p>Dan and Paul are back at it again, creating an entire D&amp;D adventure in just one hour! Armed with only their D&amp;D source books, Matt Finch's excellent Tome of Adventure Design, and the input from live viewers, they'll create a fully stocked and playable D&amp;D dungeon adventure right in front of your eyes. Once it's complete, adventure WDM05 will be posted on DriveThruRPG and free copies distributed to all our faithful patrons!</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul are back at it again, creating an entire D&amp;D adventure in just one hour! Armed with only their D&amp;D source books, Matt Finchs excellent Tome of Adventure Design, and the input from live viewers, theyll create a fully stocked and playa]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul are back at it again, creating an entire D&amp;D adventure in just one hour! Armed with only their D&amp;D source books, Matt Finch's excellent Tome of Adventure Design, and the input from live viewers, they'll create a fully stocked and playable D&amp;D dungeon adventure right in front of your eyes. Once it's complete, adventure WDM05 will be posted on DriveThruRPG and free copies distributed to all our faithful patrons!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7669/dungeon-design-dash-5-creating-a-dd-adventure-in-one-hour-wandering-dms-s06-e37.mp3" length="96477904" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul are back at it again, creating an entire D&amp;D adventure in just one hour! Armed with only their D&amp;D source books, Matt Finch's excellent Tome of Adventure Design, and the input from live viewers, they'll create a fully stocked and playable D&amp;D dungeon adventure right in front of your eyes. Once it's complete, adventure WDM05 will be posted on DriveThruRPG and free copies distributed to all our faithful patrons!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e37-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e37-1.0.1.png</url>
		<title>Dungeon Design Dash #5 &#124; Creating a D&#038;D Adventure in One Hour &#124; Wandering DMs S06 E37</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:07:00</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul are back at it again, creating an entire D&amp;D adventure in just one hour! Armed with only their D&amp;D source books, Matt Finch's excellent Tome of Adventure Design, and the input from live viewers, they'll create a fully stocked and playable D&amp;D dungeon adventure right in front of your eyes. Once it's complete, adventure WDM05 will be posted on DriveThruRPG and free copies distributed to all our faithful patrons!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/11/thumbnail-s06e37-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Ghouls in D&#038;D &#124; Hungry for More &#124; Wandering DMs S06 E36</title>
	<link>https://wanderingdms.com/podcast/ghouls-in-dd-hungry-for-more-wandering-dms-s06-e36/</link>
	<pubDate>Mon, 28 Oct 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7666</guid>
	<description><![CDATA[<p>Dan and Paul reflect on the many changing faces of ghouls in D&amp;D and fantasy literature. How did they become one of the most feared monster types? What flavor is best: the one from Lovecraft, Howard, Leiber, Gygax, or Romero? Should they be unthinking undead, or a sentient organized race? What's the best way to skin (or unskin) them in your D&amp;D game?</p>



<p>In Arabic folklore, the ghul is said to dwell in cemeteries and other uninhabited places. A male ghoul is referred to as ghul while the female is called ghulah. A source identified the Arabic ghoul as a female creature who is sometimes called Mother Ghoul (ʾUmm Ghulah) or a relational term such as Aunt Ghoul. She is portrayed in many tales luring hapless characters, who are usually men, into her home where she can eat them.</p>



<p>Some state[who?] that a ghoul is a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten. One of the narratives identified a ghoul named Ghul-e Biyaban, a particularly monstrous character believed to be inhabiting the wilderness of Afghanistan and Iran.</p>



<p>In "Pickman's Model", a short story by H. P. Lovecraft, ghouls are members of a subterranean race. Their diet of dead human flesh mutated them into bestial humanoids able to carry on intelligent conversations with the living. The story has ghouls set underground with ghoul tunnels that connect ancient human ruins with deep underworlds. Lovecraft hints that the ghouls emerge in subway tunnels to feed on train wreck victims.</p>



<p>Lovecraft's vision of the ghoul, shared by associated authors Clark Ashton-Smith and Robert E. Howard, has heavily influenced the collective idea of the ghoul in American culture. Ghouls as described by Lovecraft are dog-faced and hideous creatures but not necessarily malicious. Though their primary (perhaps only) food source is human flesh, they do not seek out or hunt living people. They are able to travel back and forth through the wall of sleep. This is demonstrated in Lovecraft's "The Dream Quest of Unknown Kadath" in which Randolph Carter encounters Pickman in the dream world after his complete transition into a mature ghoul.</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2012/03/back-from-dead.html">Read Dan's blog on Ghouls Through the Ages of D&amp;D</a></li>



<li><a href="https://deltasdnd.blogspot.com/2015/10/ghouls-through-ages.html">And then read up on the Literature of Ghouls</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Ghoul">Ghoul</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul reflect on the many changing faces of ghouls in D&amp;D and fantasy literature. How did they become one of the most feared monster types? What flavor is best: the one from Lovecraft, Howard, Leiber, Gygax, or Romero? Should they be unthinkin]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul reflect on the many changing faces of ghouls in D&amp;D and fantasy literature. How did they become one of the most feared monster types? What flavor is best: the one from Lovecraft, Howard, Leiber, Gygax, or Romero? Should they be unthinking undead, or a sentient organized race? What's the best way to skin (or unskin) them in your D&amp;D game?</p>



<p>In Arabic folklore, the ghul is said to dwell in cemeteries and other uninhabited places. A male ghoul is referred to as ghul while the female is called ghulah. A source identified the Arabic ghoul as a female creature who is sometimes called Mother Ghoul (ʾUmm Ghulah) or a relational term such as Aunt Ghoul. She is portrayed in many tales luring hapless characters, who are usually men, into her home where she can eat them.</p>



<p>Some state[who?] that a ghoul is a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten. One of the narratives identified a ghoul named Ghul-e Biyaban, a particularly monstrous character believed to be inhabiting the wilderness of Afghanistan and Iran.</p>



<p>In "Pickman's Model", a short story by H. P. Lovecraft, ghouls are members of a subterranean race. Their diet of dead human flesh mutated them into bestial humanoids able to carry on intelligent conversations with the living. The story has ghouls set underground with ghoul tunnels that connect ancient human ruins with deep underworlds. Lovecraft hints that the ghouls emerge in subway tunnels to feed on train wreck victims.</p>



<p>Lovecraft's vision of the ghoul, shared by associated authors Clark Ashton-Smith and Robert E. Howard, has heavily influenced the collective idea of the ghoul in American culture. Ghouls as described by Lovecraft are dog-faced and hideous creatures but not necessarily malicious. Though their primary (perhaps only) food source is human flesh, they do not seek out or hunt living people. They are able to travel back and forth through the wall of sleep. This is demonstrated in Lovecraft's "The Dream Quest of Unknown Kadath" in which Randolph Carter encounters Pickman in the dream world after his complete transition into a mature ghoul.</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2012/03/back-from-dead.html">Read Dan's blog on Ghouls Through the Ages of D&amp;D</a></li>



<li><a href="https://deltasdnd.blogspot.com/2015/10/ghouls-through-ages.html">And then read up on the Literature of Ghouls</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Ghoul">Ghoul</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7666/ghouls-in-dd-hungry-for-more-wandering-dms-s06-e36.mp3" length="91510472" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul reflect on the many changing faces of ghouls in D&amp;D and fantasy literature. How did they become one of the most feared monster types? What flavor is best: the one from Lovecraft, Howard, Leiber, Gygax, or Romero? Should they be unthinking undead, or a sentient organized race? What's the best way to skin (or unskin) them in your D&amp;D game?



In Arabic folklore, the ghul is said to dwell in cemeteries and other uninhabited places. A male ghoul is referred to as ghul while the female is called ghulah. A source identified the Arabic ghoul as a female creature who is sometimes called Mother Ghoul (ʾUmm Ghulah) or a relational term such as Aunt Ghoul. She is portrayed in many tales luring hapless characters, who are usually men, into her home where she can eat them.



Some state[who?] that a ghoul is a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten. One of the narratives identified a ghoul named Ghul-e Biyaban, a particularly monstrous character believed to be inhabiting the wilderness of Afghanistan and Iran.



In "Pickman's Model", a short story by H. P. Lovecraft, ghouls are members of a subterranean race. Their diet of dead human flesh mutated them into bestial humanoids able to carry on intelligent conversations with the living. The story has ghouls set underground with ghoul tunnels that connect ancient human ruins with deep underworlds. Lovecraft hints that the ghouls emerge in subway tunnels to feed on train wreck victims.



Lovecraft's vision of the ghoul, shared by associated authors Clark Ashton-Smith and Robert E. Howard, has heavily influenced the collective idea of the ghoul in American culture. Ghouls as described by Lovecraft are dog-faced and hideous creatures but not necessarily malicious. Though their primary (perhaps only) food source is human flesh, they do not seek out or hunt living people. They are able to travel back and forth through the wall of sleep. This is demonstrated in Lovecraft's "The Dream Quest of Unknown Kadath" in which Randolph Carter encounters Pickman in the dream world after his complete transition into a mature ghoul.




Read Dan's blog on Ghouls Through the Ages of D&amp;D



And then read up on the Literature of Ghouls




This description uses material from the Wikipedia article "Ghoul", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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In Arabic folklore, the ghul is said to dwell in cemeteries and other uninhabited places. A male ghoul is referred to as ghul while the female is called ghulah. A source identified the Arabic ghoul as a female creature who is sometimes called Mother Ghoul (ʾUmm Ghulah) or a relational term such as Aunt Ghoul. She is portrayed in many tales luring hapless characters, who are usually men, into her home where she can eat them.



Some state[who?] that a ghoul is a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to sla]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e36-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Scaling D&#038;D Adventures &#124; Tips for Handling Any Group Size &#124; Wandering DMs S06 E35</title>
	<link>https://wanderingdms.com/podcast/scaling-dd-adventures-tips-for-handling-any-group-size-wandering-dms-s06-e35/</link>
	<pubDate>Mon, 21 Oct 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7661</guid>
	<description><![CDATA[<p>This week on Wandering DMs, Paul Siegel and Dan “Delta” Collins dive into one of the most common challenges DMs face: scaling D&amp;D adventures when the number of players doesn’t match what the adventure was designed for. Whether you're running a session for fewer players than expected or you suddenly have a larger group to accommodate, adjusting on the fly can be tricky. Paul and Dan will break down strategies for tweaking encounters, managing balance, and ensuring every player stays engaged, even when the group size shifts unexpectedly.</p>



<p>Without time to prepare in advance, making adjustments on the fly requires quick thinking and flexibility. How do you rebalance combat encounters without losing the tension or excitement of the adventure? What do you do when a critical puzzle or social encounter suddenly becomes too easy or too hard because of the group size? Paul and Dan will explore these challenges and offer real-world examples from their years of experience running games, helping DMs make smart adjustments in the heat of the moment.</p>



<p>They’ll also discuss how to write adventures that are easier to adjust to variable group sizes and what kind of guidance adventure authors can include to help DMs handle these situations. Whether you're a seasoned Dungeon Master or new to running games, join the conversation and get tips you can apply right away! As always, they’ll be live and taking your questions and comments in real time. Don’t miss it — Sunday at 1 PM Eastern on YouTube and Twitch!</p>]]></description>
	<itunes:subtitle><![CDATA[This week on Wandering DMs, Paul Siegel and Dan “Delta” Collins dive into one of the most common challenges DMs face: scaling D&amp;D adventures when the number of players doesn’t match what the adventure was designed for. Whether youre running a session]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>This week on Wandering DMs, Paul Siegel and Dan “Delta” Collins dive into one of the most common challenges DMs face: scaling D&amp;D adventures when the number of players doesn’t match what the adventure was designed for. Whether you're running a session for fewer players than expected or you suddenly have a larger group to accommodate, adjusting on the fly can be tricky. Paul and Dan will break down strategies for tweaking encounters, managing balance, and ensuring every player stays engaged, even when the group size shifts unexpectedly.</p>



<p>Without time to prepare in advance, making adjustments on the fly requires quick thinking and flexibility. How do you rebalance combat encounters without losing the tension or excitement of the adventure? What do you do when a critical puzzle or social encounter suddenly becomes too easy or too hard because of the group size? Paul and Dan will explore these challenges and offer real-world examples from their years of experience running games, helping DMs make smart adjustments in the heat of the moment.</p>



<p>They’ll also discuss how to write adventures that are easier to adjust to variable group sizes and what kind of guidance adventure authors can include to help DMs handle these situations. Whether you're a seasoned Dungeon Master or new to running games, join the conversation and get tips you can apply right away! As always, they’ll be live and taking your questions and comments in real time. Don’t miss it — Sunday at 1 PM Eastern on YouTube and Twitch!</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7661/scaling-dd-adventures-tips-for-handling-any-group-size-wandering-dms-s06-e35.mp3" length="88125905" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[This week on Wandering DMs, Paul Siegel and Dan “Delta” Collins dive into one of the most common challenges DMs face: scaling D&amp;D adventures when the number of players doesn’t match what the adventure was designed for. Whether you're running a session for fewer players than expected or you suddenly have a larger group to accommodate, adjusting on the fly can be tricky. Paul and Dan will break down strategies for tweaking encounters, managing balance, and ensuring every player stays engaged, even when the group size shifts unexpectedly.



Without time to prepare in advance, making adjustments on the fly requires quick thinking and flexibility. How do you rebalance combat encounters without losing the tension or excitement of the adventure? What do you do when a critical puzzle or social encounter suddenly becomes too easy or too hard because of the group size? Paul and Dan will explore these challenges and offer real-world examples from their years of experience running games, helping DMs make smart adjustments in the heat of the moment.



They’ll also discuss how to write adventures that are easier to adjust to variable group sizes and what kind of guidance adventure authors can include to help DMs handle these situations. Whether you're a seasoned Dungeon Master or new to running games, join the conversation and get tips you can apply right away! As always, they’ll be live and taking your questions and comments in real time. Don’t miss it — Sunday at 1 PM Eastern on YouTube and Twitch!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e35-1.0.0.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e35-1.0.0.png</url>
		<title>Scaling D&#038;D Adventures &#124; Tips for Handling Any Group Size &#124; Wandering DMs S06 E35</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:12</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[This week on Wandering DMs, Paul Siegel and Dan “Delta” Collins dive into one of the most common challenges DMs face: scaling D&amp;D adventures when the number of players doesn’t match what the adventure was designed for. Whether you're running a session for fewer players than expected or you suddenly have a larger group to accommodate, adjusting on the fly can be tricky. Paul and Dan will break down strategies for tweaking encounters, managing balance, and ensuring every player stays engaged, even when the group size shifts unexpectedly.



Without time to prepare in advance, making adjustments on the fly requires quick thinking and flexibility. How do you rebalance combat encounters without losing the tension or excitement of the adventure? What do you do when a critical puzzle or social encounter suddenly becomes too easy or too hard because of the group size? Paul and Dan will explore these challenges and offer real-world examples from their years of experience running games, hel]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e35-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Matt Finch &#124; Tome of Worldbuilding &#124; Wandering DMs S06 E34</title>
	<link>https://wanderingdms.com/podcast/matt-finch-tome-of-worldbuilding-wandering-dms-s06-e34/</link>
	<pubDate>Mon, 14 Oct 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7657</guid>
	<description><![CDATA[<p>Dan and Paul chat with Matt Finch, the ENNIE-award winning designer of the Swords &amp; Wizardry game, and who also created OSRIC, and the Quick Primer for Old School Gaming. Plus he made our favorite Tome of Adventure Design, as seen in use in the Wandering DMs Dungeon Design Dashes. Next up on Kickstarter is Matt's Tome of Wordbuilding Design. Is this just in time for all our fantasy worldbuilding needs?</p>



<p>The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.</p>



<p>This Kickstarter offers two high quality hardcover books to create a trilogy of creative power with the Tome of Adventure Design. The first is the Tome of World Building, allowing you to create maps, cultures, countries, wilderness regions, and all the history and backstabbing politics of a fantasy world. The second is the Nomicon, with tables to invent fantasy names for everything you'll generate using the Tome of World Building.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-worldbuilding">Back Matt Finch's Tome of Worldbuilding on Kickstarter here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul chat with Matt Finch, the ENNIE-award winning designer of the Swords &amp; Wizardry game, and who also created OSRIC, and the Quick Primer for Old School Gaming. Plus he made our favorite Tome of Adventure Design, as seen in use in the Wande]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul chat with Matt Finch, the ENNIE-award winning designer of the Swords &amp; Wizardry game, and who also created OSRIC, and the Quick Primer for Old School Gaming. Plus he made our favorite Tome of Adventure Design, as seen in use in the Wandering DMs Dungeon Design Dashes. Next up on Kickstarter is Matt's Tome of Wordbuilding Design. Is this just in time for all our fantasy worldbuilding needs?</p>



<p>The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.</p>



<p>This Kickstarter offers two high quality hardcover books to create a trilogy of creative power with the Tome of Adventure Design. The first is the Tome of World Building, allowing you to create maps, cultures, countries, wilderness regions, and all the history and backstabbing politics of a fantasy world. The second is the Nomicon, with tables to invent fantasy names for everything you'll generate using the Tome of World Building.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-worldbuilding">Back Matt Finch's Tome of Worldbuilding on Kickstarter here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7657/matt-finch-tome-of-worldbuilding-wandering-dms-s06-e34.mp3" length="86882331" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul chat with Matt Finch, the ENNIE-award winning designer of the Swords &amp; Wizardry game, and who also created OSRIC, and the Quick Primer for Old School Gaming. Plus he made our favorite Tome of Adventure Design, as seen in use in the Wandering DMs Dungeon Design Dashes. Next up on Kickstarter is Matt's Tome of Wordbuilding Design. Is this just in time for all our fantasy worldbuilding needs?



The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.



This Kickstarter offers two high quality hardcover books to create a trilogy of creative power with the Tome of Adventure Design. The first is the Tome of World Building, allowing you to create maps, cultures, countries, wilderness regions, and all the history and backstabbing politics of a fantasy world. The second is the Nomicon, with tables to invent fantasy names for everything you'll generate using the Tome of World Building.




Back Matt Finch's Tome of Worldbuilding on Kickstarter here]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e34-1.0.0.png"></itunes:image>
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		<title>Matt Finch &#124; Tome of Worldbuilding &#124; Wandering DMs S06 E34</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:20</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul chat with Matt Finch, the ENNIE-award winning designer of the Swords &amp; Wizardry game, and who also created OSRIC, and the Quick Primer for Old School Gaming. Plus he made our favorite Tome of Adventure Design, as seen in use in the Wandering DMs Dungeon Design Dashes. Next up on Kickstarter is Matt's Tome of Wordbuilding Design. Is this just in time for all our fantasy worldbuilding needs?



The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.



This Kickstarter offers two high quality hardcover books to create a trilogy of creative power with the Tome of Adventure Design. The first is the Tome of World Building, allowing you to create maps, cultures, countries, wilderness regions, and all the history and backstabbing po]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/10/thumbnail-s06e34-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Wrath of the Sea Lich &#124; Luke Gygax &#038; 50 Years of D&#038;D &#124; Wandering DMs S06 E33</title>
	<link>https://wanderingdms.com/podcast/wrath-of-the-sea-lich-luke-gygax-50-years-of-dd-wandering-dms-s06-e33/</link>
	<pubDate>Mon, 07 Oct 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7654</guid>
	<description><![CDATA[<p>Paul and Dan chat with Luke Gygax on the 50th anniversary of D&amp;D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, "Oculus of Senrahbah" originally created for 5e. Luke and Matt enlisted the help of notable designer Sersa Victory to reengineer the scenario for the critically acclaimed Shadowdark system. Together, they have remastered the entire series, the encounters are rebalanced, and the entire work is reformatted to fit the Old School aesthetic of Shadowdark.</p>



<p>n "Wrath of the Sea Lich", the party sets out to recover the Eye of Chentoufi, an ancient artifact sought by a local treasure hunter. Unknown to all, the artifact is sought by the ancient Ydrissid lich, Ireshkigal, who has been dormant for thousands of years in her watery fortress. As the characters venture across the city, they eventually find their way to a submerged ruins and encounter remnants of a forgotten age. As they begin to understand the implications of Ireshkigal’s return, the sense of urgency to find the artifact mounts. The lich’s revival could bring serious consequences to the world, and the party must decide whether to use the power of the Oculus or find a way to destroy it.</p>



<p>Shadowdark RPG is a modern fantasy role-playing game that seamlessly blends classic tabletop RPG elements with innovative mechanics, creating a new experience for players who have grown up with modern role-playing games. Designed to evoke the nostalgia of early dungeon crawlers while introducing streamlined gameplay, Shadowdark encourages exploration, tactical combat, and rich storytelling. Its flexible system accommodates various play styles, making it accessible for both newcomers and experienced adventurers. The game emphasizes fast-paced action, player agency, and a dark atmosphere that challenges players throughout each game session. It won the 2024 Three Castles Award for best game design, as well as four gold ENNIEs: Product of the Year, Best Game, Best Rules, and Best Layout &amp; Design.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/gaxxworx/wrath-of-the-sea-lich">Back Luke Gygax's Wrath of the Sea Lich on Kickstarter here</a></li>



<li><a href="https://www.thearcanelibrary.com/collections/shadowdark-rpg/products/shadowdark-rpg-pdf">Get the Shadowdark RPG system here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan chat with Luke Gygax on the 50th anniversary of D&amp;D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, Oculus of Senrahbah originally created for 5e. Luke and Matt enli]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan chat with Luke Gygax on the 50th anniversary of D&amp;D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, "Oculus of Senrahbah" originally created for 5e. Luke and Matt enlisted the help of notable designer Sersa Victory to reengineer the scenario for the critically acclaimed Shadowdark system. Together, they have remastered the entire series, the encounters are rebalanced, and the entire work is reformatted to fit the Old School aesthetic of Shadowdark.</p>



<p>n "Wrath of the Sea Lich", the party sets out to recover the Eye of Chentoufi, an ancient artifact sought by a local treasure hunter. Unknown to all, the artifact is sought by the ancient Ydrissid lich, Ireshkigal, who has been dormant for thousands of years in her watery fortress. As the characters venture across the city, they eventually find their way to a submerged ruins and encounter remnants of a forgotten age. As they begin to understand the implications of Ireshkigal’s return, the sense of urgency to find the artifact mounts. The lich’s revival could bring serious consequences to the world, and the party must decide whether to use the power of the Oculus or find a way to destroy it.</p>



<p>Shadowdark RPG is a modern fantasy role-playing game that seamlessly blends classic tabletop RPG elements with innovative mechanics, creating a new experience for players who have grown up with modern role-playing games. Designed to evoke the nostalgia of early dungeon crawlers while introducing streamlined gameplay, Shadowdark encourages exploration, tactical combat, and rich storytelling. Its flexible system accommodates various play styles, making it accessible for both newcomers and experienced adventurers. The game emphasizes fast-paced action, player agency, and a dark atmosphere that challenges players throughout each game session. It won the 2024 Three Castles Award for best game design, as well as four gold ENNIEs: Product of the Year, Best Game, Best Rules, and Best Layout &amp; Design.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/gaxxworx/wrath-of-the-sea-lich">Back Luke Gygax's Wrath of the Sea Lich on Kickstarter here</a></li>



<li><a href="https://www.thearcanelibrary.com/collections/shadowdark-rpg/products/shadowdark-rpg-pdf">Get the Shadowdark RPG system here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7654/wrath-of-the-sea-lich-luke-gygax-50-years-of-dd-wandering-dms-s06-e33.mp3" length="91292768" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan chat with Luke Gygax on the 50th anniversary of D&amp;D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, "Oculus of Senrahbah" originally created for 5e. Luke and Matt enlisted the help of notable designer Sersa Victory to reengineer the scenario for the critically acclaimed Shadowdark system. Together, they have remastered the entire series, the encounters are rebalanced, and the entire work is reformatted to fit the Old School aesthetic of Shadowdark.



n "Wrath of the Sea Lich", the party sets out to recover the Eye of Chentoufi, an ancient artifact sought by a local treasure hunter. Unknown to all, the artifact is sought by the ancient Ydrissid lich, Ireshkigal, who has been dormant for thousands of years in her watery fortress. As the characters venture across the city, they eventually find their way to a submerged ruins and encounter remnants of a forgotten age. As they begin to understand the implications of Ireshkigal’s return, the sense of urgency to find the artifact mounts. The lich’s revival could bring serious consequences to the world, and the party must decide whether to use the power of the Oculus or find a way to destroy it.



Shadowdark RPG is a modern fantasy role-playing game that seamlessly blends classic tabletop RPG elements with innovative mechanics, creating a new experience for players who have grown up with modern role-playing games. Designed to evoke the nostalgia of early dungeon crawlers while introducing streamlined gameplay, Shadowdark encourages exploration, tactical combat, and rich storytelling. Its flexible system accommodates various play styles, making it accessible for both newcomers and experienced adventurers. The game emphasizes fast-paced action, player agency, and a dark atmosphere that challenges players throughout each game session. It won the 2024 Three Castles Award for best game design, as well as four gold ENNIEs: Product of the Year, Best Game, Best Rules, and Best Layout &amp; Design.




Back Luke Gygax's Wrath of the Sea Lich on Kickstarter here



Get the Shadowdark RPG system here]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan chat with Luke Gygax on the 50th anniversary of D&amp;D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, "Oculus of Senrahbah" originally created for 5e. Luke and Matt enlisted the help of notable designer Sersa Victory to reengineer the scenario for the critically acclaimed Shadowdark system. Together, they have remastered the entire series, the encounters are rebalanced, and the entire work is reformatted to fit the Old School aesthetic of Shadowdark.



n "Wrath of the Sea Lich", the party sets out to recover the Eye of Chentoufi, an ancient artifact sought by a local treasure hunter. Unknown to all, the artifact is sought by the ancient Ydrissid lich, Ireshkigal, who has been dormant for thousands of years in her watery fortress. As the characters venture across the city, they eventually find their way to a submerged ruins and encounter remnants of a forgotten age. As they begin to understand the i]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>D&#038;D Party Size &#124; Gathering the Right Number of Troops &#124; Wandering DMs S06 E32</title>
	<link>https://wanderingdms.com/podcast/dd-party-size-gathering-the-right-number-of-troops-wandering-dms-s06-e32/</link>
	<pubDate>Mon, 30 Sep 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7650</guid>
	<description><![CDATA[<p>Dan and Paul, the Wandering DMs, discuss the right number of players for D&amp;D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?</p>



<p>Team size and team composition affect team processes and team outcomes. The optimal size (and composition) of teams is debated and will vary depending on the task at hand. At least one study of problem-solving in groups showed an optimal size of groups at four members. Other works estimate the optimal size between 5–12 members or a number of members that can consume two pizzas.</p>



<p>Writers such as Belbin (1981, 1993), Woodcock (1989), Margerison and McCann (1990), Davis et al. (1992), Parker (1990), and Spencer and Pruss (1992) focused on team roles and how these affected team performance. These studies suggested that team performance was a function of the number and type of roles team members played. The number of roles for optimal performance varied from 15 (Davis et al., 1992) to four (Parker, 1990). This variation has been attributed to how roles were defined.</p>



<p>Regarding composition, all teams will have an element of homogeneity and heterogeneity. The more homogeneous the group, the more cohesive it will be. The more heterogeneous the group, the greater the differences in perspective and increased potential for creativity, but also the greater potential for conflict.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Team">Team</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul, the Wandering DMs, discuss the right number of players for D&amp;D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?



Team size and team co]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul, the Wandering DMs, discuss the right number of players for D&amp;D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?</p>



<p>Team size and team composition affect team processes and team outcomes. The optimal size (and composition) of teams is debated and will vary depending on the task at hand. At least one study of problem-solving in groups showed an optimal size of groups at four members. Other works estimate the optimal size between 5–12 members or a number of members that can consume two pizzas.</p>



<p>Writers such as Belbin (1981, 1993), Woodcock (1989), Margerison and McCann (1990), Davis et al. (1992), Parker (1990), and Spencer and Pruss (1992) focused on team roles and how these affected team performance. These studies suggested that team performance was a function of the number and type of roles team members played. The number of roles for optimal performance varied from 15 (Davis et al., 1992) to four (Parker, 1990). This variation has been attributed to how roles were defined.</p>



<p>Regarding composition, all teams will have an element of homogeneity and heterogeneity. The more homogeneous the group, the more cohesive it will be. The more heterogeneous the group, the greater the differences in perspective and increased potential for creativity, but also the greater potential for conflict.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Team">Team</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7650/dd-party-size-gathering-the-right-number-of-troops-wandering-dms-s06-e32.mp3" length="86706633" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul, the Wandering DMs, discuss the right number of players for D&amp;D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?



Team size and team composition affect team processes and team outcomes. The optimal size (and composition) of teams is debated and will vary depending on the task at hand. At least one study of problem-solving in groups showed an optimal size of groups at four members. Other works estimate the optimal size between 5–12 members or a number of members that can consume two pizzas.



Writers such as Belbin (1981, 1993), Woodcock (1989), Margerison and McCann (1990), Davis et al. (1992), Parker (1990), and Spencer and Pruss (1992) focused on team roles and how these affected team performance. These studies suggested that team performance was a function of the number and type of roles team members played. The number of roles for optimal performance varied from 15 (Davis et al., 1992) to four (Parker, 1990). This variation has been attributed to how roles were defined.



Regarding composition, all teams will have an element of homogeneity and heterogeneity. The more homogeneous the group, the more cohesive it will be. The more heterogeneous the group, the greater the differences in perspective and increased potential for creativity, but also the greater potential for conflict.



This description uses material from the Wikipedia article "Team", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e32-1.0.1.png"></itunes:image>
	<image>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul, the Wandering DMs, discuss the right number of players for D&amp;D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?



Team size and team composition affect team processes and team outcomes. The optimal size (and composition) of teams is debated and will vary depending on the task at hand. At least one study of problem-solving in groups showed an optimal size of groups at four members. Other works estimate the optimal size between 5–12 members or a number of members that can consume two pizzas.



Writers such as Belbin (1981, 1993), Woodcock (1989), Margerison and McCann (1990), Davis et al. (1992), Parker (1990), and Spencer and Pruss (1992) focused on team roles and how these affected team performance. These studies suggested that team performance was a function of the number and type of roles team members played. The number of roles for optimal performance varied from ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e32-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Travel Encounters in D&#038;D &#124; Wandering Why? &#124; Wandering DMs S06 E31</title>
	<link>https://wanderingdms.com/podcast/travel-encounters-in-dd-wandering-why-wandering-dms-s06-e31/</link>
	<pubDate>Mon, 23 Sep 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7647</guid>
	<description><![CDATA[<p>Paul and Dan do a deep dive on the state of travel encounters in classic D&amp;D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to challenge the PCs at the table? Should the DM know in advance what will happen, or share in the surprise?</p>



<p>Travel in the Middle Ages offered hardships and challenges, though it was important to the economy and to society. The wholesale sector depended (for example) on merchants dealing with/through caravans or sea-voyagers, end-user retailing often demanded the services of many itinerant peddlers wandering from village to hamlet, gyrovagues (wandering monks) and wandering friars brought theology and pastoral support to neglected areas, traveling minstrels toured, and armies ranged far and wide in various crusades and in sundry other wars. Pilgrimages were common in both the European and Islamic world and involved streams of travelers both locally and internationally.</p>



<p>In the late 16th century, it became fashionable for young European aristocrats and wealthy upper-class men to travel to significant European cities as part of their education in the arts and literature. This was known as the Grand Tour, and included cities such as London, Paris, Venice, Florence, and Rome. However, the French Revolution brought with it the end of the Grand Tour.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Travel">Travel</a>", which is released under the<a href="https://creativecommons.org/licenses/by-sa/3.0/"> Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan do a deep dive on the state of travel encounters in classic D&amp;D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to chal]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan do a deep dive on the state of travel encounters in classic D&amp;D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to challenge the PCs at the table? Should the DM know in advance what will happen, or share in the surprise?</p>



<p>Travel in the Middle Ages offered hardships and challenges, though it was important to the economy and to society. The wholesale sector depended (for example) on merchants dealing with/through caravans or sea-voyagers, end-user retailing often demanded the services of many itinerant peddlers wandering from village to hamlet, gyrovagues (wandering monks) and wandering friars brought theology and pastoral support to neglected areas, traveling minstrels toured, and armies ranged far and wide in various crusades and in sundry other wars. Pilgrimages were common in both the European and Islamic world and involved streams of travelers both locally and internationally.</p>



<p>In the late 16th century, it became fashionable for young European aristocrats and wealthy upper-class men to travel to significant European cities as part of their education in the arts and literature. This was known as the Grand Tour, and included cities such as London, Paris, Venice, Florence, and Rome. However, the French Revolution brought with it the end of the Grand Tour.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Travel">Travel</a>", which is released under the<a href="https://creativecommons.org/licenses/by-sa/3.0/"> Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7647/travel-encounters-in-dd-wandering-why-wandering-dms-s06-e31.mp3" length="89154067" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan do a deep dive on the state of travel encounters in classic D&amp;D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to challenge the PCs at the table? Should the DM know in advance what will happen, or share in the surprise?



Travel in the Middle Ages offered hardships and challenges, though it was important to the economy and to society. The wholesale sector depended (for example) on merchants dealing with/through caravans or sea-voyagers, end-user retailing often demanded the services of many itinerant peddlers wandering from village to hamlet, gyrovagues (wandering monks) and wandering friars brought theology and pastoral support to neglected areas, traveling minstrels toured, and armies ranged far and wide in various crusades and in sundry other wars. Pilgrimages were common in both the European and Islamic world and involved streams of travelers both locally and internationally.



In the late 16th century, it became fashionable for young European aristocrats and wealthy upper-class men to travel to significant European cities as part of their education in the arts and literature. This was known as the Grand Tour, and included cities such as London, Paris, Venice, Florence, and Rome. However, the French Revolution brought with it the end of the Grand Tour.



This description uses material from the Wikipedia article "Travel", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.jpg</url>
		<title>Travel Encounters in D&#038;D &#124; Wandering Why? &#124; Wandering DMs S06 E31</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:55</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan do a deep dive on the state of travel encounters in classic D&amp;D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to challenge the PCs at the table? Should the DM know in advance what will happen, or share in the surprise?



Travel in the Middle Ages offered hardships and challenges, though it was important to the economy and to society. The wholesale sector depended (for example) on merchants dealing with/through caravans or sea-voyagers, end-user retailing often demanded the services of many itinerant peddlers wandering from village to hamlet, gyrovagues (wandering monks) and wandering friars brought theology and pastoral support to neglected areas, traveling minstrels toured, and armies ranged far and wide in various crusades and in sundry other wars. Pilgrimages were common in both the European and Islamic world and involved streams of travelers bot]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Rutskarn&#8217;s Gambit &#124; Creating Political Intrigue with Boot Hill &#124; Wandering DMs S06 E30</title>
	<link>https://wanderingdms.com/podcast/rutskarns-gambit-creating-political-intrigue-with-boot-hill-wandering-dms-s06-e30/</link>
	<pubDate>Mon, 16 Sep 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7639</guid>
	<description><![CDATA[<p>Dan and Paul are joined by special guest Adam "Rutskarn" DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a game with zero rules for social interactions and a highly deadly combat system actually encourage play focused on politics, deception, and intrigue?</p>



<p>Boot Hill is a western-themed role-playing game designed by Brian Blume, Gary Gygax, and Don Kaye (although Kaye unexpectedly died before the game was published), and first published in 1975. Boot Hill was TSR's third role-playing game, appearing not long after Dungeons &amp; Dragons (D&amp;D) and Empire of the Petal Throne. Boot Hill focused on gunfighting rather than role-playing. The first edition and second editions were specifically marketed as a miniatures combat game, but even in the third edition, most of the rules concerned combat resolution, with relatively little information about settings and few rules for social interaction.</p>



<p>Combat could be short and deadly, with death often coming from the first gunshot. This lethality did not change over time since, unlike D&amp;D characters, Boot Hill characters did not advance in levels to develop better defenses or advantages over non-player characters; they remained just as likely to die in their hundredth combat as they had been in their first. As a result, most characters had a very short life span, and players generally had little chance to identify with their player character over the long term, as they could with a player character in D&amp;D.</p>



<ul class="wp-block-list">
<li><a href="https://www.chocolatehammer.org">Read Rutskarn's "Boot Hill and the Fear of Dice" on his Blog Chocoloate Hammer</a></li>



<li><a href="https://www.patreon.com/rutskarn">Check Out Rutskarn's Patreon</a></li>



<li><a href="https://x.com/rutskarn">Follow Rutskarn on Twitter</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Boot_Hill_(role-playing_game)">Boot Hill (role-playing game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul are joined by special guest Adam Rutskarn DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a ga]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul are joined by special guest Adam "Rutskarn" DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a game with zero rules for social interactions and a highly deadly combat system actually encourage play focused on politics, deception, and intrigue?</p>



<p>Boot Hill is a western-themed role-playing game designed by Brian Blume, Gary Gygax, and Don Kaye (although Kaye unexpectedly died before the game was published), and first published in 1975. Boot Hill was TSR's third role-playing game, appearing not long after Dungeons &amp; Dragons (D&amp;D) and Empire of the Petal Throne. Boot Hill focused on gunfighting rather than role-playing. The first edition and second editions were specifically marketed as a miniatures combat game, but even in the third edition, most of the rules concerned combat resolution, with relatively little information about settings and few rules for social interaction.</p>



<p>Combat could be short and deadly, with death often coming from the first gunshot. This lethality did not change over time since, unlike D&amp;D characters, Boot Hill characters did not advance in levels to develop better defenses or advantages over non-player characters; they remained just as likely to die in their hundredth combat as they had been in their first. As a result, most characters had a very short life span, and players generally had little chance to identify with their player character over the long term, as they could with a player character in D&amp;D.</p>



<ul class="wp-block-list">
<li><a href="https://www.chocolatehammer.org">Read Rutskarn's "Boot Hill and the Fear of Dice" on his Blog Chocoloate Hammer</a></li>



<li><a href="https://www.patreon.com/rutskarn">Check Out Rutskarn's Patreon</a></li>



<li><a href="https://x.com/rutskarn">Follow Rutskarn on Twitter</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Boot_Hill_(role-playing_game)">Boot Hill (role-playing game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7639/rutskarns-gambit-creating-political-intrigue-with-boot-hill-wandering-dms-s06-e30.mp3" length="87359823" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul are joined by special guest Adam "Rutskarn" DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a game with zero rules for social interactions and a highly deadly combat system actually encourage play focused on politics, deception, and intrigue?



Boot Hill is a western-themed role-playing game designed by Brian Blume, Gary Gygax, and Don Kaye (although Kaye unexpectedly died before the game was published), and first published in 1975. Boot Hill was TSR's third role-playing game, appearing not long after Dungeons &amp; Dragons (D&amp;D) and Empire of the Petal Throne. Boot Hill focused on gunfighting rather than role-playing. The first edition and second editions were specifically marketed as a miniatures combat game, but even in the third edition, most of the rules concerned combat resolution, with relatively little information about settings and few rules for social interaction.



Combat could be short and deadly, with death often coming from the first gunshot. This lethality did not change over time since, unlike D&amp;D characters, Boot Hill characters did not advance in levels to develop better defenses or advantages over non-player characters; they remained just as likely to die in their hundredth combat as they had been in their first. As a result, most characters had a very short life span, and players generally had little chance to identify with their player character over the long term, as they could with a player character in D&amp;D.




Read Rutskarn's "Boot Hill and the Fear of Dice" on his Blog Chocoloate Hammer



Check Out Rutskarn's Patreon



Follow Rutskarn on Twitter




This description uses material from the Wikipedia article "Boot Hill (role-playing game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.png</url>
		<title>Rutskarn&#8217;s Gambit &#124; Creating Political Intrigue with Boot Hill &#124; Wandering DMs S06 E30</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:40</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul are joined by special guest Adam "Rutskarn" DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a game with zero rules for social interactions and a highly deadly combat system actually encourage play focused on politics, deception, and intrigue?



Boot Hill is a western-themed role-playing game designed by Brian Blume, Gary Gygax, and Don Kaye (although Kaye unexpectedly died before the game was published), and first published in 1975. Boot Hill was TSR's third role-playing game, appearing not long after Dungeons &amp; Dragons (D&amp;D) and Empire of the Petal Throne. Boot Hill focused on gunfighting rather than role-playing. The first edition and second editions were specifically marketed as a miniatures combat game, but even in the third edition, most of the rules concerned combat resolution, with relatively little information ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/09/thumbnail-s06e30-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>D&#038;D Beyond Update Fail! &#124; Backward-Compatibility Blues &#124; Wandering DMs S06 E29</title>
	<link>https://wanderingdms.com/podcast/dd-beyond-update-fail-backward-compatibility-blues-wandering-dms-s06-e29/</link>
	<pubDate>Sun, 15 Sep 2024 18:30:58 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
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	<description><![CDATA[<p>Dan and Paul wrap up the most recent Wizards D&amp;D Beyond fumble -- a decision to retract all the items, magic, and spells from the 2014 version of D&amp;D 5th Edition, and replace all content globally with the 2024 revised D&amp;D content (whether players wanted it or not!). After public outcry, WOTC flip-flopped on their decision, but was it a preventable mistake? How hard is it for a game company to make old &amp; new customers both equally happy?</p>



<p>There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility also acts as a selling point for new hardware, as an existing player base can more affordably upgrade to subsequent generations of a console. This also helps to make up for lack of content at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. Moreover, studies in the mid-1990s found that even consumers who never play older games after purchasing a new system consider backward compatibility a highly desirable feature, valuing the mere ability to continue to play an existing collection of games even if they choose never to do so. Backward compatibility with the original PlayStation (PS) software discs and peripherals is considered to have been a key selling point for the PlayStation 2 (PS2) during its early months on the market.</p>



<p>The monetary costs of supporting old software is considered a large drawback to the usage of backward compatibility. The associated costs of backward compatibility are a larger bill of materials if hardware is required to support the legacy systems; increased complexity of the product that may lead to longer time to market, technological hindrances, and slowing innovation; and increased expectations from users in terms of compatibility. Because of this, several console manufacturers phased out backward compatibility toward the end of the console generation in order to reduce cost and briefly reinvigorate sales before the arrival of newer hardware.</p>



<p>Backward compatibility introduces the risk that developers will favor developing games that are compatible with both the old and new systems, since this gives them a larger base of potential buyers, resulting in a dearth of software which uses the advanced features of the new system.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Backward_compatibility">Backward compatibility</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul wrap up the most recent Wizards D&amp;D Beyond fumble -- a decision to retract all the items, magic, and spells from the 2014 version of D&amp;D 5th Edition, and replace all content globally with the 2024 revised D&amp;D content (whether pla]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul wrap up the most recent Wizards D&amp;D Beyond fumble -- a decision to retract all the items, magic, and spells from the 2014 version of D&amp;D 5th Edition, and replace all content globally with the 2024 revised D&amp;D content (whether players wanted it or not!). After public outcry, WOTC flip-flopped on their decision, but was it a preventable mistake? How hard is it for a game company to make old &amp; new customers both equally happy?</p>



<p>There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility also acts as a selling point for new hardware, as an existing player base can more affordably upgrade to subsequent generations of a console. This also helps to make up for lack of content at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. Moreover, studies in the mid-1990s found that even consumers who never play older games after purchasing a new system consider backward compatibility a highly desirable feature, valuing the mere ability to continue to play an existing collection of games even if they choose never to do so. Backward compatibility with the original PlayStation (PS) software discs and peripherals is considered to have been a key selling point for the PlayStation 2 (PS2) during its early months on the market.</p>



<p>The monetary costs of supporting old software is considered a large drawback to the usage of backward compatibility. The associated costs of backward compatibility are a larger bill of materials if hardware is required to support the legacy systems; increased complexity of the product that may lead to longer time to market, technological hindrances, and slowing innovation; and increased expectations from users in terms of compatibility. Because of this, several console manufacturers phased out backward compatibility toward the end of the console generation in order to reduce cost and briefly reinvigorate sales before the arrival of newer hardware.</p>



<p>Backward compatibility introduces the risk that developers will favor developing games that are compatible with both the old and new systems, since this gives them a larger base of potential buyers, resulting in a dearth of software which uses the advanced features of the new system.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Backward_compatibility">Backward compatibility</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan and Paul wrap up the most recent Wizards D&amp;D Beyond fumble -- a decision to retract all the items, magic, and spells from the 2014 version of D&amp;D 5th Edition, and replace all content globally with the 2024 revised D&amp;D content (whether players wanted it or not!). After public outcry, WOTC flip-flopped on their decision, but was it a preventable mistake? How hard is it for a game company to make old &amp; new customers both equally happy?



There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility also acts as a selling point for new hardware, as an existing player base can more affordably upgrade to subsequent generations of a console. This also helps to make up for lack of content at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. Moreover, studies in the mid-1990s found that even consumers who never play older games after purchasing a new system consider backward compatibility a highly desirable feature, valuing the mere ability to continue to play an existing collection of games even if they choose never to do so. Backward compatibility with the original PlayStation (PS) software discs and peripherals is considered to have been a key selling point for the PlayStation 2 (PS2) during its early months on the market.



The monetary costs of supporting old software is considered a large drawback to the usage of backward compatibility. The associated costs of backward compatibility are a larger bill of materials if hardware is required to support the legacy systems; increased complexity of the product that may lead to longer time to market, technological hindrances, and slowing innovation; and increased expectations from users in terms of compatibility. Because of this, several console manufacturers phased out backward compatibility toward the end of the console generation in order to reduce cost and briefly reinvigorate sales before the arrival of newer hardware.



Backward compatibility introduces the risk that developers will favor developing games that are compatible with both the old and new systems, since this gives them a larger base of potential buyers, resulting in a dearth of software which uses the advanced features of the new system.



This description uses material from the Wikipedia article "Backward compatibility", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility also a]]></googleplay:description>
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	<title>Creating D&#038;D Pre-Gens &#124; Character Creation for One-Shots &#124; Wandering DMs S06 E28</title>
	<link>https://wanderingdms.com/podcast/creating-dd-pre-gens-character-creation-for-one-shots-wandering-dms-s06-e28/</link>
	<pubDate>Mon, 26 Aug 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7635</guid>
	<description><![CDATA[<p>Paul and Dan discuss creation of pre-generated characters for one-shot roleplaying games. From the fastest and easiest ways to quickly generate stats, to crafting unique back-stories that fit (or fight) with the plot. How does it differ between styles of game, and when, if ever, to let the players create their own characters for one-off and convention style games.</p>



<p>In both tabletop role playing games such as Dungeons &amp; Dragons and role-playing video games such as Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is often of a certain (usually fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies.</p>



<p>Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions. Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step typically taken by the players (as opposed to the gamemaster) in preparation for a game.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Player_character">Player Character</a>" and "<a href="https://en.wikipedia.org/wiki/Character_creation">Character Creation</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan discuss creation of pre-generated characters for one-shot roleplaying games. From the fastest and easiest ways to quickly generate stats, to crafting unique back-stories that fit (or fight) with the plot. How does it differ between styles of]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan discuss creation of pre-generated characters for one-shot roleplaying games. From the fastest and easiest ways to quickly generate stats, to crafting unique back-stories that fit (or fight) with the plot. How does it differ between styles of game, and when, if ever, to let the players create their own characters for one-off and convention style games.</p>



<p>In both tabletop role playing games such as Dungeons &amp; Dragons and role-playing video games such as Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is often of a certain (usually fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies.</p>



<p>Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions. Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step typically taken by the players (as opposed to the gamemaster) in preparation for a game.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Player_character">Player Character</a>" and "<a href="https://en.wikipedia.org/wiki/Character_creation">Character Creation</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul and Dan discuss creation of pre-generated characters for one-shot roleplaying games. From the fastest and easiest ways to quickly generate stats, to crafting unique back-stories that fit (or fight) with the plot. How does it differ between styles of game, and when, if ever, to let the players create their own characters for one-off and convention style games.



In both tabletop role playing games such as Dungeons &amp; Dragons and role-playing video games such as Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is often of a certain (usually fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies.



Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions. Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step typically taken by the players (as opposed to the gamemaster) in preparation for a game.



This description uses material from the Wikipedia articles "Player Character" and "Character Creation", which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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In both tabletop role playing games such as Dungeons &amp; Dragons and role-playing video games such as Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is often of a certain (usually fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies.]]></googleplay:description>
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	<title>The Measure of Man in D&#038;D &#124; Statting Real People in TTRPGs &#124; Wandering DMs S06 E27</title>
	<link>https://wanderingdms.com/podcast/the-measure-of-man-in-dd-statting-real-people-in-ttrpgs-wandering-dms-s06-e27/</link>
	<pubDate>Mon, 19 Aug 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7629</guid>
	<description><![CDATA[<p>Dan &amp; Paul scope out principles for statting out real people in D&amp;D and other role-playing games. What do the standard ability scores really mean, anyway? How have they varied over editions of D&amp;D across the years? And how can we compare and model real people in other games like Call of Cthulhu, Star Frontiers, and Fearful Ends?</p>



<p>Kinanthropometry is defined as the study of human size, shape, proportion, composition, maturation, and gross function, in order to understand growth, exercise, performance, and nutrition.</p>



<p>It is a scientific discipline that is concerned with the measurement of individuals in a variety of morphological perspectives, its application to movement and those factors which influence movement, including: components of body build, body measurements, proportions, composition, shape and maturation; motor abilities and cardiorespiratory capacities; physical activity including recreational activity as well as highly specialized sports performance. The predominant focus is upon obtaining detailed measurements upon the body composition of a given person.</p>



<p>Kinanthropometry is the interface between human anatomy and movement. It is the application of a series of measurements made on the body and from these we can use the data that we gather directly or perform calculations using the data to produce various indices and body composition predictions and to measure and describe physique.</p>



<p><a href="http://www.superdan.net/gaming/dnd3/dndmisc/int_iq.html">Read Dan's article on D&amp;D Intelligence and IQ</a></p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Kinanthropometry">Kinanthropometry</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul scope out principles for statting out real people in D&amp;D and other role-playing games. What do the standard ability scores really mean, anyway? How have they varied over editions of D&amp;D across the years? And how can we compare and ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul scope out principles for statting out real people in D&amp;D and other role-playing games. What do the standard ability scores really mean, anyway? How have they varied over editions of D&amp;D across the years? And how can we compare and model real people in other games like Call of Cthulhu, Star Frontiers, and Fearful Ends?</p>



<p>Kinanthropometry is defined as the study of human size, shape, proportion, composition, maturation, and gross function, in order to understand growth, exercise, performance, and nutrition.</p>



<p>It is a scientific discipline that is concerned with the measurement of individuals in a variety of morphological perspectives, its application to movement and those factors which influence movement, including: components of body build, body measurements, proportions, composition, shape and maturation; motor abilities and cardiorespiratory capacities; physical activity including recreational activity as well as highly specialized sports performance. The predominant focus is upon obtaining detailed measurements upon the body composition of a given person.</p>



<p>Kinanthropometry is the interface between human anatomy and movement. It is the application of a series of measurements made on the body and from these we can use the data that we gather directly or perform calculations using the data to produce various indices and body composition predictions and to measure and describe physique.</p>



<p><a href="http://www.superdan.net/gaming/dnd3/dndmisc/int_iq.html">Read Dan's article on D&amp;D Intelligence and IQ</a></p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Kinanthropometry">Kinanthropometry</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7629/the-measure-of-man-in-dd-statting-real-people-in-ttrpgs-wandering-dms-s06-e27.mp3" length="91072726" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul scope out principles for statting out real people in D&amp;D and other role-playing games. What do the standard ability scores really mean, anyway? How have they varied over editions of D&amp;D across the years? And how can we compare and model real people in other games like Call of Cthulhu, Star Frontiers, and Fearful Ends?



Kinanthropometry is defined as the study of human size, shape, proportion, composition, maturation, and gross function, in order to understand growth, exercise, performance, and nutrition.



It is a scientific discipline that is concerned with the measurement of individuals in a variety of morphological perspectives, its application to movement and those factors which influence movement, including: components of body build, body measurements, proportions, composition, shape and maturation; motor abilities and cardiorespiratory capacities; physical activity including recreational activity as well as highly specialized sports performance. The predominant focus is upon obtaining detailed measurements upon the body composition of a given person.



Kinanthropometry is the interface between human anatomy and movement. It is the application of a series of measurements made on the body and from these we can use the data that we gather directly or perform calculations using the data to produce various indices and body composition predictions and to measure and describe physique.



Read Dan's article on D&amp;D Intelligence and IQ



This description uses material from the Wikipedia article "Kinanthropometry", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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Kinanthropometry is defined as the study of human size, shape, proportion, composition, maturation, and gross function, in order to understand growth, exercise, performance, and nutrition.



It is a scientific discipline that is concerned with the measurement of individuals in a variety of morphological perspectives, its application to movement and those factors which influence movement, including: components of body build, body measurements, proportions, composition, shape and maturation; motor abilities and cardiorespiratory capacities; physical activity including recreational activity as well as highly specialized sports performance. The pre]]></googleplay:description>
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	<title>Creeping Doom Playtest &#124; Co-DMing Social Encounters &#124; Wandering DMs S06 E26</title>
	<link>https://wanderingdms.com/podcast/creeping-doom-playtest-co-dming-social-encounters-wandering-dms-s06-e26/</link>
	<pubDate>Mon, 12 Aug 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7567</guid>
	<description><![CDATA[<p>Dan &amp; Paul give a postmortem on running their fourth Dungeon Design Dash product, Creeping Doom of the Pumpkin King, in a co-DM fashion. It's their first DDD wilderness adventure, and surprises abound! What happens when the party pursues mostly social encounters with a dedicated Adversary DM? Can two DMs swap out musical-chairs NPCs without going crazy? Does D&amp;D always revert back to its horror roots?</p>



<p>A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.</p>



<p>An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.</p>



<p><a href="https://youtube.com/live/ImTxJeowHvk">Watch the livestream creation of Creeping Doom of the Pumpkin King here</a></p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Playtest">Playtest</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul give a postmortem on running their fourth Dungeon Design Dash product, Creeping Doom of the Pumpkin King, in a co-DM fashion. Its their first DDD wilderness adventure, and surprises abound! What happens when the party pursues mostly social]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul give a postmortem on running their fourth Dungeon Design Dash product, Creeping Doom of the Pumpkin King, in a co-DM fashion. It's their first DDD wilderness adventure, and surprises abound! What happens when the party pursues mostly social encounters with a dedicated Adversary DM? Can two DMs swap out musical-chairs NPCs without going crazy? Does D&amp;D always revert back to its horror roots?</p>



<p>A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.</p>



<p>An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.</p>



<p><a href="https://youtube.com/live/ImTxJeowHvk">Watch the livestream creation of Creeping Doom of the Pumpkin King here</a></p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Playtest">Playtest</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7567/creeping-doom-playtest-co-dming-social-encounters-wandering-dms-s06-e26.mp3" length="90078545" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul give a postmortem on running their fourth Dungeon Design Dash product, Creeping Doom of the Pumpkin King, in a co-DM fashion. It's their first DDD wilderness adventure, and surprises abound! What happens when the party pursues mostly social encounters with a dedicated Adversary DM? Can two DMs swap out musical-chairs NPCs without going crazy? Does D&amp;D always revert back to its horror roots?



A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.



An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.



Watch the livestream creation of Creeping Doom of the Pumpkin King here



This description uses material from the Wikipedia articles "Playtest", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.



An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Original vs. Basic D&#038;D Part 2 &#124; Sweep the Leg &#124; Wandering DMs S06 E25</title>
	<link>https://wanderingdms.com/podcast/original-vs-basic-dd-part-2-sweep-the-leg-wandering-dms-s06-e25/</link>
	<pubDate>Mon, 05 Aug 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7485</guid>
	<description><![CDATA[<p>In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&amp;D (1974) and Basic D&amp;D (1981)! Due to popular demand they're back for more. Hopefully this time they'll escape the character creation section and get into combat, monsters, and spells, but who knows? There's the whole sweep attack issue to hammer out first.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></description>
	<itunes:subtitle><![CDATA[In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&amp;D (1974) and Basic D&amp;D (1981)! Due to popular demand theyre back for more. Hopefully this time theyll escape the character creation section and get into com]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&amp;D (1974) and Basic D&amp;D (1981)! Due to popular demand they're back for more. Hopefully this time they'll escape the character creation section and get into combat, monsters, and spells, but who knows? There's the whole sweep attack issue to hammer out first.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7485/original-vs-basic-dd-part-2-sweep-the-leg-wandering-dms-s06-e25.mp3" length="89402326" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&amp;D (1974) and Basic D&amp;D (1981)! Due to popular demand they're back for more. Hopefully this time they'll escape the character creation section and get into combat, monsters, and spells, but who knows? There's the whole sweep attack issue to hammer out first.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.



After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.



This description uses material from the Wikipedia articles "Dungeons &amp; Dragons (1974)" and "Dungeons &amp; Dragons Basic Set", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&amp;D (1974) and Basic D&amp;D (1981)! Due to popular demand they're back for more. Hopefully this time they'll escape the character creation section and get into combat, monsters, and spells, but who knows? There's the whole sweep attack issue to hammer out first.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor clas]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Original vs. Basic D&#038;D &#124; Who Wins the Crown? &#124; Wandering DMs S06 E24</title>
	<link>https://wanderingdms.com/podcast/original-vs-basic-dd-who-wins-the-crown-wandering-dms-s06-e24/</link>
	<pubDate>Mon, 22 Jul 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7372</guid>
	<description><![CDATA[<p>Let's chat about two of our favorite editions of early D&amp;D -- Original D&amp;D (1974) and Basic D&amp;D (1981)! Dan &amp; Paul run most of D&amp;D in similar ways, but their instincts sometimes differ in which of these traditions they're coming from. What changes were made by the brilliant Tom Moldvay in Basic D&amp;D? Were they for the better, or worse? What should new players start with today for that classic D&amp;D experience?</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Lets chat about two of our favorite editions of early D&amp;D -- Original D&amp;D (1974) and Basic D&amp;D (1981)! Dan &amp; Paul run most of D&amp;D in similar ways, but their instincts sometimes differ in which of these traditions theyre coming from. W]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Let's chat about two of our favorite editions of early D&amp;D -- Original D&amp;D (1974) and Basic D&amp;D (1981)! Dan &amp; Paul run most of D&amp;D in similar ways, but their instincts sometimes differ in which of these traditions they're coming from. What changes were made by the brilliant Tom Moldvay in Basic D&amp;D? Were they for the better, or worse? What should new players start with today for that classic D&amp;D experience?</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.</p>



<p>After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set">Dungeons &amp; Dragons Basic Set</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7372/original-vs-basic-dd-who-wins-the-crown-wandering-dms-s06-e24.mp3" length="89898256" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Let's chat about two of our favorite editions of early D&amp;D -- Original D&amp;D (1974) and Basic D&amp;D (1981)! Dan &amp; Paul run most of D&amp;D in similar ways, but their instincts sometimes differ in which of these traditions they're coming from. What changes were made by the brilliant Tom Moldvay in Basic D&amp;D? Were they for the better, or worse? What should new players start with today for that classic D&amp;D experience?



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.



After the release of the AD&amp;D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&amp;D but instead further away from that ruleset, and thus the basic D&amp;D game became a separate and distinct product line from AD&amp;D. The former was promoted as a continuation of the tone of original D&amp;D, while AD&amp;D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.



This description uses material from the Wikipedia articles "Dungeons &amp; Dragons (1974)" and "Dungeons &amp; Dragons Basic Set", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Let's chat about two of our favorite editions of early D&amp;D -- Original D&amp;D (1974) and Basic D&amp;D (1981)! Dan &amp; Paul run most of D&amp;D in similar ways, but their instincts sometimes differ in which of these traditions they're coming from. What changes were made by the brilliant Tom Moldvay in Basic D&amp;D? Were they for the better, or worse? What should new players start with today for that classic D&amp;D experience?



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game. The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>D&#038;D on the Clock &#124; Games with Time Constraints &#124; Wandering DMs S06 E23</title>
	<link>https://wanderingdms.com/podcast/dd-on-the-clock-games-with-time-constraints-wandering-dms-s06-e23/</link>
	<pubDate>Tue, 09 Jul 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7237</guid>
	<description><![CDATA[<p>In this last-minute, condensed episdoe of Wandering DMs, Dan and Paul discuss using real world time elements in games. From timers in D&amp;D adventures to board games that include a ticking clock, they'll cover everything in under 45 minutes. They even manage to fit in an actual play of 5 Minute Dungeon!</p>]]></description>
	<itunes:subtitle><![CDATA[In this last-minute, condensed episdoe of Wandering DMs, Dan and Paul discuss using real world time elements in games. From timers in D&amp;D adventures to board games that include a ticking clock, theyll cover everything in under 45 minutes. They even m]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>In this last-minute, condensed episdoe of Wandering DMs, Dan and Paul discuss using real world time elements in games. From timers in D&amp;D adventures to board games that include a ticking clock, they'll cover everything in under 45 minutes. They even manage to fit in an actual play of 5 Minute Dungeon!</p>]]></content:encoded>
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	<itunes:summary><![CDATA[In this last-minute, condensed episdoe of Wandering DMs, Dan and Paul discuss using real world time elements in games. From timers in D&amp;D adventures to board games that include a ticking clock, they'll cover everything in under 45 minutes. They even manage to fit in an actual play of 5 Minute Dungeon!]]></itunes:summary>
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	<image>
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		<title>D&#038;D on the Clock &#124; Games with Time Constraints &#124; Wandering DMs S06 E23</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>45:33</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[In this last-minute, condensed episdoe of Wandering DMs, Dan and Paul discuss using real world time elements in games. From timers in D&amp;D adventures to board games that include a ticking clock, they'll cover everything in under 45 minutes. They even manage to fit in an actual play of 5 Minute Dungeon!]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/07/thumbnail-s06e23-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Jon Peterson &#124; 50 Years of D&#038;D &#124; Wandering DMs S06 E22</title>
	<link>https://wanderingdms.com/podcast/jon-peterson-50-years-of-dd-wandering-dms-s06-e22/</link>
	<pubDate>Mon, 01 Jul 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
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	<description><![CDATA[<p>One of our all-time favorite guests, Jon Peterson, D&amp;D historian extraordinaire, returns to talk all things about the 50th anniversary of D&amp;D. From his official "Making of Original Dungeons &amp; Dragons 1970-1977", participation in Gen Con 50th anniversary celebrations, inclusion in the MIT Press "Fifty Years of Dungeons &amp; Dragons" book, and the hotly-anticipated re-release of his seminal "Playing at the World", he's been super busy this year! Dan &amp; Paul will catch up with him and find out what the highlights and new discoveries have been.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game.</p>



<p>The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.</p>



<ul class="wp-block-list">
<li><a href="https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/">Check out The Making of Original Dungeons &amp; Dragons 1970-1977</a></li>



<li><a href="https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/">Find the Second Edition of Playing at the World Here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[One of our all-time favorite guests, Jon Peterson, D&amp;D historian extraordinaire, returns to talk all things about the 50th anniversary of D&amp;D. From his official Making of Original Dungeons &amp; Dragons 1970-1977, participation in Gen Con 50th an]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>One of our all-time favorite guests, Jon Peterson, D&amp;D historian extraordinaire, returns to talk all things about the 50th anniversary of D&amp;D. From his official "Making of Original Dungeons &amp; Dragons 1970-1977", participation in Gen Con 50th anniversary celebrations, inclusion in the MIT Press "Fifty Years of Dungeons &amp; Dragons" book, and the hotly-anticipated re-release of his seminal "Playing at the World", he's been super busy this year! Dan &amp; Paul will catch up with him and find out what the highlights and new discoveries have been.</p>



<p>The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game.</p>



<p>The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.</p>



<ul class="wp-block-list">
<li><a href="https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/">Check out The Making of Original Dungeons &amp; Dragons 1970-1977</a></li>



<li><a href="https://mitpress.mit.edu/9780262548779/playing-at-the-world-2e/">Find the Second Edition of Playing at the World Here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[One of our all-time favorite guests, Jon Peterson, D&amp;D historian extraordinaire, returns to talk all things about the 50th anniversary of D&amp;D. From his official "Making of Original Dungeons &amp; Dragons 1970-1977", participation in Gen Con 50th anniversary celebrations, inclusion in the MIT Press "Fifty Years of Dungeons &amp; Dragons" book, and the hotly-anticipated re-release of his seminal "Playing at the World", he's been super busy this year! Dan &amp; Paul will catch up with him and find out what the highlights and new discoveries have been.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game.



The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.




Check out The Making of Original Dungeons &amp; Dragons 1970-1977



Find the Second Edition of Playing at the World Here




This description uses material from the Wikipedia article "Dungeons &amp; Dragons (1974)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[One of our all-time favorite guests, Jon Peterson, D&amp;D historian extraordinaire, returns to talk all things about the 50th anniversary of D&amp;D. From his official "Making of Original Dungeons &amp; Dragons 1970-1977", participation in Gen Con 50th anniversary celebrations, inclusion in the MIT Press "Fifty Years of Dungeons &amp; Dragons" book, and the hotly-anticipated re-release of his seminal "Playing at the World", he's been super busy this year! Dan &amp; Paul will catch up with him and find out what the highlights and new discoveries have been.



The original Dungeons &amp; Dragons (commonly abbreviated D&amp;D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons &amp; Dragons fantasy role-playing game.



The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard ]]></googleplay:description>
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	<title>Drugs and Alcohol in D&#038;D &#124; Roleplaying Under the Influence &#124; Wandering DMs S06 E21</title>
	<link>https://wanderingdms.com/podcast/drugs-and-alcohol-in-dd-roleplaying-under-the-influence-wandering-dms-s06-e21/</link>
	<pubDate>Mon, 24 Jun 2024 16:10:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=7091</guid>
	<description><![CDATA[<p>Dan and Paul discuss the presence of drugs and alcohol in D&amp;D and other tabletop roleplaying games. They'll touch on how state alterning substandces are represented in the fiction, rules for handling characters under the influence, and even what happens when the players themselves partake!</p>



<p>According to addiction researcher Martin A. Plant, some people go through a period of self-redefinition before initiating recreational drug use. They tend to view using drugs as part of a general lifestyle that involves belonging to a subculture that they associate with heightened status and the challenging of social norms. Plant states: "From the user's point of view there are many positive reasons to become part of the milieu of drug taking. The reasons for drug use appear to have as much to do with needs for friendship, pleasure and status as they do with unhappiness or poverty. Becoming a drug taker, to many people, is a positive affirmation rather than a negative experience".</p>



<p>The prevalence of recreational drugs in human societies is widely reflected in fiction, entertainment, and the arts, subject to prevailing laws and social conventions. In video games, for example, drugs are portrayed in a variety of ways: including power-ups (cocaine gum replenishes stamina in Red Dead Redemption 2), obstacles to be avoided (such as the Fuzzies in Super Mario World 2: Yoshi's Island that distort the player's view when accidentally consumed), items to be bought and sold for in-game currency (coke dealing is a big part of Scarface: The World Is Yours). In the Fallout video game franchise, drugs ("chems" in the game) can fill the role of any above mentioned. Drug trafficking, gang rivalries, and their related criminal underworld also play a big part in the Grand Theft Auto video game franchise.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Recreational_drug_use">Recreational drug use</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss the presence of drugs and alcohol in D&amp;D and other tabletop roleplaying games. Theyll touch on how state alterning substandces are represented in the fiction, rules for handling characters under the influence, and even what happe]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul discuss the presence of drugs and alcohol in D&amp;D and other tabletop roleplaying games. They'll touch on how state alterning substandces are represented in the fiction, rules for handling characters under the influence, and even what happens when the players themselves partake!</p>



<p>According to addiction researcher Martin A. Plant, some people go through a period of self-redefinition before initiating recreational drug use. They tend to view using drugs as part of a general lifestyle that involves belonging to a subculture that they associate with heightened status and the challenging of social norms. Plant states: "From the user's point of view there are many positive reasons to become part of the milieu of drug taking. The reasons for drug use appear to have as much to do with needs for friendship, pleasure and status as they do with unhappiness or poverty. Becoming a drug taker, to many people, is a positive affirmation rather than a negative experience".</p>



<p>The prevalence of recreational drugs in human societies is widely reflected in fiction, entertainment, and the arts, subject to prevailing laws and social conventions. In video games, for example, drugs are portrayed in a variety of ways: including power-ups (cocaine gum replenishes stamina in Red Dead Redemption 2), obstacles to be avoided (such as the Fuzzies in Super Mario World 2: Yoshi's Island that distort the player's view when accidentally consumed), items to be bought and sold for in-game currency (coke dealing is a big part of Scarface: The World Is Yours). In the Fallout video game franchise, drugs ("chems" in the game) can fill the role of any above mentioned. Drug trafficking, gang rivalries, and their related criminal underworld also play a big part in the Grand Theft Auto video game franchise.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Recreational_drug_use">Recreational drug use</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/7091/drugs-and-alcohol-in-dd-roleplaying-under-the-influence-wandering-dms-s06-e21.mp3" length="86743507" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul discuss the presence of drugs and alcohol in D&amp;D and other tabletop roleplaying games. They'll touch on how state alterning substandces are represented in the fiction, rules for handling characters under the influence, and even what happens when the players themselves partake!



According to addiction researcher Martin A. Plant, some people go through a period of self-redefinition before initiating recreational drug use. They tend to view using drugs as part of a general lifestyle that involves belonging to a subculture that they associate with heightened status and the challenging of social norms. Plant states: "From the user's point of view there are many positive reasons to become part of the milieu of drug taking. The reasons for drug use appear to have as much to do with needs for friendship, pleasure and status as they do with unhappiness or poverty. Becoming a drug taker, to many people, is a positive affirmation rather than a negative experience".



The prevalence of recreational drugs in human societies is widely reflected in fiction, entertainment, and the arts, subject to prevailing laws and social conventions. In video games, for example, drugs are portrayed in a variety of ways: including power-ups (cocaine gum replenishes stamina in Red Dead Redemption 2), obstacles to be avoided (such as the Fuzzies in Super Mario World 2: Yoshi's Island that distort the player's view when accidentally consumed), items to be bought and sold for in-game currency (coke dealing is a big part of Scarface: The World Is Yours). In the Fallout video game franchise, drugs ("chems" in the game) can fill the role of any above mentioned. Drug trafficking, gang rivalries, and their related criminal underworld also play a big part in the Grand Theft Auto video game franchise.



This description uses material from the Wikipedia article "Recreational drug use", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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According to addiction researcher Martin A. Plant, some people go through a period of self-redefinition before initiating recreational drug use. They tend to view using drugs as part of a general lifestyle that involves belonging to a subculture that they associate with heightened status and the challenging of social norms. Plant states: "From the user's point of view there are many positive reasons to become part of the milieu of drug taking. The reasons for drug use appear to have as much to do with needs for friendship, pleasure and status as they do with unhappiness or poverty. Becoming a drug taker, to many people, is a positive affirmation rather than a negative experience".



The prev]]></googleplay:description>
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	<title>Secret Rules &#124; Playing D&#038;D in the Dark &#124; Wandering DMs S06 E20</title>
	<link>https://wanderingdms.com/podcast/secret-rules-playing-dd-in-the-dark-wandering-dms-s06-e20/</link>
	<pubDate>Mon, 10 Jun 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6975</guid>
	<description><![CDATA[<p>Dan &amp; Paul discuss experiences in TRPGs when players don't know the rules. Is it fundamentally fair or unfair? Does it add to the immersion of the roleplay? What added flexibility dos it give to the GM? Is exploring the rules of a new world an essential part of roleplaying games, that we've lost along the way?</p>



<p>Games with concealed rules are games where the rules are intentionally concealed from new players, either because their discovery is part of the game itself, or because the game is a hoax and the rules do not exist. In fiction, the counterpart of the first category are games that supposedly do have a rule set, but that rule set is not disclosed.</p>



<p>For example: Paranoia is a tabletop role-playing game in which the rules are considered "classified". Only the Gamemaster has full knowledge of the rules, while other players must deduce them by trial and error as they proceed through the game. The game acknowledges that players may read the gamemaster section, but demonstrating knowledge of the rules is considered treasonous, and the gamemaster may also make arbitrary changes.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/List_of_games_with_concealed_rules">List of games with concealed rules</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul discuss experiences in TRPGs when players dont know the rules. Is it fundamentally fair or unfair? Does it add to the immersion of the roleplay? What added flexibility dos it give to the GM? Is exploring the rules of a new world an essenti]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul discuss experiences in TRPGs when players don't know the rules. Is it fundamentally fair or unfair? Does it add to the immersion of the roleplay? What added flexibility dos it give to the GM? Is exploring the rules of a new world an essential part of roleplaying games, that we've lost along the way?</p>



<p>Games with concealed rules are games where the rules are intentionally concealed from new players, either because their discovery is part of the game itself, or because the game is a hoax and the rules do not exist. In fiction, the counterpart of the first category are games that supposedly do have a rule set, but that rule set is not disclosed.</p>



<p>For example: Paranoia is a tabletop role-playing game in which the rules are considered "classified". Only the Gamemaster has full knowledge of the rules, while other players must deduce them by trial and error as they proceed through the game. The game acknowledges that players may read the gamemaster section, but demonstrating knowledge of the rules is considered treasonous, and the gamemaster may also make arbitrary changes.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/List_of_games_with_concealed_rules">List of games with concealed rules</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul discuss experiences in TRPGs when players don't know the rules. Is it fundamentally fair or unfair? Does it add to the immersion of the roleplay? What added flexibility dos it give to the GM? Is exploring the rules of a new world an essential part of roleplaying games, that we've lost along the way?



Games with concealed rules are games where the rules are intentionally concealed from new players, either because their discovery is part of the game itself, or because the game is a hoax and the rules do not exist. In fiction, the counterpart of the first category are games that supposedly do have a rule set, but that rule set is not disclosed.



For example: Paranoia is a tabletop role-playing game in which the rules are considered "classified". Only the Gamemaster has full knowledge of the rules, while other players must deduce them by trial and error as they proceed through the game. The game acknowledges that players may read the gamemaster section, but demonstrating knowledge of the rules is considered treasonous, and the gamemaster may also make arbitrary changes.



This description uses material from the Wikipedia article "List of games with concealed rules", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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Games with concealed rules are games where the rules are intentionally concealed from new players, either because their discovery is part of the game itself, or because the game is a hoax and the rules do not exist. In fiction, the counterpart of the first category are games that supposedly do have a rule set, but that rule set is not disclosed.



For example: Paranoia is a tabletop role-playing game in which the rules are considered "classified". Only the Gamemaster has full knowledge of the rules, while other players must deduce them by trial and error as they proceed through the game. The game acknowledges that players may read the gamemaster section, but demonstratin]]></googleplay:description>
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<item>
	<title>Jobs in D&#038;D &#124; Gainful Employment for Adventurers &#124; Wandering DMs S06 E19</title>
	<link>https://wanderingdms.com/podcast/jobs-in-dd-gainful-employment-for-adventurers-wandering-dms-s06-e19/</link>
	<pubDate>Mon, 03 Jun 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6917</guid>
	<description><![CDATA[<p>The Wandering DMs tackle employment in D&amp;D. Do adventurers need day jobs? Does starting a business or pursuing a craft undermine the motiviation to go out treasure hunting? What of systems that define prior careers as part of characgter creation? It's time for Dan and Paul to get to work!</p>



<p>Employment is a relationship between two parties regulating the provision of paid labour services. Usually based on a contract, one party, the employer, which might be a corporation, a not-for-profit organization, a co-operative, or any other entity, pays the other, the employee, in return for carrying out assigned work. Employees work in return for wages, which can be paid on the basis of an hourly rate, by piecework or an annual salary, depending on the type of work an employee does, the prevailing conditions of the sector and the bargaining power between the parties.</p>



<p>Researchers have also explored the relationship between employment and illicit activities. Using evidence from Africa, a research team found that a program for Liberian ex-fighters reduced work hours on illicit activities. The employment program also reduced interest in mercenary work in nearby wars. The study concludes that while the use of capital inputs or cash payments for peaceful work created a reduction in illicit activities, the impact of training alone is rather low.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Employment">Employment</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The Wandering DMs tackle employment in D&amp;D. Do adventurers need day jobs? Does starting a business or pursuing a craft undermine the motiviation to go out treasure hunting? What of systems that define prior careers as part of characgter creation? Its]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>The Wandering DMs tackle employment in D&amp;D. Do adventurers need day jobs? Does starting a business or pursuing a craft undermine the motiviation to go out treasure hunting? What of systems that define prior careers as part of characgter creation? It's time for Dan and Paul to get to work!</p>



<p>Employment is a relationship between two parties regulating the provision of paid labour services. Usually based on a contract, one party, the employer, which might be a corporation, a not-for-profit organization, a co-operative, or any other entity, pays the other, the employee, in return for carrying out assigned work. Employees work in return for wages, which can be paid on the basis of an hourly rate, by piecework or an annual salary, depending on the type of work an employee does, the prevailing conditions of the sector and the bargaining power between the parties.</p>



<p>Researchers have also explored the relationship between employment and illicit activities. Using evidence from Africa, a research team found that a program for Liberian ex-fighters reduced work hours on illicit activities. The employment program also reduced interest in mercenary work in nearby wars. The study concludes that while the use of capital inputs or cash payments for peaceful work created a reduction in illicit activities, the impact of training alone is rather low.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Employment">Employment</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[The Wandering DMs tackle employment in D&amp;D. Do adventurers need day jobs? Does starting a business or pursuing a craft undermine the motiviation to go out treasure hunting? What of systems that define prior careers as part of characgter creation? It's time for Dan and Paul to get to work!



Employment is a relationship between two parties regulating the provision of paid labour services. Usually based on a contract, one party, the employer, which might be a corporation, a not-for-profit organization, a co-operative, or any other entity, pays the other, the employee, in return for carrying out assigned work. Employees work in return for wages, which can be paid on the basis of an hourly rate, by piecework or an annual salary, depending on the type of work an employee does, the prevailing conditions of the sector and the bargaining power between the parties.



Researchers have also explored the relationship between employment and illicit activities. Using evidence from Africa, a research team found that a program for Liberian ex-fighters reduced work hours on illicit activities. The employment program also reduced interest in mercenary work in nearby wars. The study concludes that while the use of capital inputs or cash payments for peaceful work created a reduction in illicit activities, the impact of training alone is rather low.



This description uses material from the Wikipedia article "Employment", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Jobs in D&#038;D &#124; Gainful Employment for Adventurers &#124; Wandering DMs S06 E19</title>
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	<itunes:duration>1:02:17</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[The Wandering DMs tackle employment in D&amp;D. Do adventurers need day jobs? Does starting a business or pursuing a craft undermine the motiviation to go out treasure hunting? What of systems that define prior careers as part of characgter creation? It's time for Dan and Paul to get to work!



Employment is a relationship between two parties regulating the provision of paid labour services. Usually based on a contract, one party, the employer, which might be a corporation, a not-for-profit organization, a co-operative, or any other entity, pays the other, the employee, in return for carrying out assigned work. Employees work in return for wages, which can be paid on the basis of an hourly rate, by piecework or an annual salary, depending on the type of work an employee does, the prevailing conditions of the sector and the bargaining power between the parties.



Researchers have also explored the relationship between employment and illicit activities. Using evidence from Africa, a r]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/06/thumbnail-s06e19-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Skill Systems &#124; Cunning à la Carte &#124; Wandering DMs S06 E18</title>
	<link>https://wanderingdms.com/podcast/skill-systems-cunning-a-la-carte-wandering-dms-s06-e18/</link>
	<pubDate>Mon, 27 May 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6859</guid>
	<description><![CDATA[<p>Dan &amp; Paul discuss the role of skill systems in D&amp;D and other tabletop RPGs. Not part of the initial Original D&amp;D ruleset, they give PCs an opportunity to master individual skills in a fine-grained manner. Have they been beneficial to D&amp;D, or a distraction? Do they work better in other games, like sci-fi or horror?</p>



<p>A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks.</p>



<p>During character creation, a player character's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to attributes, very few games fix a player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs.</p>



<p>Skills usually influence a character's chance to succeed by adding to the relevant attribute. In some games (such as GURPS), each skill has a specific base attribute to which it is always added; in others (such as Ars Magica), a skill can be added to different attributes depending on how the skill is being used. Some games (such as Feng Shui) add the base attribute to the skill at character creation time; after that, it is independent of the attribute and is used instead of the attribute rather than adding to it. Most games have a fixed penalty for attempting a task without a relevant skill; older editions of Shadowrun gave a complex network of penalties for using similar skills (such as attempting to pick an electronic lock by using the Computer skill instead of the Electronics skill). The text-based roleplaying game Avalon: The Legend Lives is noted for being the first text based multi user role-playing game to offer a developed profession and skills system.</p>



<p>This description uses material from the Wikipedia article "<a href="tps://en.wikipedia.org/wiki/Statistic_(role-playing_games)">Statistic (role-playing games)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul discuss the role of skill systems in D&amp;D and other tabletop RPGs. Not part of the initial Original D&amp;D ruleset, they give PCs an opportunity to master individual skills in a fine-grained manner. Have they been beneficial to D&amp;D]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul discuss the role of skill systems in D&amp;D and other tabletop RPGs. Not part of the initial Original D&amp;D ruleset, they give PCs an opportunity to master individual skills in a fine-grained manner. Have they been beneficial to D&amp;D, or a distraction? Do they work better in other games, like sci-fi or horror?</p>



<p>A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks.</p>



<p>During character creation, a player character's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to attributes, very few games fix a player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs.</p>



<p>Skills usually influence a character's chance to succeed by adding to the relevant attribute. In some games (such as GURPS), each skill has a specific base attribute to which it is always added; in others (such as Ars Magica), a skill can be added to different attributes depending on how the skill is being used. Some games (such as Feng Shui) add the base attribute to the skill at character creation time; after that, it is independent of the attribute and is used instead of the attribute rather than adding to it. Most games have a fixed penalty for attempting a task without a relevant skill; older editions of Shadowrun gave a complex network of penalties for using similar skills (such as attempting to pick an electronic lock by using the Computer skill instead of the Electronics skill). The text-based roleplaying game Avalon: The Legend Lives is noted for being the first text based multi user role-playing game to offer a developed profession and skills system.</p>



<p>This description uses material from the Wikipedia article "<a href="tps://en.wikipedia.org/wiki/Statistic_(role-playing_games)">Statistic (role-playing games)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul discuss the role of skill systems in D&amp;D and other tabletop RPGs. Not part of the initial Original D&amp;D ruleset, they give PCs an opportunity to master individual skills in a fine-grained manner. Have they been beneficial to D&amp;D, or a distraction? Do they work better in other games, like sci-fi or horror?



A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks.



During character creation, a player character's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to attributes, very few games fix a player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs.



Skills usually influence a character's chance to succeed by adding to the relevant attribute. In some games (such as GURPS), each skill has a specific base attribute to which it is always added; in others (such as Ars Magica), a skill can be added to different attributes depending on how the skill is being used. Some games (such as Feng Shui) add the base attribute to the skill at character creation time; after that, it is independent of the attribute and is used instead of the attribute rather than adding to it. Most games have a fixed penalty for attempting a task without a relevant skill; older editions of Shadowrun gave a complex network of penalties for using similar skills (such as attempting to pick an electronic lock by using the Computer skill instead of the Electronics skill). The text-based roleplaying game Avalon: The Legend Lives is noted for being the first text based multi user role-playing game to offer a developed profession and skills system.



This description uses material from the Wikipedia article "Statistic (role-playing games)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul discuss the role of skill systems in D&amp;D and other tabletop RPGs. Not part of the initial Original D&amp;D ruleset, they give PCs an opportunity to master individual skills in a fine-grained manner. Have they been beneficial to D&amp;D, or a distraction? Do they work better in other games, like sci-fi or horror?



A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks.



During character creation, a player character's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to attributes, very few games fix a player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/05/thumbnail-s06e18-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Rats! &#124; …and Other Vermin in D&#038;D &#124; Wandering DMs S06 E17</title>
	<link>https://wanderingdms.com/podcast/rats-and-other-vermin-in-dd-wandering-dms-s06-e17/</link>
	<pubDate>Mon, 20 May 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6804</guid>
	<description><![CDATA[<p>The Wandering DMs take on rats and other vermin in D&amp;D. From swarm enemies to wizard's familiars, Dan and Paul will explore every way to delight and torment your players with everyday pests.</p>



<p>The term "vermin" is used to refer to a wide scope of organisms, including rodents (such as rats), cockroaches, termites, bed bugs, ferrets, stoats, sables. Disease-carrying rodents and insects are the usual case, but the term is also applied to larger animals—especially small predators—typically because they consume resources which humans consider theirs, such as livestock and crops.</p>



<p>Any species can develop into vermin if introduced into a region where there are favorable living conditions and few natural predators. In such cases, they are seen as an invasive species and humans often choose to fill the role of the predator to limit the danger to the environment.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Vermin">Vermin</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The Wandering DMs take on rats and other vermin in D&amp;D. From swarm enemies to wizards familiars, Dan and Paul will explore every way to delight and torment your players with everyday pests.



The term vermin is used to refer to a wide scope of organ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>The Wandering DMs take on rats and other vermin in D&amp;D. From swarm enemies to wizard's familiars, Dan and Paul will explore every way to delight and torment your players with everyday pests.</p>



<p>The term "vermin" is used to refer to a wide scope of organisms, including rodents (such as rats), cockroaches, termites, bed bugs, ferrets, stoats, sables. Disease-carrying rodents and insects are the usual case, but the term is also applied to larger animals—especially small predators—typically because they consume resources which humans consider theirs, such as livestock and crops.</p>



<p>Any species can develop into vermin if introduced into a region where there are favorable living conditions and few natural predators. In such cases, they are seen as an invasive species and humans often choose to fill the role of the predator to limit the danger to the environment.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Vermin">Vermin</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/6804/rats-and-other-vermin-in-dd-wandering-dms-s06-e17.mp3" length="88863743" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The Wandering DMs take on rats and other vermin in D&amp;D. From swarm enemies to wizard's familiars, Dan and Paul will explore every way to delight and torment your players with everyday pests.



The term "vermin" is used to refer to a wide scope of organisms, including rodents (such as rats), cockroaches, termites, bed bugs, ferrets, stoats, sables. Disease-carrying rodents and insects are the usual case, but the term is also applied to larger animals—especially small predators—typically because they consume resources which humans consider theirs, such as livestock and crops.



Any species can develop into vermin if introduced into a region where there are favorable living conditions and few natural predators. In such cases, they are seen as an invasive species and humans often choose to fill the role of the predator to limit the danger to the environment.



This description uses material from the Wikipedia article "Vermin", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2024/05/thumbnail-s06e17-1.0.1.png"></itunes:image>
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	<itunes:duration>1:01:43</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[The Wandering DMs take on rats and other vermin in D&amp;D. From swarm enemies to wizard's familiars, Dan and Paul will explore every way to delight and torment your players with everyday pests.



The term "vermin" is used to refer to a wide scope of organisms, including rodents (such as rats), cockroaches, termites, bed bugs, ferrets, stoats, sables. Disease-carrying rodents and insects are the usual case, but the term is also applied to larger animals—especially small predators—typically because they consume resources which humans consider theirs, such as livestock and crops.



Any species can develop into vermin if introduced into a region where there are favorable living conditions and few natural predators. In such cases, they are seen as an invasive species and humans often choose to fill the role of the predator to limit the danger to the environment.



This description uses material from the Wikipedia article "Vermin", which is released under the Creative Commons Attributio]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/05/thumbnail-s06e17-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Mothers in D&#038;D &#124; Moms in Myth &#124; Wandering DMs S06 E16</title>
	<link>https://wanderingdms.com/podcast/mothers-in-dd-moms-in-myth-wandering-dms-s06-e16/</link>
	<pubDate>Mon, 13 May 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6750</guid>
	<description><![CDATA[<p>This Mother's Day, Paul and Dan discuss the role of mothers in D&amp;D and mythology. From troll wives to Grendel's mother to the spawn of all monsters, Tiamat herself, moms make an impact in our lives!</p>



<p>Throughout history, mothers have been depicted in a variety of art works, including paintings, sculptures and written texts, that have helped define the cultural meaning of 'mother', as well as ideals and taboos of motherhood.</p>



<p>The institution of motherhood in western art is often depicted through "the myth of the all-loving, all-forgiving and all-sacrificing mother" and related ideals. Examples include works featuring the Virgin Mary, an archetypal mother and a key historical basis for depictions of mothers in western art from the European Renaissance onwards. Mothers depicted in dominant art works are also primarily white, heterosexual, middle class and young or attractive.</p>



<p>These ideals of motherhood have been challenged by artists with lived experience as mothers. An example in western contemporary art is Mary Kelly's Post-Partum Document. Bypassing typical themes of tenderness or nostalgia, this work documents in extensive detail the challenges, complexities and day-to-day realities of the mother-child relationship. Other artists have addressed similar aspects of motherhood that fall outside dominant ideals, including maternal ambivalence, desire, and the pursuit of self-fulfillment.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mother">Mother</a>", which is released under the Creative <a href="https://creativecommons.org/licenses/by-sa/3.0/">Commons Attribution-Share-Alike License 3.0.</a></p>]]></description>
	<itunes:subtitle><![CDATA[This Mothers Day, Paul and Dan discuss the role of mothers in D&amp;D and mythology. From troll wives to Grendels mother to the spawn of all monsters, Tiamat herself, moms make an impact in our lives!



Throughout history, mothers have been depicted in ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>This Mother's Day, Paul and Dan discuss the role of mothers in D&amp;D and mythology. From troll wives to Grendel's mother to the spawn of all monsters, Tiamat herself, moms make an impact in our lives!</p>



<p>Throughout history, mothers have been depicted in a variety of art works, including paintings, sculptures and written texts, that have helped define the cultural meaning of 'mother', as well as ideals and taboos of motherhood.</p>



<p>The institution of motherhood in western art is often depicted through "the myth of the all-loving, all-forgiving and all-sacrificing mother" and related ideals. Examples include works featuring the Virgin Mary, an archetypal mother and a key historical basis for depictions of mothers in western art from the European Renaissance onwards. Mothers depicted in dominant art works are also primarily white, heterosexual, middle class and young or attractive.</p>



<p>These ideals of motherhood have been challenged by artists with lived experience as mothers. An example in western contemporary art is Mary Kelly's Post-Partum Document. Bypassing typical themes of tenderness or nostalgia, this work documents in extensive detail the challenges, complexities and day-to-day realities of the mother-child relationship. Other artists have addressed similar aspects of motherhood that fall outside dominant ideals, including maternal ambivalence, desire, and the pursuit of self-fulfillment.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mother">Mother</a>", which is released under the Creative <a href="https://creativecommons.org/licenses/by-sa/3.0/">Commons Attribution-Share-Alike License 3.0.</a></p>]]></content:encoded>
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	<itunes:summary><![CDATA[This Mother's Day, Paul and Dan discuss the role of mothers in D&amp;D and mythology. From troll wives to Grendel's mother to the spawn of all monsters, Tiamat herself, moms make an impact in our lives!



Throughout history, mothers have been depicted in a variety of art works, including paintings, sculptures and written texts, that have helped define the cultural meaning of 'mother', as well as ideals and taboos of motherhood.



The institution of motherhood in western art is often depicted through "the myth of the all-loving, all-forgiving and all-sacrificing mother" and related ideals. Examples include works featuring the Virgin Mary, an archetypal mother and a key historical basis for depictions of mothers in western art from the European Renaissance onwards. Mothers depicted in dominant art works are also primarily white, heterosexual, middle class and young or attractive.



These ideals of motherhood have been challenged by artists with lived experience as mothers. An example in western contemporary art is Mary Kelly's Post-Partum Document. Bypassing typical themes of tenderness or nostalgia, this work documents in extensive detail the challenges, complexities and day-to-day realities of the mother-child relationship. Other artists have addressed similar aspects of motherhood that fall outside dominant ideals, including maternal ambivalence, desire, and the pursuit of self-fulfillment.



This description uses material from the Wikipedia article "Mother", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:block>no</itunes:block>
	<itunes:duration>58:00</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[This Mother's Day, Paul and Dan discuss the role of mothers in D&amp;D and mythology. From troll wives to Grendel's mother to the spawn of all monsters, Tiamat herself, moms make an impact in our lives!



Throughout history, mothers have been depicted in a variety of art works, including paintings, sculptures and written texts, that have helped define the cultural meaning of 'mother', as well as ideals and taboos of motherhood.



The institution of motherhood in western art is often depicted through "the myth of the all-loving, all-forgiving and all-sacrificing mother" and related ideals. Examples include works featuring the Virgin Mary, an archetypal mother and a key historical basis for depictions of mothers in western art from the European Renaissance onwards. Mothers depicted in dominant art works are also primarily white, heterosexual, middle class and young or attractive.



These ideals of motherhood have been challenged by artists with lived experience as mothers. An example]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/05/thumbnail-s06e16-1.0.0.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Player Secrets in D&#038;D &#124; Achieving a Satisfying Dramatic Reveal &#124; Wandering DMs S06 E15</title>
	<link>https://wanderingdms.com/podcast/player-secrets-in-dd-achieving-a-satisfying-dramatic-reveal-wandering-dms-s06-e15/</link>
	<pubDate>Mon, 06 May 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6670</guid>
	<description><![CDATA[<p>Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?</p>



<p>Humans attempt to consciously conceal aspects of themselves from others due to shame, or from fear of violence, rejection, harassment, loss of acceptance, or loss of employment. Humans may also attempt to conceal aspects of their own self which they are not capable of incorporating psychologically into their conscious being. Excessive secrecy is often cited as a source of much human conflict. One may have to lie in order to hold a secret, which might lead to psychological repercussions. The alternative, declining to answer when asked something, may suggest the answer and may therefore not always be suitable for keeping a secret.</p>



<p>Anagnorisis is a moment in a play or other work when a character makes a critical discovery. Aristotle was the first writer to discuss the uses of anagnorisis, with peripeteia caused by it. He considered it the mark of a superior tragedy, as when Oedipus killed his father and married his mother in ignorance, and later learned the truth, or when Iphigeneia in Tauris realizes in time that the strangers she is to sacrifice are her brother and his friend, and refrains from sacrificing them. Aristotle considered these complex plots superior to simple plots without anagnorisis or peripeteia, such as when Medea resolves to kill her children, knowing they are her children, and does so.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Secrecy">Secrecy</a>" and "<a href="https://en.wikipedia.org/wiki/Anagnorisis">Anagnorisis</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?



Humans attem]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?</p>



<p>Humans attempt to consciously conceal aspects of themselves from others due to shame, or from fear of violence, rejection, harassment, loss of acceptance, or loss of employment. Humans may also attempt to conceal aspects of their own self which they are not capable of incorporating psychologically into their conscious being. Excessive secrecy is often cited as a source of much human conflict. One may have to lie in order to hold a secret, which might lead to psychological repercussions. The alternative, declining to answer when asked something, may suggest the answer and may therefore not always be suitable for keeping a secret.</p>



<p>Anagnorisis is a moment in a play or other work when a character makes a critical discovery. Aristotle was the first writer to discuss the uses of anagnorisis, with peripeteia caused by it. He considered it the mark of a superior tragedy, as when Oedipus killed his father and married his mother in ignorance, and later learned the truth, or when Iphigeneia in Tauris realizes in time that the strangers she is to sacrifice are her brother and his friend, and refrains from sacrificing them. Aristotle considered these complex plots superior to simple plots without anagnorisis or peripeteia, such as when Medea resolves to kill her children, knowing they are her children, and does so.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Secrecy">Secrecy</a>" and "<a href="https://en.wikipedia.org/wiki/Anagnorisis">Anagnorisis</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/6670/player-secrets-in-dd-achieving-a-satisfying-dramatic-reveal-wandering-dms-s06-e15.mp3" length="88868368" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?



Humans attempt to consciously conceal aspects of themselves from others due to shame, or from fear of violence, rejection, harassment, loss of acceptance, or loss of employment. Humans may also attempt to conceal aspects of their own self which they are not capable of incorporating psychologically into their conscious being. Excessive secrecy is often cited as a source of much human conflict. One may have to lie in order to hold a secret, which might lead to psychological repercussions. The alternative, declining to answer when asked something, may suggest the answer and may therefore not always be suitable for keeping a secret.



Anagnorisis is a moment in a play or other work when a character makes a critical discovery. Aristotle was the first writer to discuss the uses of anagnorisis, with peripeteia caused by it. He considered it the mark of a superior tragedy, as when Oedipus killed his father and married his mother in ignorance, and later learned the truth, or when Iphigeneia in Tauris realizes in time that the strangers she is to sacrifice are her brother and his friend, and refrains from sacrificing them. Aristotle considered these complex plots superior to simple plots without anagnorisis or peripeteia, such as when Medea resolves to kill her children, knowing they are her children, and does so.



This description uses material from the Wikipedia articles "Secrecy" and "Anagnorisis", which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?



Humans attempt to consciously conceal aspects of themselves from others due to shame, or from fear of violence, rejection, harassment, loss of acceptance, or loss of employment. Humans may also attempt to conceal aspects of their own self which they are not capable of incorporating psychologically into their conscious being. Excessive secrecy is often cited as a source of much human conflict. One may have to lie in order to hold a secret, which might lead to psychological repercussions. The alternative, declining to answer when asked something, may suggest the answer and may therefore not always be suitable for keeping a secret.



Anagnorisis is a moment in a play or other work when a character makes a critical discovery. Aristotle was the first ]]></googleplay:description>
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	<googleplay:block>no</googleplay:block>
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	<title>Matt Finch &#124; Swords &#038; Wizardry Expanded! &#124; Wandering DMs S06 E14</title>
	<link>https://wanderingdms.com/podcast/matt-finch-swords-wizardry-expanded-wandering-dms-s06-e14/</link>
	<pubDate>Mon, 29 Apr 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6613</guid>
	<description><![CDATA[<p>Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords &amp; Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Primer for Old School Gaming?</p>



<p>Swords &amp; Wizardry is the longest-standing retro-clone of Original D&amp;D, first published in 2008, and now there's a whole set of expansions to make your game wilder, weirder, and more flexible!</p>



<p>The Book of Options gives you 11 new optional character classes, new spells, new magic items, and much more. Now you can play a wily demon-hunter, a bard, a troubadour, an illusionist, and many others. Gnomes and Stygians are now playable ancestries in Swords &amp; Wizardry for the first time in a 16 years!</p>



<p>Fiends and Foes offers more than 300 monsters (and doesn't repeat the ones from the Complete Revised Rulebook). Encounter the bizarre plant-animal Ultharians on their plane-shifting flamingoes, the giant, foul-mouthed fey cats known as Bulgrimalkins, along with many old favorites from Monstrosities such as the Artificers of Yothri. All are updated with morale numbers and revisions to the Swords &amp; Wizardry Complete Revised rules.</p>



<p><a href="https://www.kickstarter.com/projects/adventuredesigntome/swords-and-wizardry-expansions-monsters-and-more">Back the Swords &amp; Wizardry Expanded Kickstarter</a></p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords &amp; Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Prime]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords &amp; Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Primer for Old School Gaming?</p>



<p>Swords &amp; Wizardry is the longest-standing retro-clone of Original D&amp;D, first published in 2008, and now there's a whole set of expansions to make your game wilder, weirder, and more flexible!</p>



<p>The Book of Options gives you 11 new optional character classes, new spells, new magic items, and much more. Now you can play a wily demon-hunter, a bard, a troubadour, an illusionist, and many others. Gnomes and Stygians are now playable ancestries in Swords &amp; Wizardry for the first time in a 16 years!</p>



<p>Fiends and Foes offers more than 300 monsters (and doesn't repeat the ones from the Complete Revised Rulebook). Encounter the bizarre plant-animal Ultharians on their plane-shifting flamingoes, the giant, foul-mouthed fey cats known as Bulgrimalkins, along with many old favorites from Monstrosities such as the Artificers of Yothri. All are updated with morale numbers and revisions to the Swords &amp; Wizardry Complete Revised rules.</p>



<p><a href="https://www.kickstarter.com/projects/adventuredesigntome/swords-and-wizardry-expansions-monsters-and-more">Back the Swords &amp; Wizardry Expanded Kickstarter</a></p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords &amp; Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Primer for Old School Gaming?



Swords &amp; Wizardry is the longest-standing retro-clone of Original D&amp;D, first published in 2008, and now there's a whole set of expansions to make your game wilder, weirder, and more flexible!



The Book of Options gives you 11 new optional character classes, new spells, new magic items, and much more. Now you can play a wily demon-hunter, a bard, a troubadour, an illusionist, and many others. Gnomes and Stygians are now playable ancestries in Swords &amp; Wizardry for the first time in a 16 years!



Fiends and Foes offers more than 300 monsters (and doesn't repeat the ones from the Complete Revised Rulebook). Encounter the bizarre plant-animal Ultharians on their plane-shifting flamingoes, the giant, foul-mouthed fey cats known as Bulgrimalkins, along with many old favorites from Monstrosities such as the Artificers of Yothri. All are updated with morale numbers and revisions to the Swords &amp; Wizardry Complete Revised rules.



Back the Swords &amp; Wizardry Expanded Kickstarter]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords &amp; Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Primer for Old School Gaming?



Swords &amp; Wizardry is the longest-standing retro-clone of Original D&amp;D, first published in 2008, and now there's a whole set of expansions to make your game wilder, weirder, and more flexible!



The Book of Options gives you 11 new optional character classes, new spells, new magic items, and much more. Now you can play a wily demon-hunter, a bard, a troubadour, an illusionist, and many others. Gnomes and Stygians are now playable ancestries in Swords &amp; Wizardry for the first time in a 16 years!



Fiends and Foes offers more than 300 monsters (and doesn't repeat the ones from the Complete Revised Rulebook). Encounter the bizarre plant-animal Ultharians on their plane-shifting flamingoes, the gian]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Michael Moorcock &#124; Fantasy Master Chats &#124; Wandering DMs S06 E13</title>
	<link>https://wanderingdms.com/podcast/michael-moorcock-fantasy-master-chats-wandering-dms-s06-e13/</link>
	<pubDate>Mon, 15 Apr 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6480</guid>
	<description><![CDATA[<p>Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?</p>



<p>Michael John Moorcock (born 18 December 1939) is an English–American writer, particularly of science fiction and fantasy, who has published a number of well-received literary novels as well as comic thrillers, graphic novels and non-fiction. He has worked as an editor and is also a successful musician. He is best known for his novels about the character Elric of Melniboné, which were a seminal influence on the field of fantasy in the 1960s and 1970s.</p>



<p>As editor of the British science fiction magazine New Worlds, from May 1964 until March 1971 and then again from 1976 to 1996, Moorcock fostered the development of the science fiction "New Wave" in the UK and indirectly in the United States, leading to the advent of cyberpunk. His publication of Bug Jack Barron (1969) by Norman Spinrad as a serial novel was notorious; in Parliament, some British MPs condemned the Arts Council of Great Britain for funding the magazine. He is also a recording musician; he has contributed to the music acts Hawkwind, Blue Öyster Cult, Robert Calvert and Spirits Burning, and to his own project, Michael Moorcock &amp; The Deep Fix.</p>



<p>In 2008, The Times named Moorcock in its list of "The 50 greatest British writers since 1945".</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Michael_Moorcock">Michael Moorcock</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?



Michael John Moorcock (born 18 Decembe]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?</p>



<p>Michael John Moorcock (born 18 December 1939) is an English–American writer, particularly of science fiction and fantasy, who has published a number of well-received literary novels as well as comic thrillers, graphic novels and non-fiction. He has worked as an editor and is also a successful musician. He is best known for his novels about the character Elric of Melniboné, which were a seminal influence on the field of fantasy in the 1960s and 1970s.</p>



<p>As editor of the British science fiction magazine New Worlds, from May 1964 until March 1971 and then again from 1976 to 1996, Moorcock fostered the development of the science fiction "New Wave" in the UK and indirectly in the United States, leading to the advent of cyberpunk. His publication of Bug Jack Barron (1969) by Norman Spinrad as a serial novel was notorious; in Parliament, some British MPs condemned the Arts Council of Great Britain for funding the magazine. He is also a recording musician; he has contributed to the music acts Hawkwind, Blue Öyster Cult, Robert Calvert and Spirits Burning, and to his own project, Michael Moorcock &amp; The Deep Fix.</p>



<p>In 2008, The Times named Moorcock in its list of "The 50 greatest British writers since 1945".</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Michael_Moorcock">Michael Moorcock</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?



Michael John Moorcock (born 18 December 1939) is an English–American writer, particularly of science fiction and fantasy, who has published a number of well-received literary novels as well as comic thrillers, graphic novels and non-fiction. He has worked as an editor and is also a successful musician. He is best known for his novels about the character Elric of Melniboné, which were a seminal influence on the field of fantasy in the 1960s and 1970s.



As editor of the British science fiction magazine New Worlds, from May 1964 until March 1971 and then again from 1976 to 1996, Moorcock fostered the development of the science fiction "New Wave" in the UK and indirectly in the United States, leading to the advent of cyberpunk. His publication of Bug Jack Barron (1969) by Norman Spinrad as a serial novel was notorious; in Parliament, some British MPs condemned the Arts Council of Great Britain for funding the magazine. He is also a recording musician; he has contributed to the music acts Hawkwind, Blue Öyster Cult, Robert Calvert and Spirits Burning, and to his own project, Michael Moorcock &amp; The Deep Fix.



In 2008, The Times named Moorcock in its list of "The 50 greatest British writers since 1945".



This description uses material from the Wikipedia article "Michael Moorcock", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?



Michael John Moorcock (born 18 December 1939) is an English–American writer, particularly of science fiction and fantasy, who has published a number of well-received literary novels as well as comic thrillers, graphic novels and non-fiction. He has worked as an editor and is also a successful musician. He is best known for his novels about the character Elric of Melniboné, which were a seminal influence on the field of fantasy in the 1960s and 1970s.



As editor of the British science fiction magazine New Worlds, from May 1964 until March 1971 and then again from 1976 to 1996, Moorcock fostered the development of the science fiction "New Wave" in the UK and indirectly in the United States, leading to the advent of cyberpunk. His publication of Bug Jack Barron (1969) by No]]></googleplay:description>
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	<title>Mistakes in Original D&#038;D &#124; Critiques &#038; Corrections &#124; Wandering DMs S06 E12</title>
	<link>https://wanderingdms.com/podcast/mistakes-in-original-dd-critiques-corrections-wandering-dms-s06-e12/</link>
	<pubDate>Mon, 08 Apr 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6417</guid>
	<description><![CDATA[<p>Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&amp;D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct the largest problems?</p>



<p>The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&amp;D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct t]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&amp;D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct the largest problems?</p>



<p>The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&amp;D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct the largest problems?



The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications and establishing baronies. The set defines movement rates and areas are using inches, like that of the miniatures rules from which the system descended.



This description uses material from the Wikipedia article "Dungeons &amp; Dragons (1974)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&amp;D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct the largest problems?



The original Dungeons &amp; Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords. The set also presents rules for travelling through the wilderness by land and sea, hiring specialists as well as men-at-arms, constructing fortifications ]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Our D&#038;D House Con 2024 &#124; Playtesting Our Dungeons &#124; Wandering DMs S06 E11</title>
	<link>https://wanderingdms.com/podcast/our-dd-house-con-2024-playtesting-our-dungeons-wandering-dms-s06-e11/</link>
	<pubDate>Mon, 01 Apr 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6376</guid>
	<description><![CDATA[<p>Paul and Dan check in on their annual D&amp;D mini-convention with friends in a house on the Massachusetts shore, now in its 15th year. What went well, what could go better, what lessons will feed into our future gaming?</p>



<ul class="wp-block-list">
<li><a href="https://preview.drivethrurpg.com/en/product/380067/wdm01-dungeon-design-dash-1-asymmetric-monastery-of-the-deranged-berserkers">Find WDM 01 - Asymmetric Monastery of the Deranged Berserkers on DriveThru RPG here!</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan check in on their annual D&amp;D mini-convention with friends in a house on the Massachusetts shore, now in its 15th year. What went well, what could go better, what lessons will feed into our future gaming?




Find WDM 01 - Asymmetric Mona]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan check in on their annual D&amp;D mini-convention with friends in a house on the Massachusetts shore, now in its 15th year. What went well, what could go better, what lessons will feed into our future gaming?</p>



<ul class="wp-block-list">
<li><a href="https://preview.drivethrurpg.com/en/product/380067/wdm01-dungeon-design-dash-1-asymmetric-monastery-of-the-deranged-berserkers">Find WDM 01 - Asymmetric Monastery of the Deranged Berserkers on DriveThru RPG here!</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/6376/our-dd-house-con-2024-playtesting-our-dungeons-wandering-dms-s06-e11.mp3" length="97143174" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan check in on their annual D&amp;D mini-convention with friends in a house on the Massachusetts shore, now in its 15th year. What went well, what could go better, what lessons will feed into our future gaming?




Find WDM 01 - Asymmetric Monastery of the Deranged Berserkers on DriveThru RPG here!]]></itunes:summary>
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Find WDM 01 - Asymmetric Monastery of the Deranged Berserkers on DriveThru RPG here!]]></googleplay:description>
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<item>
	<title>Irish Myths in D&#038;D &#124; Feats and Faeries &#124; Wandering DMs S06 E10</title>
	<link>https://wanderingdms.com/podcast/irish-myths-in-dd-feats-and-faeries-wandering-dms-s06-e10/</link>
	<pubDate>Mon, 18 Mar 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6248</guid>
	<description><![CDATA[<p>This St. Patrick's Day, Paul and Dan discuss the rich history of Irish myths, legends, and stories in the D&amp;D game. From Druids and Bards to the Banshees and Firbolg, what are some of the best ways to spice up your game with inspirations from the Emerald Isle?</p>



<p>Irish mythology is the body of myths indigenous to the island of Ireland. It was originally passed down orally in the prehistoric era. In the early medieval era, some myths were transcribed by Christian monks, who heavily altered and Christianised the myths. Irish mythology is the best-preserved branch of Celtic mythology.</p>



<p>The main supernatural beings in Irish mythology are the Túatha Dé Danann ("the folk of the goddess Danu"), also known by the earlier name Túath Dé ("god folk" or "tribe of the gods"). Early medieval Irish writers also called them the fir dé (god-men) and cenéla dé (god-kindreds), possibly to avoid calling them simply 'gods'. They are often depicted as kings, queens, bards, warriors, heroes, healers and craftsmen who have supernatural powers and are immortal. Prominent members include The Dagda ("the great god"); The Morrígan ("the great queen" or "phantom queen"); Lugh; Nuada; Aengus; Brigid; Manannán; Dian Cécht the healer; and Goibniu the smith. They are also said to control the fertility of the land; the tale De Gabáil in t-Sída says the first Gaels had to establish friendship with the Túath Dé before they could raise crops and herds.</p>



<p>They dwell in the Otherworld but interact with humans and the human world. Many are associated with specific places in the landscape, especially the sídhe: prominent ancient burial mounds such as Brú na Bóinne, which are entrances to Otherworld realms. The Túath Dé can hide themselves with a féth fíada ('magic mist'). They are said to have travelled from the north of the world, but then were forced to live underground in the sídhe after the coming of the Irish.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Irish_mythology">Irish mythology</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[This St. Patricks Day, Paul and Dan discuss the rich history of Irish myths, legends, and stories in the D&amp;D game. From Druids and Bards to the Banshees and Firbolg, what are some of the best ways to spice up your game with inspirations from the Emer]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>This St. Patrick's Day, Paul and Dan discuss the rich history of Irish myths, legends, and stories in the D&amp;D game. From Druids and Bards to the Banshees and Firbolg, what are some of the best ways to spice up your game with inspirations from the Emerald Isle?</p>



<p>Irish mythology is the body of myths indigenous to the island of Ireland. It was originally passed down orally in the prehistoric era. In the early medieval era, some myths were transcribed by Christian monks, who heavily altered and Christianised the myths. Irish mythology is the best-preserved branch of Celtic mythology.</p>



<p>The main supernatural beings in Irish mythology are the Túatha Dé Danann ("the folk of the goddess Danu"), also known by the earlier name Túath Dé ("god folk" or "tribe of the gods"). Early medieval Irish writers also called them the fir dé (god-men) and cenéla dé (god-kindreds), possibly to avoid calling them simply 'gods'. They are often depicted as kings, queens, bards, warriors, heroes, healers and craftsmen who have supernatural powers and are immortal. Prominent members include The Dagda ("the great god"); The Morrígan ("the great queen" or "phantom queen"); Lugh; Nuada; Aengus; Brigid; Manannán; Dian Cécht the healer; and Goibniu the smith. They are also said to control the fertility of the land; the tale De Gabáil in t-Sída says the first Gaels had to establish friendship with the Túath Dé before they could raise crops and herds.</p>



<p>They dwell in the Otherworld but interact with humans and the human world. Many are associated with specific places in the landscape, especially the sídhe: prominent ancient burial mounds such as Brú na Bóinne, which are entrances to Otherworld realms. The Túath Dé can hide themselves with a féth fíada ('magic mist'). They are said to have travelled from the north of the world, but then were forced to live underground in the sídhe after the coming of the Irish.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Irish_mythology">Irish mythology</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[This St. Patrick's Day, Paul and Dan discuss the rich history of Irish myths, legends, and stories in the D&amp;D game. From Druids and Bards to the Banshees and Firbolg, what are some of the best ways to spice up your game with inspirations from the Emerald Isle?



Irish mythology is the body of myths indigenous to the island of Ireland. It was originally passed down orally in the prehistoric era. In the early medieval era, some myths were transcribed by Christian monks, who heavily altered and Christianised the myths. Irish mythology is the best-preserved branch of Celtic mythology.



The main supernatural beings in Irish mythology are the Túatha Dé Danann ("the folk of the goddess Danu"), also known by the earlier name Túath Dé ("god folk" or "tribe of the gods"). Early medieval Irish writers also called them the fir dé (god-men) and cenéla dé (god-kindreds), possibly to avoid calling them simply 'gods'. They are often depicted as kings, queens, bards, warriors, heroes, healers and craftsmen who have supernatural powers and are immortal. Prominent members include The Dagda ("the great god"); The Morrígan ("the great queen" or "phantom queen"); Lugh; Nuada; Aengus; Brigid; Manannán; Dian Cécht the healer; and Goibniu the smith. They are also said to control the fertility of the land; the tale De Gabáil in t-Sída says the first Gaels had to establish friendship with the Túath Dé before they could raise crops and herds.



They dwell in the Otherworld but interact with humans and the human world. Many are associated with specific places in the landscape, especially the sídhe: prominent ancient burial mounds such as Brú na Bóinne, which are entrances to Otherworld realms. The Túath Dé can hide themselves with a féth fíada ('magic mist'). They are said to have travelled from the north of the world, but then were forced to live underground in the sídhe after the coming of the Irish.



This description uses material from the Wikipedia article "Irish mythology", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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Irish mythology is the body of myths indigenous to the island of Ireland. It was originally passed down orally in the prehistoric era. In the early medieval era, some myths were transcribed by Christian monks, who heavily altered and Christianised the myths. Irish mythology is the best-preserved branch of Celtic mythology.



The main supernatural beings in Irish mythology are the Túatha Dé Danann ("the folk of the goddess Danu"), also known by the earlier name Túath Dé ("god folk" or "tribe of the gods"). Early medieval Irish writers also called them the fir dé (god-men) and cenéla dé (god-kindreds), possibly to avoid calling them simply 'gods'. They are often depicted as kings, queens, bards, warriors, heroes, healers a]]></googleplay:description>
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	<title>How to Run a D&#038;D One Shot &#124; Tips and Tricks for Single Session Play &#124; Wandering DMs S06 E09</title>
	<link>https://wanderingdms.com/podcast/how-to-run-a-dd-one-shot-tips-and-tricks-for-single-session-play-wandering-dms-s06-e09/</link>
	<pubDate>Mon, 11 Mar 2024 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6160</guid>
	<description><![CDATA[<p>How does one run a successful dungeons and dragons one shot game? Dan and Paul discuss how to condense the D&amp;D experience to a single night of fun. They'll share techniques they've developed over the years behind the DM screen, discuss which scenarios fit the one-shot format best, and advise would-be DMs on the best road to one-shot success.</p>]]></description>
	<itunes:subtitle><![CDATA[How does one run a successful dungeons and dragons one shot game? Dan and Paul discuss how to condense the D&amp;D experience to a single night of fun. Theyll share techniques theyve developed over the years behind the DM screen, discuss which scenarios ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>How does one run a successful dungeons and dragons one shot game? Dan and Paul discuss how to condense the D&amp;D experience to a single night of fun. They'll share techniques they've developed over the years behind the DM screen, discuss which scenarios fit the one-shot format best, and advise would-be DMs on the best road to one-shot success.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/6160/how-to-run-a-dd-one-shot-tips-and-tricks-for-single-session-play-wandering-dms-s06-e09.mp3" length="86383507" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[How does one run a successful dungeons and dragons one shot game? Dan and Paul discuss how to condense the D&amp;D experience to a single night of fun. They'll share techniques they've developed over the years behind the DM screen, discuss which scenarios fit the one-shot format best, and advise would-be DMs on the best road to one-shot success.]]></itunes:summary>
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<item>
	<title>Performing Characters in D&#038;D &#124; Tips for Non-Actors &#124; Wandering DMs S06 E08</title>
	<link>https://wanderingdms.com/podcast/performing-characters-in-dd-tips-for-non-actors-wandering-dms-s06-e08/</link>
	<pubDate>Mon, 04 Mar 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=6107</guid>
	<description><![CDATA[<p>Dan &amp; Paul discuss tips for embodying a character in body and voice when playing D&amp;D at the table. When we compare ourselves to well-known D&amp;D performers, what are simple simple tricks anyone can use, even if we aren't trained actors?</p>



<p>Acting involves a broad range of skills, including a well-developed imagination, emotional facility, physical expressivity, vocal projection, clarity of speech, and the ability to interpret drama. Acting also demands an ability to employ dialects, accents, improvisation, observation and emulation, mime, and stage combat. Many actors train at length in specialist programs or colleges to develop these skills. The vast majority of professional actors have undergone extensive training. Actors and actresses will often have many instructors and teachers for a full range of training involving singing, scene-work, audition techniques, and acting for camera.</p>



<p>One of the first known actors was an ancient Greek called Thespis of Icaria in Athens. Writing two centuries after the event, Aristotle in his Poetics (c. 335 BCE) suggests that Thespis stepped out of the dithyrambic chorus and addressed it as a separate character. Before Thespis, the chorus narrated (for example, "Dionysus did this, Dionysus said"). When Thespis stepped out from the chorus, he spoke as if he were the character (for example, "I am Dionysus, I did this"). To distinguish between these different modes of storytelling—enactment and narration—Aristotle uses the terms "mimesis" (via enactment) and "diegesis" (via narration). From Thespis' name derives the word "thespian".</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Acting">Acting</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul discuss tips for embodying a character in body and voice when playing D&amp;D at the table. When we compare ourselves to well-known D&amp;D performers, what are simple simple tricks anyone can use, even if we arent trained actors?



Actin]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul discuss tips for embodying a character in body and voice when playing D&amp;D at the table. When we compare ourselves to well-known D&amp;D performers, what are simple simple tricks anyone can use, even if we aren't trained actors?</p>



<p>Acting involves a broad range of skills, including a well-developed imagination, emotional facility, physical expressivity, vocal projection, clarity of speech, and the ability to interpret drama. Acting also demands an ability to employ dialects, accents, improvisation, observation and emulation, mime, and stage combat. Many actors train at length in specialist programs or colleges to develop these skills. The vast majority of professional actors have undergone extensive training. Actors and actresses will often have many instructors and teachers for a full range of training involving singing, scene-work, audition techniques, and acting for camera.</p>



<p>One of the first known actors was an ancient Greek called Thespis of Icaria in Athens. Writing two centuries after the event, Aristotle in his Poetics (c. 335 BCE) suggests that Thespis stepped out of the dithyrambic chorus and addressed it as a separate character. Before Thespis, the chorus narrated (for example, "Dionysus did this, Dionysus said"). When Thespis stepped out from the chorus, he spoke as if he were the character (for example, "I am Dionysus, I did this"). To distinguish between these different modes of storytelling—enactment and narration—Aristotle uses the terms "mimesis" (via enactment) and "diegesis" (via narration). From Thespis' name derives the word "thespian".</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Acting">Acting</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/6107/performing-characters-in-dd-tips-for-non-actors-wandering-dms-s06-e08.mp3" length="87861526" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul discuss tips for embodying a character in body and voice when playing D&amp;D at the table. When we compare ourselves to well-known D&amp;D performers, what are simple simple tricks anyone can use, even if we aren't trained actors?



Acting involves a broad range of skills, including a well-developed imagination, emotional facility, physical expressivity, vocal projection, clarity of speech, and the ability to interpret drama. Acting also demands an ability to employ dialects, accents, improvisation, observation and emulation, mime, and stage combat. Many actors train at length in specialist programs or colleges to develop these skills. The vast majority of professional actors have undergone extensive training. Actors and actresses will often have many instructors and teachers for a full range of training involving singing, scene-work, audition techniques, and acting for camera.



One of the first known actors was an ancient Greek called Thespis of Icaria in Athens. Writing two centuries after the event, Aristotle in his Poetics (c. 335 BCE) suggests that Thespis stepped out of the dithyrambic chorus and addressed it as a separate character. Before Thespis, the chorus narrated (for example, "Dionysus did this, Dionysus said"). When Thespis stepped out from the chorus, he spoke as if he were the character (for example, "I am Dionysus, I did this"). To distinguish between these different modes of storytelling—enactment and narration—Aristotle uses the terms "mimesis" (via enactment) and "diegesis" (via narration). From Thespis' name derives the word "thespian".



This description uses material from the Wikipedia article "Acting", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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Acting involves a broad range of skills, including a well-developed imagination, emotional facility, physical expressivity, vocal projection, clarity of speech, and the ability to interpret drama. Acting also demands an ability to employ dialects, accents, improvisation, observation and emulation, mime, and stage combat. Many actors train at length in specialist programs or colleges to develop these skills. The vast majority of professional actors have undergone extensive training. Actors and actresses will often have many instructors and teachers for a full range of training involving singing, scene-work, audition techniques, and acting for camera.



One of the first known actors was an ancient Greek called Thespis of Icaria in Athens. W]]></googleplay:description>
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	<title>Love in D&#038;D &#124; Roleplaying Romance Respectfully &#124; Wandering DMs S06 E07</title>
	<link>https://wanderingdms.com/podcast/love-in-dd-roleplaying-romance-respectfully-wandering-dms-s06-e06/</link>
	<pubDate>Mon, 19 Feb 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5967</guid>
	<description><![CDATA[<p>For Valentine's Day, Dan and Paul take a look at how romantic love is portrayed in Dungeons and Dragons. From NPCs with love-based plot lines to the infamous philter of love, we'll cover ever instance we can think of in D&amp;D in which love plays a part.</p>



<p>Love is considered to be both positive and negative, with its virtue representing human kindness, compassion, and affection—"the unselfish, loyal and benevolent concern for the good of another"—and its vice representing a human moral flaw akin to vanity, selfishness, amour-propre, and egotism, potentially leading people into a type of mania, obsessiveness, or codependency. It may also describe compassionate and affectionate actions towards other humans, oneself, or animals. In its various forms, love acts as a major facilitator of interpersonal relationships and, owing to its central psychological importance, is one of the most common themes in the creative arts.</p>



<p>In the Middle Ages, extracts from nightshades were used as hallucinogens, and to make supposed love potions and flying ointments. Such plants may have included belladonna, angel's trumpets, jimsonweed, black henbane, European scopolia or autumn mandrake, which contain alkaloids (atropine and scopolamine, which are hallucinogenic in higher doses) characterized by a narrow therapeutic index. Some attempts to create love potions have led to overdose or death where the preparations were not standardized for the content of potent compounds.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Love">Love</a>" and "<a href="https://en.wikipedia.org/wiki/Love_potion">Love potion</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></description>
	<itunes:subtitle><![CDATA[For Valentines Day, Dan and Paul take a look at how romantic love is portrayed in Dungeons and Dragons. From NPCs with love-based plot lines to the infamous philter of love, well cover ever instance we can think of in D&amp;D in which love plays a part.
]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>For Valentine's Day, Dan and Paul take a look at how romantic love is portrayed in Dungeons and Dragons. From NPCs with love-based plot lines to the infamous philter of love, we'll cover ever instance we can think of in D&amp;D in which love plays a part.</p>



<p>Love is considered to be both positive and negative, with its virtue representing human kindness, compassion, and affection—"the unselfish, loyal and benevolent concern for the good of another"—and its vice representing a human moral flaw akin to vanity, selfishness, amour-propre, and egotism, potentially leading people into a type of mania, obsessiveness, or codependency. It may also describe compassionate and affectionate actions towards other humans, oneself, or animals. In its various forms, love acts as a major facilitator of interpersonal relationships and, owing to its central psychological importance, is one of the most common themes in the creative arts.</p>



<p>In the Middle Ages, extracts from nightshades were used as hallucinogens, and to make supposed love potions and flying ointments. Such plants may have included belladonna, angel's trumpets, jimsonweed, black henbane, European scopolia or autumn mandrake, which contain alkaloids (atropine and scopolamine, which are hallucinogenic in higher doses) characterized by a narrow therapeutic index. Some attempts to create love potions have led to overdose or death where the preparations were not standardized for the content of potent compounds.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Love">Love</a>" and "<a href="https://en.wikipedia.org/wiki/Love_potion">Love potion</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5967/love-in-dd-roleplaying-romance-respectfully-wandering-dms-s06-e06.mp3" length="88503749" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[For Valentine's Day, Dan and Paul take a look at how romantic love is portrayed in Dungeons and Dragons. From NPCs with love-based plot lines to the infamous philter of love, we'll cover ever instance we can think of in D&amp;D in which love plays a part.



Love is considered to be both positive and negative, with its virtue representing human kindness, compassion, and affection—"the unselfish, loyal and benevolent concern for the good of another"—and its vice representing a human moral flaw akin to vanity, selfishness, amour-propre, and egotism, potentially leading people into a type of mania, obsessiveness, or codependency. It may also describe compassionate and affectionate actions towards other humans, oneself, or animals. In its various forms, love acts as a major facilitator of interpersonal relationships and, owing to its central psychological importance, is one of the most common themes in the creative arts.



In the Middle Ages, extracts from nightshades were used as hallucinogens, and to make supposed love potions and flying ointments. Such plants may have included belladonna, angel's trumpets, jimsonweed, black henbane, European scopolia or autumn mandrake, which contain alkaloids (atropine and scopolamine, which are hallucinogenic in higher doses) characterized by a narrow therapeutic index. Some attempts to create love potions have led to overdose or death where the preparations were not standardized for the content of potent compounds.



This description uses material from the Wikipedia articles "Love" and "Love potion", which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Love in D&#038;D &#124; Roleplaying Romance Respectfully &#124; Wandering DMs S06 E07</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:28</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[For Valentine's Day, Dan and Paul take a look at how romantic love is portrayed in Dungeons and Dragons. From NPCs with love-based plot lines to the infamous philter of love, we'll cover ever instance we can think of in D&amp;D in which love plays a part.



Love is considered to be both positive and negative, with its virtue representing human kindness, compassion, and affection—"the unselfish, loyal and benevolent concern for the good of another"—and its vice representing a human moral flaw akin to vanity, selfishness, amour-propre, and egotism, potentially leading people into a type of mania, obsessiveness, or codependency. It may also describe compassionate and affectionate actions towards other humans, oneself, or animals. In its various forms, love acts as a major facilitator of interpersonal relationships and, owing to its central psychological importance, is one of the most common themes in the creative arts.



In the Middle Ages, extracts from nightshades were used as halluc]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/02/thumbnail-s06e07-1.0.1.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Year of the Dragon &#124; Dungeons &#038; Dragons at 50 &#124; Wandering DMs S06 E06</title>
	<link>https://wanderingdms.com/podcast/year-of-the-dragon-dungeons-dragons-at-50-wandering-dms-s06-e06/</link>
	<pubDate>Mon, 12 Feb 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5906</guid>
	<description><![CDATA[<p>Paul &amp; Dan celebrate the Year of the Dragon in New Year's 2024! In this 50th anniversary year for original D&amp;D, we'll look back to our best uses for dragons, new discoveries we've made, and how best to use unusual dragon types in your fantasy RPG.</p>



<p>The Dragon, also known as Loong, (simplified Chinese: 龙; traditional Chinese: 龍; pinyin: lóng; Jyutping: lung4; Cantonese Yale: lùhng) is the fifth of the 12-year cycle of animals which appear in the Chinese zodiac related to the Chinese calendar. The Year of the Dragon is associated with the Earthly Branch symbol 辰, pronounced chen.</p>



<p>It has been proposed by one academic researcher that the Earthly Branch character may have been associated with scorpions; it may have symbolized the star Antares. In the Buddhist calendar used in Thailand, Cambodia, Laos, Myanmar, and Sri Lanka, the Dragon is replaced by the nāga. In the Gurung zodiac, the Dragon is replaced by the eagle. In Old Turkic calendar it is replaced by the fish or crocodile. Early Persian translations of the medieval period change the dragon to a sea serpent although in current times it is generally referred to as whale.</p>



<p>There are typically marked spikes in the birth rates of countries that use the Chinese zodiac or places with substantial Overseas Chinese populations during the year of the Dragon, because such "Dragon babies" are considered to be lucky and have desirable characteristics that supposedly lead to better life outcomes.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dragon_%28zodiac%29">Dragon (zodiac)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan celebrate the Year of the Dragon in New Years 2024! In this 50th anniversary year for original D&amp;D, well look back to our best uses for dragons, new discoveries weve made, and how best to use unusual dragon types in your fantasy RPG.

]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan celebrate the Year of the Dragon in New Year's 2024! In this 50th anniversary year for original D&amp;D, we'll look back to our best uses for dragons, new discoveries we've made, and how best to use unusual dragon types in your fantasy RPG.</p>



<p>The Dragon, also known as Loong, (simplified Chinese: 龙; traditional Chinese: 龍; pinyin: lóng; Jyutping: lung4; Cantonese Yale: lùhng) is the fifth of the 12-year cycle of animals which appear in the Chinese zodiac related to the Chinese calendar. The Year of the Dragon is associated with the Earthly Branch symbol 辰, pronounced chen.</p>



<p>It has been proposed by one academic researcher that the Earthly Branch character may have been associated with scorpions; it may have symbolized the star Antares. In the Buddhist calendar used in Thailand, Cambodia, Laos, Myanmar, and Sri Lanka, the Dragon is replaced by the nāga. In the Gurung zodiac, the Dragon is replaced by the eagle. In Old Turkic calendar it is replaced by the fish or crocodile. Early Persian translations of the medieval period change the dragon to a sea serpent although in current times it is generally referred to as whale.</p>



<p>There are typically marked spikes in the birth rates of countries that use the Chinese zodiac or places with substantial Overseas Chinese populations during the year of the Dragon, because such "Dragon babies" are considered to be lucky and have desirable characteristics that supposedly lead to better life outcomes.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dragon_%28zodiac%29">Dragon (zodiac)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5906/year-of-the-dragon-dungeons-dragons-at-50-wandering-dms-s06-e06.mp3" length="83246028" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan celebrate the Year of the Dragon in New Year's 2024! In this 50th anniversary year for original D&amp;D, we'll look back to our best uses for dragons, new discoveries we've made, and how best to use unusual dragon types in your fantasy RPG.



The Dragon, also known as Loong, (simplified Chinese: 龙; traditional Chinese: 龍; pinyin: lóng; Jyutping: lung4; Cantonese Yale: lùhng) is the fifth of the 12-year cycle of animals which appear in the Chinese zodiac related to the Chinese calendar. The Year of the Dragon is associated with the Earthly Branch symbol 辰, pronounced chen.



It has been proposed by one academic researcher that the Earthly Branch character may have been associated with scorpions; it may have symbolized the star Antares. In the Buddhist calendar used in Thailand, Cambodia, Laos, Myanmar, and Sri Lanka, the Dragon is replaced by the nāga. In the Gurung zodiac, the Dragon is replaced by the eagle. In Old Turkic calendar it is replaced by the fish or crocodile. Early Persian translations of the medieval period change the dragon to a sea serpent although in current times it is generally referred to as whale.



There are typically marked spikes in the birth rates of countries that use the Chinese zodiac or places with substantial Overseas Chinese populations during the year of the Dragon, because such "Dragon babies" are considered to be lucky and have desirable characteristics that supposedly lead to better life outcomes.



This description uses material from the Wikipedia article "Dragon (zodiac)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan celebrate the Year of the Dragon in New Year's 2024! In this 50th anniversary year for original D&amp;D, we'll look back to our best uses for dragons, new discoveries we've made, and how best to use unusual dragon types in your fantasy RPG.



The Dragon, also known as Loong, (simplified Chinese: 龙; traditional Chinese: 龍; pinyin: lóng; Jyutping: lung4; Cantonese Yale: lùhng) is the fifth of the 12-year cycle of animals which appear in the Chinese zodiac related to the Chinese calendar. The Year of the Dragon is associated with the Earthly Branch symbol 辰, pronounced chen.



It has been proposed by one academic researcher that the Earthly Branch character may have been associated with scorpions; it may have symbolized the star Antares. In the Buddhist calendar used in Thailand, Cambodia, Laos, Myanmar, and Sri Lanka, the Dragon is replaced by the nāga. In the Gurung zodiac, the Dragon is replaced by the eagle. In Old Turkic calendar it is replaced by the fish or crocod]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2024/02/thumbnail-s06e06-1.0.1.png"></googleplay:image>
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<item>
	<title>What Do You Need to Play Original D&#038;D? &#124; Recommended Equipment &#124; Wandering DMs S06 E05</title>
	<link>https://wanderingdms.com/podcast/what-do-you-need-to-play-original-dd-recommended-equipment-wandering-dms-s06-e05/</link>
	<pubDate>Mon, 05 Feb 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
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	<description><![CDATA[<p>Dan &amp; Paul analyze the -- sometimes surprising! -- list of recommended equipment in Original D&amp;D. Sure, you should have dice, paper, and pencils. But is the 3-ring notebook and drafting equipment really needed for the referee and each player? How about the multiple other games you need, Chainmail and Outdoor Survival? And what does say about using miniature figures?</p>



<p>The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts. Advertisements for the game first started appearing in Spring 1974.</p>



<p>This set features only a handful of the elements for which the game is known today: just three character classes (fighting-man, magic-user, and cleric); four races (human, dwarf, elf, hobbit); and only three alignments (lawful, neutral, and chaotic). The rules assume that players have owned and have played the miniatures wargame Chainmail and that they have used its measurement and combat systems. An optional combat system is included within the rules that later developed into the sole combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, an Avalon Hill board game for outdoor exploration and adventure.</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/live/AjFXS5DSR4o">Check out Dan's upcoming miniatures-casting stream</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul analyze the -- sometimes surprising! -- list of recommended equipment in Original D&amp;D. Sure, you should have dice, paper, and pencils. But is the 3-ring notebook and drafting equipment really needed for the referee and each player? How]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul analyze the -- sometimes surprising! -- list of recommended equipment in Original D&amp;D. Sure, you should have dice, paper, and pencils. But is the 3-ring notebook and drafting equipment really needed for the referee and each player? How about the multiple other games you need, Chainmail and Outdoor Survival? And what does say about using miniature figures?</p>



<p>The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts. Advertisements for the game first started appearing in Spring 1974.</p>



<p>This set features only a handful of the elements for which the game is known today: just three character classes (fighting-man, magic-user, and cleric); four races (human, dwarf, elf, hobbit); and only three alignments (lawful, neutral, and chaotic). The rules assume that players have owned and have played the miniatures wargame Chainmail and that they have used its measurement and combat systems. An optional combat system is included within the rules that later developed into the sole combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, an Avalon Hill board game for outdoor exploration and adventure.</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/live/AjFXS5DSR4o">Check out Dan's upcoming miniatures-casting stream</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5857/what-do-you-need-to-play-original-dd-recommended-equipment-wandering-dms-s06-e05.mp3" length="95203791" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul analyze the -- sometimes surprising! -- list of recommended equipment in Original D&amp;D. Sure, you should have dice, paper, and pencils. But is the 3-ring notebook and drafting equipment really needed for the referee and each player? How about the multiple other games you need, Chainmail and Outdoor Survival? And what does say about using miniature figures?



The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts. Advertisements for the game first started appearing in Spring 1974.



This set features only a handful of the elements for which the game is known today: just three character classes (fighting-man, magic-user, and cleric); four races (human, dwarf, elf, hobbit); and only three alignments (lawful, neutral, and chaotic). The rules assume that players have owned and have played the miniatures wargame Chainmail and that they have used its measurement and combat systems. An optional combat system is included within the rules that later developed into the sole combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, an Avalon Hill board game for outdoor exploration and adventure.




Check out Dan's upcoming miniatures-casting stream




This description uses material from the Wikipedia article "Dungeons &amp; Dragons (1974)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts. Advertisements for the game first started appearing in Spring 19]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Anachronisms in D&#038;D &#124; Where Fantasy Meets History &#124; Wandering DMs S06 E04</title>
	<link>https://wanderingdms.com/podcast/anachronisms-in-dd-where-fantasy-meets-history-wandering-dms-s06-e04/</link>
	<pubDate>Mon, 29 Jan 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5785</guid>
	<description><![CDATA[<p>The Wandering DMs dig into the concept of anachronisms in D&amp;D settings. They will explore the historic roots of D&amp;D campaign settings, and where modern objects, events, or ideas have leaked in. Does the existence of anachronism break immersion, or is the very nature of the fantasy genre open to all forms of content? Where and how do we draw the line?</p>



<p>An anachronism is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type of anachronism is an object misplaced in time, but it may be a verbal expression, a technology, a philosophical idea, a musical style, a material, a plant or animal, a custom, or anything else associated with a particular period that is placed outside its proper temporal domain.</p>



<p>Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. The fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. Fantasy is distinguished from science fiction by the plausibility of the narrative elements. A science fiction narrative is unlikely, though seemingly possible through logical scientific or technological extrapolation, where fantasy narratives do not need to be scientifically possible. Authors have to rely on the readers' suspension of disbelief, an acceptance of the unbelievable or impossible for the sake of enjoyment, in order to write effective fantasies.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Fantasy_literature">Fantasy literature</a>" and "<a href="https://en.wikipedia.org/wiki/Fantasy_literature">Anachronism</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The Wandering DMs dig into the concept of anachronisms in D&amp;D settings. They will explore the historic roots of D&amp;D campaign settings, and where modern objects, events, or ideas have leaked in. Does the existence of anachronism break immersion, o]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>The Wandering DMs dig into the concept of anachronisms in D&amp;D settings. They will explore the historic roots of D&amp;D campaign settings, and where modern objects, events, or ideas have leaked in. Does the existence of anachronism break immersion, or is the very nature of the fantasy genre open to all forms of content? Where and how do we draw the line?</p>



<p>An anachronism is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type of anachronism is an object misplaced in time, but it may be a verbal expression, a technology, a philosophical idea, a musical style, a material, a plant or animal, a custom, or anything else associated with a particular period that is placed outside its proper temporal domain.</p>



<p>Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. The fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. Fantasy is distinguished from science fiction by the plausibility of the narrative elements. A science fiction narrative is unlikely, though seemingly possible through logical scientific or technological extrapolation, where fantasy narratives do not need to be scientifically possible. Authors have to rely on the readers' suspension of disbelief, an acceptance of the unbelievable or impossible for the sake of enjoyment, in order to write effective fantasies.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Fantasy_literature">Fantasy literature</a>" and "<a href="https://en.wikipedia.org/wiki/Fantasy_literature">Anachronism</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5785/anachronisms-in-dd-where-fantasy-meets-history-wandering-dms-s06-e04.mp3" length="87635149" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The Wandering DMs dig into the concept of anachronisms in D&amp;D settings. They will explore the historic roots of D&amp;D campaign settings, and where modern objects, events, or ideas have leaked in. Does the existence of anachronism break immersion, or is the very nature of the fantasy genre open to all forms of content? Where and how do we draw the line?



An anachronism is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type of anachronism is an object misplaced in time, but it may be a verbal expression, a technology, a philosophical idea, a musical style, a material, a plant or animal, a custom, or anything else associated with a particular period that is placed outside its proper temporal domain.



Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. The fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. Fantasy is distinguished from science fiction by the plausibility of the narrative elements. A science fiction narrative is unlikely, though seemingly possible through logical scientific or technological extrapolation, where fantasy narratives do not need to be scientifically possible. Authors have to rely on the readers' suspension of disbelief, an acceptance of the unbelievable or impossible for the sake of enjoyment, in order to write effective fantasies.



This description uses material from the Wikipedia articles "Fantasy literature" and "Anachronism", which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[The Wandering DMs dig into the concept of anachronisms in D&amp;D settings. They will explore the historic roots of D&amp;D campaign settings, and where modern objects, events, or ideas have leaked in. Does the existence of anachronism break immersion, or is the very nature of the fantasy genre open to all forms of content? Where and how do we draw the line?



An anachronism is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type of anachronism is an object misplaced in time, but it may be a verbal expression, a technology, a philosophical idea, a musical style, a material, a plant or animal, a custom, or anything else associated with a particular period that is placed outside its proper temporal domain.



Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. The f]]></googleplay:description>
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<item>
	<title>Ice Age Animals &#124; Cold School D&#038;D &#124; Wandering DMs S06 E03</title>
	<link>https://wanderingdms.com/podcast/ice-age-animals-cold-school-dd-wandering-dms-s06-e03/</link>
	<pubDate>Mon, 22 Jan 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5728</guid>
	<description><![CDATA[<p>Paul &amp; Dan dig into the buried fossils of original D&amp;D -- like the hidden encounter table for Ice Age adventures in the original boxed set. Where else can you get to use Cave Bears, Woolly Mammoths, and Saber-Toothed Tigers in your fantasy RPG? Pour a cup of hot cocoa and bundle up for this one.</p>



<p>In the Late Pleistocene, both marine and continental faunas were essentially modern but with many more large land mammals such as Mammoths, Mastodons, Diprotodons, Smilodons, tigers, lions, Aurochs, short-faced bears, giant sloths, species within Gigantopithecus and others. Isolated landmasses such as Australia, Madagascar, New Zealand and islands in the Pacific saw the evolution of large birds and even reptiles such as the Elephant bird, moa, Haast's eagle, Quinkana, Megalania and Meiolania.</p>



<p>The severe climatic changes during the Ice Age had major impacts on the fauna and flora. With each advance of the ice, large areas of the continents became depopulated, and plants and animals retreating southwards in front of the advancing glacier faced tremendous stress. The most severe stress resulted from drastic climatic changes, reduced living space, and curtailed food supply. A major extinction event of large mammals (megafauna), which included mammoths, mastodons, saber-toothed cats, glyptodons, the woolly rhinoceros, various giraffids, such as the Sivatherium; ground sloths, Irish elk, cave lions, cave bears, Gomphotheres, American lions, dire wolves, and short-faced bears, began late in the Pleistocene and continued into the Holocene. Neanderthals also became extinct during this period. At the end of the last ice age, cold-blooded animals, smaller mammals like wood mice, migratory birds, and swifter animals like whitetail deer had replaced the megafauna and migrated north. Late Pleistocene bighorn sheep were more slender and had longer legs than their descendants today. Scientists believe that the change in predator fauna after the late Pleistocene extinctions resulted in a change of body shape as the species adapted for increased power rather than speed.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Pleistocene">Pleistocene</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Cover image by Mauricio Antón from an article by Caitlin Sedwick (1 April 2008): "What Killed the Woolly Mammoth?". PLoS Biology 6 (4): e99. DOI:10.1371/journal.pbio.0060099 2008 Public Library of Science. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan dig into the buried fossils of original D&amp;D -- like the hidden encounter table for Ice Age adventures in the original boxed set. Where else can you get to use Cave Bears, Woolly Mammoths, and Saber-Toothed Tigers in your fantasy RPG? P]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan dig into the buried fossils of original D&amp;D -- like the hidden encounter table for Ice Age adventures in the original boxed set. Where else can you get to use Cave Bears, Woolly Mammoths, and Saber-Toothed Tigers in your fantasy RPG? Pour a cup of hot cocoa and bundle up for this one.</p>



<p>In the Late Pleistocene, both marine and continental faunas were essentially modern but with many more large land mammals such as Mammoths, Mastodons, Diprotodons, Smilodons, tigers, lions, Aurochs, short-faced bears, giant sloths, species within Gigantopithecus and others. Isolated landmasses such as Australia, Madagascar, New Zealand and islands in the Pacific saw the evolution of large birds and even reptiles such as the Elephant bird, moa, Haast's eagle, Quinkana, Megalania and Meiolania.</p>



<p>The severe climatic changes during the Ice Age had major impacts on the fauna and flora. With each advance of the ice, large areas of the continents became depopulated, and plants and animals retreating southwards in front of the advancing glacier faced tremendous stress. The most severe stress resulted from drastic climatic changes, reduced living space, and curtailed food supply. A major extinction event of large mammals (megafauna), which included mammoths, mastodons, saber-toothed cats, glyptodons, the woolly rhinoceros, various giraffids, such as the Sivatherium; ground sloths, Irish elk, cave lions, cave bears, Gomphotheres, American lions, dire wolves, and short-faced bears, began late in the Pleistocene and continued into the Holocene. Neanderthals also became extinct during this period. At the end of the last ice age, cold-blooded animals, smaller mammals like wood mice, migratory birds, and swifter animals like whitetail deer had replaced the megafauna and migrated north. Late Pleistocene bighorn sheep were more slender and had longer legs than their descendants today. Scientists believe that the change in predator fauna after the late Pleistocene extinctions resulted in a change of body shape as the species adapted for increased power rather than speed.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Pleistocene">Pleistocene</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Cover image by Mauricio Antón from an article by Caitlin Sedwick (1 April 2008): "What Killed the Woolly Mammoth?". PLoS Biology 6 (4): e99. DOI:10.1371/journal.pbio.0060099 2008 Public Library of Science. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &amp; Dan dig into the buried fossils of original D&amp;D -- like the hidden encounter table for Ice Age adventures in the original boxed set. Where else can you get to use Cave Bears, Woolly Mammoths, and Saber-Toothed Tigers in your fantasy RPG? Pour a cup of hot cocoa and bundle up for this one.



In the Late Pleistocene, both marine and continental faunas were essentially modern but with many more large land mammals such as Mammoths, Mastodons, Diprotodons, Smilodons, tigers, lions, Aurochs, short-faced bears, giant sloths, species within Gigantopithecus and others. Isolated landmasses such as Australia, Madagascar, New Zealand and islands in the Pacific saw the evolution of large birds and even reptiles such as the Elephant bird, moa, Haast's eagle, Quinkana, Megalania and Meiolania.



The severe climatic changes during the Ice Age had major impacts on the fauna and flora. With each advance of the ice, large areas of the continents became depopulated, and plants and animals retreating southwards in front of the advancing glacier faced tremendous stress. The most severe stress resulted from drastic climatic changes, reduced living space, and curtailed food supply. A major extinction event of large mammals (megafauna), which included mammoths, mastodons, saber-toothed cats, glyptodons, the woolly rhinoceros, various giraffids, such as the Sivatherium; ground sloths, Irish elk, cave lions, cave bears, Gomphotheres, American lions, dire wolves, and short-faced bears, began late in the Pleistocene and continued into the Holocene. Neanderthals also became extinct during this period. At the end of the last ice age, cold-blooded animals, smaller mammals like wood mice, migratory birds, and swifter animals like whitetail deer had replaced the megafauna and migrated north. Late Pleistocene bighorn sheep were more slender and had longer legs than their descendants today. Scientists believe that the change in predator fauna after the late Pleistocene extinctions resulted in a change of body shape as the species adapted for increased power rather than speed.



This description uses material from the Wikipedia article "Pleistocene", which is released under the Creative Commons Attribution-Share-Alike License 3.0.



Cover image by Mauricio Antón from an article by Caitlin Sedwick (1 April 2008): "What Killed the Woolly Mammoth?". PLoS Biology 6 (4): e99. DOI:10.1371/journal.pbio.0060099 2008 Public Library of Science. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.]]></itunes:summary>
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In the Late Pleistocene, both marine and continental faunas were essentially modern but with many more large land mammals such as Mammoths, Mastodons, Diprotodons, Smilodons, tigers, lions, Aurochs, short-faced bears, giant sloths, species within Gigantopithecus and others. Isolated landmasses such as Australia, Madagascar, New Zealand and islands in the Pacific saw the evolution of large birds and even reptiles such as the Elephant bird, moa, Haast's eagle, Quinkana, Megalania and Meiolania.



The severe climatic changes during the Ice Age had major impacts on the fauna and flora. With each advance of the ice, large areas of the continents became depopulated, and plants and animal]]></googleplay:description>
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	<title>Original D&#038;D Adventures &#124; Jaquays Legacy &#124; Wandering DMs S06 E02</title>
	<link>https://wanderingdms.com/podcast/original-dd-adventures-jaquays-legacy-wandering-dms-s06-e02/</link>
	<pubDate>Mon, 15 Jan 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5655</guid>
	<description><![CDATA[<p>Dan &amp; Paul take a look back at published adventures for D&amp;D in the 70's -- at the time, a revolutionary and controversial idea! And also take a look back at the pioneering contributions of Jennell Jaquays (creator of Dark Tower, Caverns of Thracia, and many more), and our other favorite early adventures.</p>



<p>The first published Dungeons &amp; Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons &amp; Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog for the D&amp;D Expert set rules (TSR, 1986).</p>



<p>The first stand-alone Dungeons &amp; Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".</p>



<p>Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons &amp; Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth (TSR, 1982).</p>



<p>Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of the Hill Giant Chief, used as a tournament module for Origins '78. Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons &amp; Dragons module actually produced and published by TSR. TSR Hobbies published a series of six adventures in 1978 that had been used previously only in tournaments. The company initiated its practice of assigning a code to each module published at the time, assigning the "G1" code to Steading of the Hill Giant Chief. TSR's practice of coding modules into various series would continue into the 1990s.</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/live/kd1wrdSSc60">Watch our interview with Jennell Jaquays from 2021</a></li>



<li><a href="https://gofund.me/2b60d9cc">Help Jennell Jaquays spouse pay down medical bills here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Adventure_(Dungeons_%26_Dragons)">Adventure (Dungeons &amp; Dragons)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul take a look back at published adventures for D&amp;D in the 70s -- at the time, a revolutionary and controversial idea! And also take a look back at the pioneering contributions of Jennell Jaquays (creator of Dark Tower, Caverns of Thracia]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul take a look back at published adventures for D&amp;D in the 70's -- at the time, a revolutionary and controversial idea! And also take a look back at the pioneering contributions of Jennell Jaquays (creator of Dark Tower, Caverns of Thracia, and many more), and our other favorite early adventures.</p>



<p>The first published Dungeons &amp; Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons &amp; Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog for the D&amp;D Expert set rules (TSR, 1986).</p>



<p>The first stand-alone Dungeons &amp; Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".</p>



<p>Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons &amp; Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth (TSR, 1982).</p>



<p>Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of the Hill Giant Chief, used as a tournament module for Origins '78. Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons &amp; Dragons module actually produced and published by TSR. TSR Hobbies published a series of six adventures in 1978 that had been used previously only in tournaments. The company initiated its practice of assigning a code to each module published at the time, assigning the "G1" code to Steading of the Hill Giant Chief. TSR's practice of coding modules into various series would continue into the 1990s.</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/live/kd1wrdSSc60">Watch our interview with Jennell Jaquays from 2021</a></li>



<li><a href="https://gofund.me/2b60d9cc">Help Jennell Jaquays spouse pay down medical bills here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Adventure_(Dungeons_%26_Dragons)">Adventure (Dungeons &amp; Dragons)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul take a look back at published adventures for D&amp;D in the 70's -- at the time, a revolutionary and controversial idea! And also take a look back at the pioneering contributions of Jennell Jaquays (creator of Dark Tower, Caverns of Thracia, and many more), and our other favorite early adventures.



The first published Dungeons &amp; Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons &amp; Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog for the D&amp;D Expert set rules (TSR, 1986).



The first stand-alone Dungeons &amp; Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".



Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons &amp; Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth (TSR, 1982).



Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of the Hill Giant Chief, used as a tournament module for Origins '78. Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons &amp; Dragons module actually produced and published by TSR. TSR Hobbies published a series of six adventures in 1978 that had been used previously only in tournaments. The company initiated its practice of assigning a code to each module published at the time, assigning the "G1" code to Steading of the Hill Giant Chief. TSR's practice of coding modules into various series would continue into the 1990s.




Watch our interview with Jennell Jaquays from 2021



Help Jennell Jaquays spouse pay down medical bills here




This description uses material from the Wikipedia article "Adventure (Dungeons &amp; Dragons)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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The first published Dungeons &amp; Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons &amp; Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog for the D&amp;D Expert set rules (TSR, 1986).



The first stand-alone Dungeons &amp; Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".



Also in 1976, the adventure Lost Caverns of T]]></googleplay:description>
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	<title>RPG Form Factors &#124; Examining the Shape of the Text &#124; Wandering DMs S06 E01</title>
	<link>https://wanderingdms.com/podcast/rpg-form-factors-examining-the-shape-of-the-text-wandering-dms-s06-e01/</link>
	<pubDate>Mon, 08 Jan 2024 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5601</guid>
	<description><![CDATA[<p>Paul &amp; Dan kick of season 6 with an examination of the physical shape of RPG books. How does the choice of number of books, size, binding, and layout impact the overall design of the game? How did the three book format of D&amp;D come to be, and why is it the one design aspect that has persisted throughout every edition?</p>



<p>The layout and binding of a role-playing game are integral aspects that significantly influence its overall design and user experience. A well-thought-out layout enhances readability, guiding players through rules, character creation, and gameplay mechanics seamlessly. Consistent and intuitive page organization can reduce the learning curve for players and game masters alike, fostering a more enjoyable and accessible experience. Additionally, the visual presentation in the layout plays a vital role in setting the tone and atmosphere of the game, contributing to the immersion of players in the fantasy world.</p>



<p>The choice of binding determines how well the book holds up to frequent use and reference. Regardless of whether a book is bound with a hardcover or bound with a paperback cover, the binding of the signatures determines the durability of the book-as-artefact. The binding affects how the book lays open on the table, impacting the practicality of referencing rules while playing. The spine of the book is an important aspect in book design, especially in cover design. When the books are stacked up or stored in a shelf, what is on the spine is the only visible information about the book. In a bookstore, the details on the spine are what initially attract attention.</p>



<p>The combination of thoughtful layout and appropriate binding in an RPG not only enhances the visual appeal but also contributes significantly to the overall functionality and usability of the game system.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Bookbinding">Bookbinding</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan kick of season 6 with an examination of the physical shape of RPG books. How does the choice of number of books, size, binding, and layout impact the overall design of the game? How did the three book format of D&amp;D come to be, and why ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan kick of season 6 with an examination of the physical shape of RPG books. How does the choice of number of books, size, binding, and layout impact the overall design of the game? How did the three book format of D&amp;D come to be, and why is it the one design aspect that has persisted throughout every edition?</p>



<p>The layout and binding of a role-playing game are integral aspects that significantly influence its overall design and user experience. A well-thought-out layout enhances readability, guiding players through rules, character creation, and gameplay mechanics seamlessly. Consistent and intuitive page organization can reduce the learning curve for players and game masters alike, fostering a more enjoyable and accessible experience. Additionally, the visual presentation in the layout plays a vital role in setting the tone and atmosphere of the game, contributing to the immersion of players in the fantasy world.</p>



<p>The choice of binding determines how well the book holds up to frequent use and reference. Regardless of whether a book is bound with a hardcover or bound with a paperback cover, the binding of the signatures determines the durability of the book-as-artefact. The binding affects how the book lays open on the table, impacting the practicality of referencing rules while playing. The spine of the book is an important aspect in book design, especially in cover design. When the books are stacked up or stored in a shelf, what is on the spine is the only visible information about the book. In a bookstore, the details on the spine are what initially attract attention.</p>



<p>The combination of thoughtful layout and appropriate binding in an RPG not only enhances the visual appeal but also contributes significantly to the overall functionality and usability of the game system.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Bookbinding">Bookbinding</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &amp; Dan kick of season 6 with an examination of the physical shape of RPG books. How does the choice of number of books, size, binding, and layout impact the overall design of the game? How did the three book format of D&amp;D come to be, and why is it the one design aspect that has persisted throughout every edition?



The layout and binding of a role-playing game are integral aspects that significantly influence its overall design and user experience. A well-thought-out layout enhances readability, guiding players through rules, character creation, and gameplay mechanics seamlessly. Consistent and intuitive page organization can reduce the learning curve for players and game masters alike, fostering a more enjoyable and accessible experience. Additionally, the visual presentation in the layout plays a vital role in setting the tone and atmosphere of the game, contributing to the immersion of players in the fantasy world.



The choice of binding determines how well the book holds up to frequent use and reference. Regardless of whether a book is bound with a hardcover or bound with a paperback cover, the binding of the signatures determines the durability of the book-as-artefact. The binding affects how the book lays open on the table, impacting the practicality of referencing rules while playing. The spine of the book is an important aspect in book design, especially in cover design. When the books are stacked up or stored in a shelf, what is on the spine is the only visible information about the book. In a bookstore, the details on the spine are what initially attract attention.



The combination of thoughtful layout and appropriate binding in an RPG not only enhances the visual appeal but also contributes significantly to the overall functionality and usability of the game system.



This description uses material from the Wikipedia article "Bookbinding", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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The layout and binding of a role-playing game are integral aspects that significantly influence its overall design and user experience. A well-thought-out layout enhances readability, guiding players through rules, character creation, and gameplay mechanics seamlessly. Consistent and intuitive page organization can reduce the learning curve for players and game masters alike, fostering a more enjoyable and accessible experience. Additionally, the visual presentation in the layout plays a vital role in setting the tone and atmosphere of the game, contributing to the immersion of players in the fantasy world.



The choice of binding determines how well the book ]]></googleplay:description>
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	<title>5th Year Anniversary &#124; 2023 Year in Review &#124; Wandering DMs S05 E40</title>
	<link>https://wanderingdms.com/podcast/5th-year-anniversary-2023-year-in-review-wandering-dms-s05-e40/</link>
	<pubDate>Mon, 11 Dec 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5465</guid>
	<description><![CDATA[<p>Paul &amp; Dan look back at the year in old-school D&amp;D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?</p>



<p>The Wandering DMs YouTube channel has been a hub for tabletop gaming enthusiasts, offering a diverse range of content related to dungeon mastering, role-playing games (RPGs), and tabletop gaming culture. Over the past few years, the channel has gained recognition for its unique approach and commitment to fostering a supportive community.</p>



<p>One of the standout features of the Wandering DMs channel is its rich variety of content. From in-depth discussions on Dungeon Mastering techniques to insightful analyses of popular RPGs, the channel caters to both seasoned dungeon masters and newcomers to the world of tabletop gaming. Special series, such as The Big Bad, have become staples for fans seeking engaging content.</p>



<p>One of the channel's strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&amp;A sessions, and active participation in online forums allow fans to engage directly with the hosts and fellow viewers. The Wandering DMs community has become a valuable resource for exchanging ideas, tips, and experiences in the world of tabletop gaming.</p>



<p><a href="https://www.gofundme.com/f/jennell-jaquays-has-a-long-road-back">Donate to Jennell Jaquays' medical GoFundMe here</a></p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan look back at the year in old-school D&amp;D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?



The Wandering DMs YouTube channel has been a h]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan look back at the year in old-school D&amp;D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?</p>



<p>The Wandering DMs YouTube channel has been a hub for tabletop gaming enthusiasts, offering a diverse range of content related to dungeon mastering, role-playing games (RPGs), and tabletop gaming culture. Over the past few years, the channel has gained recognition for its unique approach and commitment to fostering a supportive community.</p>



<p>One of the standout features of the Wandering DMs channel is its rich variety of content. From in-depth discussions on Dungeon Mastering techniques to insightful analyses of popular RPGs, the channel caters to both seasoned dungeon masters and newcomers to the world of tabletop gaming. Special series, such as The Big Bad, have become staples for fans seeking engaging content.</p>



<p>One of the channel's strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&amp;A sessions, and active participation in online forums allow fans to engage directly with the hosts and fellow viewers. The Wandering DMs community has become a valuable resource for exchanging ideas, tips, and experiences in the world of tabletop gaming.</p>



<p><a href="https://www.gofundme.com/f/jennell-jaquays-has-a-long-road-back">Donate to Jennell Jaquays' medical GoFundMe here</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5465/5th-year-anniversary-2023-year-in-review-wandering-dms-s05-e40.mp3" length="91676943" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan look back at the year in old-school D&amp;D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?



The Wandering DMs YouTube channel has been a hub for tabletop gaming enthusiasts, offering a diverse range of content related to dungeon mastering, role-playing games (RPGs), and tabletop gaming culture. Over the past few years, the channel has gained recognition for its unique approach and commitment to fostering a supportive community.



One of the standout features of the Wandering DMs channel is its rich variety of content. From in-depth discussions on Dungeon Mastering techniques to insightful analyses of popular RPGs, the channel caters to both seasoned dungeon masters and newcomers to the world of tabletop gaming. Special series, such as The Big Bad, have become staples for fans seeking engaging content.



One of the channel's strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&amp;A sessions, and active participation in online forums allow fans to engage directly with the hosts and fellow viewers. The Wandering DMs community has become a valuable resource for exchanging ideas, tips, and experiences in the world of tabletop gaming.



Donate to Jennell Jaquays' medical GoFundMe here]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan look back at the year in old-school D&amp;D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?



The Wandering DMs YouTube channel has been a hub for tabletop gaming enthusiasts, offering a diverse range of content related to dungeon mastering, role-playing games (RPGs), and tabletop gaming culture. Over the past few years, the channel has gained recognition for its unique approach and commitment to fostering a supportive community.



One of the standout features of the Wandering DMs channel is its rich variety of content. From in-depth discussions on Dungeon Mastering techniques to insightful analyses of popular RPGs, the channel caters to both seasoned dungeon masters and newcomers to the world of tabletop gaming. Special series, such as The Big Bad, have become staples for fans seeking engaging content.



One of the channel's strengths lies in its ability to foster a sen]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/12/thumbnail-s05eXX-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>D&#038;D Mentors &#124; How Future DMs Are Made &#124; Wandering DMs S05 E39</title>
	<link>https://wanderingdms.com/podcast/dd-mentors-how-future-dms-are-made-wandering-dms-s05-e39/</link>
	<pubDate>Mon, 04 Dec 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5415</guid>
	<description><![CDATA[<p>In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&amp;D. How did the role of mentors help the spread of D&amp;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren't furtunate enough to have this kind of personal introduction?</p>



<p>The word mentor was inspired by the character Mentor in Homer's Odyssey. Although the Mentor in the story is portrayed as a somewhat ineffective old man, the goddess Athena assumes his appearance to guide young Telemachus in his time of difficulty.</p>



<p>A meta-analysis of 112 individual research studies found mentoring has significant behavioral, attitudinal, health-related, relational, motivational, and career benefits. For a learner, these benefits depend on the different functions being performed by the mentor. Originally, the concept of mentoring functions developed from qualitative research in an organizational context with functions that belong under two major factors: psychosocial support (e.g. role modeling, friendship, emotional support, encouragement) and career-related support (e.g. providing advice, discussing goals). An early quantitative approach found role modeling to be a distinct third factor. In mentoring for college success, a fourth function concerning knowledge transfer was additionally identified, which was also discovered in the context of mentoring creativity.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mentorship">Mentorship</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&amp;D. How did the role of mentors help the spread of D&amp;D in the early days? How has that changed over the years? And how does the game present itself to new ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&amp;D. How did the role of mentors help the spread of D&amp;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren't furtunate enough to have this kind of personal introduction?</p>



<p>The word mentor was inspired by the character Mentor in Homer's Odyssey. Although the Mentor in the story is portrayed as a somewhat ineffective old man, the goddess Athena assumes his appearance to guide young Telemachus in his time of difficulty.</p>



<p>A meta-analysis of 112 individual research studies found mentoring has significant behavioral, attitudinal, health-related, relational, motivational, and career benefits. For a learner, these benefits depend on the different functions being performed by the mentor. Originally, the concept of mentoring functions developed from qualitative research in an organizational context with functions that belong under two major factors: psychosocial support (e.g. role modeling, friendship, emotional support, encouragement) and career-related support (e.g. providing advice, discussing goals). An early quantitative approach found role modeling to be a distinct third factor. In mentoring for college success, a fourth function concerning knowledge transfer was additionally identified, which was also discovered in the context of mentoring creativity.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mentorship">Mentorship</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5415/dd-mentors-how-future-dms-are-made-wandering-dms-s05-e39.mp3" length="86086854" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&amp;D. How did the role of mentors help the spread of D&amp;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren't furtunate enough to have this kind of personal introduction?



The word mentor was inspired by the character Mentor in Homer's Odyssey. Although the Mentor in the story is portrayed as a somewhat ineffective old man, the goddess Athena assumes his appearance to guide young Telemachus in his time of difficulty.



A meta-analysis of 112 individual research studies found mentoring has significant behavioral, attitudinal, health-related, relational, motivational, and career benefits. For a learner, these benefits depend on the different functions being performed by the mentor. Originally, the concept of mentoring functions developed from qualitative research in an organizational context with functions that belong under two major factors: psychosocial support (e.g. role modeling, friendship, emotional support, encouragement) and career-related support (e.g. providing advice, discussing goals). An early quantitative approach found role modeling to be a distinct third factor. In mentoring for college success, a fourth function concerning knowledge transfer was additionally identified, which was also discovered in the context of mentoring creativity.



This description uses material from the Wikipedia article "Mentorship", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/12/thumbnail-s05e39-1.0.1.jpg"></itunes:image>
	<image>
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	<itunes:block>no</itunes:block>
	<itunes:duration>59:47</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&amp;D. How did the role of mentors help the spread of D&amp;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren't furtunate enough to have this kind of personal introduction?



The word mentor was inspired by the character Mentor in Homer's Odyssey. Although the Mentor in the story is portrayed as a somewhat ineffective old man, the goddess Athena assumes his appearance to guide young Telemachus in his time of difficulty.



A meta-analysis of 112 individual research studies found mentoring has significant behavioral, attitudinal, health-related, relational, motivational, and career benefits. For a learner, these benefits depend on the different functions being performed by the mentor. Originally, the concept of mentoring functions developed from qualitative research in an organizational context with functions that belong under]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/12/thumbnail-s05e39-1.0.1.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Flying in D&#038;D &#124; Battles in the Sky &#124; Wandering DMs S05 E38</title>
	<link>https://wanderingdms.com/podcast/flying-in-dd-battles-in-the-sky-wandering-dms-s05-e38/</link>
	<pubDate>Mon, 27 Nov 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5368</guid>
	<description><![CDATA[<p>Dan &amp; Paul reflect on the history of rules for flying in D&amp;D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what rules provide a market for that?</p>



<p>From the earliest days, humans have dreamed of flying and have attempted to achieve it. Greek and Roman mythology have examples of gods who were gifted with flight. Daedalus and Icarus flew through the air, and Icarus died when he flew too close to the sun. Religions relate stories of chariots that fly through the air and winged angels that join humans in the heavens. Flying creatures that were half human and half beast appear in legends. Birds and fantastic winged creatures pulled boats and other vehicles through the air. The ancient Chinese invented spinning toys that were the earliest helicopters and their designs may have influenced Leonardo da Vinci, one of the world's greatest inventors, artists, and visionaries.</p>



<p>Chinese records describe human attempts to sail through the air by attaching themselves to kites-one of the most significant inventions leading to flight which, with its inclined wing, evolved into the airfoil. Da Vinci discovered and analyzed several of the basic principles of aerodynamics and physics and designed machines (but, in most cases, did not fly them) that applied these principles. He wrote prolifically, and it was only because his written works were lost for centuries that his influence on other inventors was not greater than it was. His writings included hundred of sketches that illustrated his observations of flight in nature and the inventions he designed. He wrote and drew on key problems of aeronautics, including action and reaction; the structure of wings, carrying surfaces, and landing gear; and even devices for directional control.</p>



<p>This description uses material from the U.S. National Park Service article "<a href="https://www.nps.gov/articles/idea-of-flight.htm">Idea of Flight</a>".</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul reflect on the history of rules for flying in D&amp;D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul reflect on the history of rules for flying in D&amp;D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what rules provide a market for that?</p>



<p>From the earliest days, humans have dreamed of flying and have attempted to achieve it. Greek and Roman mythology have examples of gods who were gifted with flight. Daedalus and Icarus flew through the air, and Icarus died when he flew too close to the sun. Religions relate stories of chariots that fly through the air and winged angels that join humans in the heavens. Flying creatures that were half human and half beast appear in legends. Birds and fantastic winged creatures pulled boats and other vehicles through the air. The ancient Chinese invented spinning toys that were the earliest helicopters and their designs may have influenced Leonardo da Vinci, one of the world's greatest inventors, artists, and visionaries.</p>



<p>Chinese records describe human attempts to sail through the air by attaching themselves to kites-one of the most significant inventions leading to flight which, with its inclined wing, evolved into the airfoil. Da Vinci discovered and analyzed several of the basic principles of aerodynamics and physics and designed machines (but, in most cases, did not fly them) that applied these principles. He wrote prolifically, and it was only because his written works were lost for centuries that his influence on other inventors was not greater than it was. His writings included hundred of sketches that illustrated his observations of flight in nature and the inventions he designed. He wrote and drew on key problems of aeronautics, including action and reaction; the structure of wings, carrying surfaces, and landing gear; and even devices for directional control.</p>



<p>This description uses material from the U.S. National Park Service article "<a href="https://www.nps.gov/articles/idea-of-flight.htm">Idea of Flight</a>".</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5368/flying-in-dd-battles-in-the-sky-wandering-dms-s05-e38.mp3" length="87962888" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul reflect on the history of rules for flying in D&amp;D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what rules provide a market for that?



From the earliest days, humans have dreamed of flying and have attempted to achieve it. Greek and Roman mythology have examples of gods who were gifted with flight. Daedalus and Icarus flew through the air, and Icarus died when he flew too close to the sun. Religions relate stories of chariots that fly through the air and winged angels that join humans in the heavens. Flying creatures that were half human and half beast appear in legends. Birds and fantastic winged creatures pulled boats and other vehicles through the air. The ancient Chinese invented spinning toys that were the earliest helicopters and their designs may have influenced Leonardo da Vinci, one of the world's greatest inventors, artists, and visionaries.



Chinese records describe human attempts to sail through the air by attaching themselves to kites-one of the most significant inventions leading to flight which, with its inclined wing, evolved into the airfoil. Da Vinci discovered and analyzed several of the basic principles of aerodynamics and physics and designed machines (but, in most cases, did not fly them) that applied these principles. He wrote prolifically, and it was only because his written works were lost for centuries that his influence on other inventors was not greater than it was. His writings included hundred of sketches that illustrated his observations of flight in nature and the inventions he designed. He wrote and drew on key problems of aeronautics, including action and reaction; the structure of wings, carrying surfaces, and landing gear; and even devices for directional control.



This description uses material from the U.S. National Park Service article "Idea of Flight".]]></itunes:summary>
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	<itunes:duration>1:01:05</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul reflect on the history of rules for flying in D&amp;D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what rules provide a market for that?



From the earliest days, humans have dreamed of flying and have attempted to achieve it. Greek and Roman mythology have examples of gods who were gifted with flight. Daedalus and Icarus flew through the air, and Icarus died when he flew too close to the sun. Religions relate stories of chariots that fly through the air and winged angels that join humans in the heavens. Flying creatures that were half human and half beast appear in legends. Birds and fantastic winged creatures pulled boats and other vehicles through the air. The ancient Chinese invented spinning toys that were the earliest helicopters and their designs may have influenced Leonardo da Vinci, one of the world's greatest inventors, artis]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/11/thumbnail-s05eXX-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Ruins of Adventure &#124; Pool of Radiance Redux &#124; Wandering DMs S05 E37</title>
	<link>https://wanderingdms.com/podcast/ruins-of-adventure-pool-of-radiance-redux-wandering-dms-s05-e37/</link>
	<pubDate>Mon, 20 Nov 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5331</guid>
	<description><![CDATA[<p>Paul and Dan reflect on Dan's epic saga playing through the AD&amp;D Pool of Radiance Gold Box game live in 2022-2023, and dig into the 1988 print publication of the same adventure, Ruins of Adventure. How similar are they? Does this one adventure work better as a computer game, as a tabletop game, or something else? What lessons can we take for converting scenarios between different systems and media?</p>



<p>Ruins of Adventure is a Dungeons &amp; Dragons module that was based on the "Gold Box" role-playing video game Pool of Radiance, published in 1988 by Strategic Simulations, Inc. (SSI). Mike Breault stated that TSR chose him, Winter, Cook, and Ward to work on the design and writing for Pool of Radiance, indicating that the material was originally created for the game. However, according to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. The plot loosely tracks that of the computer game.</p>



<p>Ruins of Adventure contains four short Forgotten Realms adventure scenarios which are connected and adapted from the Pool of Radiance computer game, and take place in the devastated town of Phlan. The adventurers are hired to remove evil forces from Phlan, presumably by killing them. They hear rumor of a Boss controlling them and seek him out. This Boss proves to be a worthy adversary, but in the end the adventurers defeat him.</p>



<p>Ruins of Adventure was written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book.</p>



<ul class="wp-block-list">
<li><a href="https://www.youtube.com/live/V88s53LcxEw">Watch Dan's livestream play of Pool of Radiance here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Ruins_of_Adventure">Ruins of Adventure</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan reflect on Dans epic saga playing through the AD&amp;D Pool of Radiance Gold Box game live in 2022-2023, and dig into the 1988 print publication of the same adventure, Ruins of Adventure. How similar are they? Does this one adventure work be]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul and Dan reflect on Dan's epic saga playing through the AD&amp;D Pool of Radiance Gold Box game live in 2022-2023, and dig into the 1988 print publication of the same adventure, Ruins of Adventure. How similar are they? Does this one adventure work better as a computer game, as a tabletop game, or something else? What lessons can we take for converting scenarios between different systems and media?</p>



<p>Ruins of Adventure is a Dungeons &amp; Dragons module that was based on the "Gold Box" role-playing video game Pool of Radiance, published in 1988 by Strategic Simulations, Inc. (SSI). Mike Breault stated that TSR chose him, Winter, Cook, and Ward to work on the design and writing for Pool of Radiance, indicating that the material was originally created for the game. However, according to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. The plot loosely tracks that of the computer game.</p>



<p>Ruins of Adventure contains four short Forgotten Realms adventure scenarios which are connected and adapted from the Pool of Radiance computer game, and take place in the devastated town of Phlan. The adventurers are hired to remove evil forces from Phlan, presumably by killing them. They hear rumor of a Boss controlling them and seek him out. This Boss proves to be a worthy adversary, but in the end the adventurers defeat him.</p>



<p>Ruins of Adventure was written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book.</p>



<ul class="wp-block-list">
<li><a href="https://www.youtube.com/live/V88s53LcxEw">Watch Dan's livestream play of Pool of Radiance here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Ruins_of_Adventure">Ruins of Adventure</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5331/ruins-of-adventure-pool-of-radiance-redux-wandering-dms-s05-e37.mp3" length="92710285" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul and Dan reflect on Dan's epic saga playing through the AD&amp;D Pool of Radiance Gold Box game live in 2022-2023, and dig into the 1988 print publication of the same adventure, Ruins of Adventure. How similar are they? Does this one adventure work better as a computer game, as a tabletop game, or something else? What lessons can we take for converting scenarios between different systems and media?



Ruins of Adventure is a Dungeons &amp; Dragons module that was based on the "Gold Box" role-playing video game Pool of Radiance, published in 1988 by Strategic Simulations, Inc. (SSI). Mike Breault stated that TSR chose him, Winter, Cook, and Ward to work on the design and writing for Pool of Radiance, indicating that the material was originally created for the game. However, according to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. The plot loosely tracks that of the computer game.



Ruins of Adventure contains four short Forgotten Realms adventure scenarios which are connected and adapted from the Pool of Radiance computer game, and take place in the devastated town of Phlan. The adventurers are hired to remove evil forces from Phlan, presumably by killing them. They hear rumor of a Boss controlling them and seek him out. This Boss proves to be a worthy adversary, but in the end the adventurers defeat him.



Ruins of Adventure was written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book.




Watch Dan's livestream play of Pool of Radiance here




This description uses material from the Wikipedia article "Ruins of Adventure", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:duration>1:04:23</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul and Dan reflect on Dan's epic saga playing through the AD&amp;D Pool of Radiance Gold Box game live in 2022-2023, and dig into the 1988 print publication of the same adventure, Ruins of Adventure. How similar are they? Does this one adventure work better as a computer game, as a tabletop game, or something else? What lessons can we take for converting scenarios between different systems and media?



Ruins of Adventure is a Dungeons &amp; Dragons module that was based on the "Gold Box" role-playing video game Pool of Radiance, published in 1988 by Strategic Simulations, Inc. (SSI). Mike Breault stated that TSR chose him, Winter, Cook, and Ward to work on the design and writing for Pool of Radiance, indicating that the material was originally created for the game. However, according to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. The plot loosely tracks that of the computer game.



Ruins of Adventure contains four short For]]></googleplay:description>
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	<title>Money in D&#038;D &#124; More Treasure, More Problems &#124; Wandering DMs S05 E36</title>
	<link>https://wanderingdms.com/podcast/money-in-dd-more-treasure-more-problems-wandering-dms-s05-e36/</link>
	<pubDate>Mon, 13 Nov 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5282</guid>
	<description><![CDATA[<p>Dan and Paul discuss money in D&amp;D, and how they've both independently arrived at the need for a silver standard. From measuring encumbrance in coins to stocking dungeons with treasure, to how to drain the players of their inflated wealth, the Wandering DMs will cover everything numismatic in your D&amp;D game.</p>



<p>Many cultures around the world eventually developed the use of commodity money. The Mesopotamian shekel was a unit of weight, and relied on the mass of something like 160 grains of barley. The first usage of the term came from Mesopotamia circa 3000 BC. Societies in the Americas, Asia, Africa and Australia used shell money—often, the shells of the cowry (Cypraea moneta L. or C. annulus L.). According to Herodotus, the Lydians were the first people to introduce the use of gold and silver coins. It is thought by modern scholars that these first stamped coins were minted around 650 to 600 BC.</p>



<p>In most major economies using coinage, copper, silver, and gold formed three tiers of coins. Gold coins were used for large purchases, payment of the military, and backing of state activities. Silver coins were used for midsized transactions, and as a unit of account for taxes, dues, contracts, and fealty, while copper coins represented the coinage of common transaction. This system had been used in ancient India since the time of the Mahajanapadas. In Europe, this system worked through the medieval period because there was virtually no new gold, silver, or copper introduced through mining or conquest. Thus the overall ratios of the three coinages remained roughly equivalent.</p>



<p><a href="https://deltasdnd.blogspot.com/2019/06/historical-costs-comparison.html">Read Dan's blog comparing original D&amp;D to historical prices</a></p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Money">Money</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss money in D&amp;D, and how theyve both independently arrived at the need for a silver standard. From measuring encumbrance in coins to stocking dungeons with treasure, to how to drain the players of their inflated wealth, the Wanderin]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul discuss money in D&amp;D, and how they've both independently arrived at the need for a silver standard. From measuring encumbrance in coins to stocking dungeons with treasure, to how to drain the players of their inflated wealth, the Wandering DMs will cover everything numismatic in your D&amp;D game.</p>



<p>Many cultures around the world eventually developed the use of commodity money. The Mesopotamian shekel was a unit of weight, and relied on the mass of something like 160 grains of barley. The first usage of the term came from Mesopotamia circa 3000 BC. Societies in the Americas, Asia, Africa and Australia used shell money—often, the shells of the cowry (Cypraea moneta L. or C. annulus L.). According to Herodotus, the Lydians were the first people to introduce the use of gold and silver coins. It is thought by modern scholars that these first stamped coins were minted around 650 to 600 BC.</p>



<p>In most major economies using coinage, copper, silver, and gold formed three tiers of coins. Gold coins were used for large purchases, payment of the military, and backing of state activities. Silver coins were used for midsized transactions, and as a unit of account for taxes, dues, contracts, and fealty, while copper coins represented the coinage of common transaction. This system had been used in ancient India since the time of the Mahajanapadas. In Europe, this system worked through the medieval period because there was virtually no new gold, silver, or copper introduced through mining or conquest. Thus the overall ratios of the three coinages remained roughly equivalent.</p>



<p><a href="https://deltasdnd.blogspot.com/2019/06/historical-costs-comparison.html">Read Dan's blog comparing original D&amp;D to historical prices</a></p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Money">Money</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan and Paul discuss money in D&amp;D, and how they've both independently arrived at the need for a silver standard. From measuring encumbrance in coins to stocking dungeons with treasure, to how to drain the players of their inflated wealth, the Wandering DMs will cover everything numismatic in your D&amp;D game.



Many cultures around the world eventually developed the use of commodity money. The Mesopotamian shekel was a unit of weight, and relied on the mass of something like 160 grains of barley. The first usage of the term came from Mesopotamia circa 3000 BC. Societies in the Americas, Asia, Africa and Australia used shell money—often, the shells of the cowry (Cypraea moneta L. or C. annulus L.). According to Herodotus, the Lydians were the first people to introduce the use of gold and silver coins. It is thought by modern scholars that these first stamped coins were minted around 650 to 600 BC.



In most major economies using coinage, copper, silver, and gold formed three tiers of coins. Gold coins were used for large purchases, payment of the military, and backing of state activities. Silver coins were used for midsized transactions, and as a unit of account for taxes, dues, contracts, and fealty, while copper coins represented the coinage of common transaction. This system had been used in ancient India since the time of the Mahajanapadas. In Europe, this system worked through the medieval period because there was virtually no new gold, silver, or copper introduced through mining or conquest. Thus the overall ratios of the three coinages remained roughly equivalent.



Read Dan's blog comparing original D&amp;D to historical prices



This description uses material from the Wikipedia article "Money", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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Many cultures around the world eventually developed the use of commodity money. The Mesopotamian shekel was a unit of weight, and relied on the mass of something like 160 grains of barley. The first usage of the term came from Mesopotamia circa 3000 BC. Societies in the Americas, Asia, Africa and Australia used shell money—often, the shells of the cowry (Cypraea moneta L. or C. annulus L.). According to Herodotus, the Lydians were the first people to introduce the use of gold and silver coins. It is thought by modern scholars that these first stamped coins were minted around 650 to 600 BC.



In most major economies using coinage, copper, silver, and gold formed three tie]]></googleplay:description>
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	<title>Werewolf Games &#124; The Monstrous Mafia &#124; Wandering DMs S05 E35</title>
	<link>https://wanderingdms.com/podcast/werewolf-games-the-monstrous-mafia-wandering-dms-s05-e35/</link>
	<pubDate>Wed, 08 Nov 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5231</guid>
	<description><![CDATA[<p>Paul &amp; Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of this game work the best? What psychological lessons can we take away? And what elements can be worked into your D&amp;D and other role-playing games?</p>



<p>Mafia, also known as Werewolf, is a Russian social deduction game created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night-phase, during which those with night-killing-powers may covertly kill other players, and second, a day-phase, in which all surviving players debate and vote to eliminate a suspect. The game continues until a faction achieves its win-condition; for the village, this usually means eliminating the evil minority, while for the minority, this usually means reaching numerical parity with the village and eliminating any rival evil groups.</p>



<p>Andrew Plotkin gave the rules a werewolf theme in 1997, arguing that the mafia had less cultural resonance, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime. Mafia and a variant called Thing have been played at science fiction writers' workshops since 1998, and have become an integral part of the annual Clarion and Viable Paradise workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and South By Southwest. In 1998 the Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role-playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach reading body language and nonverbal signals. In September 1998 Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed. The werewolf theme was also incorporated in the French adaption of Mafia, The Werewolves of Millers Hollow.</p>



<p>Mafia is one of the 50 most historically and culturally significant tabletop games since 1800 according to about.com.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mafia_(party_game)">Mafia (party game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of thi]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of this game work the best? What psychological lessons can we take away? And what elements can be worked into your D&amp;D and other role-playing games?</p>



<p>Mafia, also known as Werewolf, is a Russian social deduction game created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night-phase, during which those with night-killing-powers may covertly kill other players, and second, a day-phase, in which all surviving players debate and vote to eliminate a suspect. The game continues until a faction achieves its win-condition; for the village, this usually means eliminating the evil minority, while for the minority, this usually means reaching numerical parity with the village and eliminating any rival evil groups.</p>



<p>Andrew Plotkin gave the rules a werewolf theme in 1997, arguing that the mafia had less cultural resonance, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime. Mafia and a variant called Thing have been played at science fiction writers' workshops since 1998, and have become an integral part of the annual Clarion and Viable Paradise workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and South By Southwest. In 1998 the Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role-playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach reading body language and nonverbal signals. In September 1998 Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed. The werewolf theme was also incorporated in the French adaption of Mafia, The Werewolves of Millers Hollow.</p>



<p>Mafia is one of the 50 most historically and culturally significant tabletop games since 1800 according to about.com.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Mafia_(party_game)">Mafia (party game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5231/werewolf-games-the-monstrous-mafia-wandering-dms-s05-e35.mp3" length="90617673" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of this game work the best? What psychological lessons can we take away? And what elements can be worked into your D&amp;D and other role-playing games?



Mafia, also known as Werewolf, is a Russian social deduction game created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night-phase, during which those with night-killing-powers may covertly kill other players, and second, a day-phase, in which all surviving players debate and vote to eliminate a suspect. The game continues until a faction achieves its win-condition; for the village, this usually means eliminating the evil minority, while for the minority, this usually means reaching numerical parity with the village and eliminating any rival evil groups.



Andrew Plotkin gave the rules a werewolf theme in 1997, arguing that the mafia had less cultural resonance, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime. Mafia and a variant called Thing have been played at science fiction writers' workshops since 1998, and have become an integral part of the annual Clarion and Viable Paradise workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and South By Southwest. In 1998 the Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role-playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach reading body language and nonverbal signals. In September 1998 Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed. The werewolf theme was also incorporated in the French adaption of Mafia, The Werewolves of Millers Hollow.



Mafia is one of the 50 most historically and culturally significant tabletop games since 1800 according to about.com.



This description uses material from the Wikipedia article "Mafia (party game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of this game work the best? What psychological lessons can we take away? And what elements can be worked into your D&amp;D and other role-playing games?



Mafia, also known as Werewolf, is a Russian social deduction game created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night-phase, during which those with night-killing-powers may covertly kill other players, and second, a day-phase, in which all surviving players debate and vote to eliminate a suspect. The game cont]]></googleplay:description>
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<item>
	<title>Fearful Ends &#124; Watch Party &#124; Wandering DMs S05 E34</title>
	<link>https://wanderingdms.com/podcast/fearful-ends-watch-party-wandering-dms-s05-e34/</link>
	<pubDate>Mon, 06 Nov 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5228</guid>
	<description><![CDATA[<p>Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!</p>



<p>Fearful Ends is a rules-light, story-centric roleplaying system for horror themed games. It features nihilistic stories about characters discovering impossible horrors. It aims to allow players to roleplay characters that experience mental or emotional collapse in a safe play environment that neither stigmatizes nor sensationalizes mental illness.</p>



<p>Giving each player at a full table a satisfying story arc for their character can be a difficult task for the GM to monitor, especially with a full table of players. Putting this power into the player's hand distributes the load and ensures each individual character will meet a satisfying, though likely unpleasant end. One player may even find a way to maintain their grip on reality and make it through the game unscathed, though it will</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">Back the Fearful Ends Kickstarter</a></li>



<li><a href="https://facebook.com/fearfulends">Follow Fearful Ends on Facebook</a></li>



<li><a href="https://fearfulends.com">Check out the Fearful Ends website</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!



Fearful Ends is a rules-light, story-centric roleplaying sy]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!</p>



<p>Fearful Ends is a rules-light, story-centric roleplaying system for horror themed games. It features nihilistic stories about characters discovering impossible horrors. It aims to allow players to roleplay characters that experience mental or emotional collapse in a safe play environment that neither stigmatizes nor sensationalizes mental illness.</p>



<p>Giving each player at a full table a satisfying story arc for their character can be a difficult task for the GM to monitor, especially with a full table of players. Putting this power into the player's hand distributes the load and ensures each individual character will meet a satisfying, though likely unpleasant end. One player may even find a way to maintain their grip on reality and make it through the game unscathed, though it will</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">Back the Fearful Ends Kickstarter</a></li>



<li><a href="https://facebook.com/fearfulends">Follow Fearful Ends on Facebook</a></li>



<li><a href="https://fearfulends.com">Check out the Fearful Ends website</a></li>
</ul>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!



Fearful Ends is a rules-light, story-centric roleplaying system for horror themed games. It features nihilistic stories about characters discovering impossible horrors. It aims to allow players to roleplay characters that experience mental or emotional collapse in a safe play environment that neither stigmatizes nor sensationalizes mental illness.



Giving each player at a full table a satisfying story arc for their character can be a difficult task for the GM to monitor, especially with a full table of players. Putting this power into the player's hand distributes the load and ensures each individual character will meet a satisfying, though likely unpleasant end. One player may even find a way to maintain their grip on reality and make it through the game unscathed, though it will




Back the Fearful Ends Kickstarter



Follow Fearful Ends on Facebook



Check out the Fearful Ends website]]></itunes:summary>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>2:15:44</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!



Fearful Ends is a rules-light, story-centric roleplaying system for horror themed games. It features nihilistic stories about characters discovering impossible horrors. It aims to allow players to roleplay characters that experience mental or emotional collapse in a safe play environment that neither stigmatizes nor sensationalizes mental illness.



Giving each player at a full table a satisfying story arc for their character can be a difficult task for the GM to monitor, especially with a full table of players. Putting this power into the player's hand distributes the load and ensures each individual character will meet a satisfying, though likely unpleasant end. One player may even find a way to maintain their grip on reality and make it through the game unscathed, though it will




Back t]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/11/thumbnail-s05e34-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Diceless Devices &#124; With Matt Finch &#124; Wandering DMs S05 E33</title>
	<link>https://wanderingdms.com/podcast/diceless-devices-with-matt-finch-wandering-dms-s05-e33/</link>
	<pubDate>Mon, 23 Oct 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5136</guid>
	<description><![CDATA[<p>Dan &amp; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&amp;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt's new app for the Fantasy Adventure Builder, now on Kickstarter? Dice were just the start!</p>



<p>Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular are known for more than 5000 years (found on locations in modern Iraq and Iran), flipping coin (thus producing a random bit) dates at least to the times of ancient Rome.</p>



<p>First documented use of physical random number generator for a scientific purpose was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling dice. In addition to the top digit, Galton also looked at the face of a dice closest to him, thus creating 6 * 4 = 24 outcomes (about 4.6 bits of randomness).</p>



<p>Kendall and Babington-Smith (1938) used a fast-rotating 10-sector disk that was illuminated by the periodic bursts of light. The sampling was done by a human who wrote the number under the light beam onto a pad. The device was utilized to produce a 100,000-digit random number table (at the time such tables were used for statistical experiments, like PRNG nowadays).</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-adventure-design-fantasy-adventure-builder-for-pc">Back Matt's Kickstarter for the Fantasy Adventure Builder app here</a></li>



<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">And join Paul's Kickstarter for Fearful Ends here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Hardware_random_number_generator">Hardware random number generator</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&amp;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matts new app for the Fantasy Adventure Builder, n]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&amp;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt's new app for the Fantasy Adventure Builder, now on Kickstarter? Dice were just the start!</p>



<p>Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular are known for more than 5000 years (found on locations in modern Iraq and Iran), flipping coin (thus producing a random bit) dates at least to the times of ancient Rome.</p>



<p>First documented use of physical random number generator for a scientific purpose was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling dice. In addition to the top digit, Galton also looked at the face of a dice closest to him, thus creating 6 * 4 = 24 outcomes (about 4.6 bits of randomness).</p>



<p>Kendall and Babington-Smith (1938) used a fast-rotating 10-sector disk that was illuminated by the periodic bursts of light. The sampling was done by a human who wrote the number under the light beam onto a pad. The device was utilized to produce a 100,000-digit random number table (at the time such tables were used for statistical experiments, like PRNG nowadays).</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-adventure-design-fantasy-adventure-builder-for-pc">Back Matt's Kickstarter for the Fantasy Adventure Builder app here</a></li>



<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">And join Paul's Kickstarter for Fearful Ends here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Hardware_random_number_generator">Hardware random number generator</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0.</a></p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5136/diceless-devices-with-matt-finch-wandering-dms-s05-e33.mp3" length="89947227" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&amp;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt's new app for the Fantasy Adventure Builder, now on Kickstarter? Dice were just the start!



Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular are known for more than 5000 years (found on locations in modern Iraq and Iran), flipping coin (thus producing a random bit) dates at least to the times of ancient Rome.



First documented use of physical random number generator for a scientific purpose was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling dice. In addition to the top digit, Galton also looked at the face of a dice closest to him, thus creating 6 * 4 = 24 outcomes (about 4.6 bits of randomness).



Kendall and Babington-Smith (1938) used a fast-rotating 10-sector disk that was illuminated by the periodic bursts of light. The sampling was done by a human who wrote the number under the light beam onto a pad. The device was utilized to produce a 100,000-digit random number table (at the time such tables were used for statistical experiments, like PRNG nowadays).




Back Matt's Kickstarter for the Fantasy Adventure Builder app here



And join Paul's Kickstarter for Fearful Ends here




This description uses material from the Wikipedia article "Hardware random number generator", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&amp;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt's new app for the Fantasy Adventure Builder, now on Kickstarter? Dice were just the start!



Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular are known for more than 5000 years (found on locations in modern Iraq and Iran), flipping coin (thus producing a random bit) dates at least to the times of ancient Rome.



First documented use of physical random number generator for a scientific purpose was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling dice. In addition to the top digit, Galton also looked at the face of a dice closest to him, thus creating 6 * 4 = 24 outcomes (about 4.6 bits of randomness).



Kendall and Babington-Smith (1938) used a fast-rot]]></googleplay:description>
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	<googleplay:block>no</googleplay:block>
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<item>
	<title>Adapting Content &#124; With the Alexandrian &#124; Wandering DMs S05 E32</title>
	<link>https://wanderingdms.com/podcast/adapting-content-with-the-alexandrian-wandering-dms-s05-e32/</link>
	<pubDate>Mon, 16 Oct 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5084</guid>
	<description><![CDATA[<p>Dan &amp; Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&amp;D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?</p>



<p>Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?</p>



<p>Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons &amp; Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.</p>



<p>So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away. Coming to a bookstore near you November 2023!</p>



<ul class="wp-block-list">
<li><a href="https://thealexandrian.net/so-you-want-to-be-a-game-master">Preorder Justin's So You Want to be a Game Master here</a></li>



<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">And join Paul's Kickstarter for Fearful Ends here</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&amp;D and other RPGs. What tricks work well? What things should you av]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&amp;D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?</p>



<p>Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?</p>



<p>Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons &amp; Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.</p>



<p>So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away. Coming to a bookstore near you November 2023!</p>



<ul class="wp-block-list">
<li><a href="https://thealexandrian.net/so-you-want-to-be-a-game-master">Preorder Justin's So You Want to be a Game Master here</a></li>



<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends">And join Paul's Kickstarter for Fearful Ends here</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5084/adapting-content-with-the-alexandrian-wandering-dms-s05-e32.mp3" length="86657121" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&amp;D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?



Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?



Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons &amp; Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.



So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away. Coming to a bookstore near you November 2023!




Preorder Justin's So You Want to be a Game Master here



And join Paul's Kickstarter for Fearful Ends here]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e32-1.0.1.jpg"></itunes:image>
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		<title>Adapting Content &#124; With the Alexandrian &#124; Wandering DMs S05 E32</title>
	</image>
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	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:11</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&amp;D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?



Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?



Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons &amp; Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e32-1.0.1.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Safety Tools &#124; Stress Free Roleplay of Stressed Out Characters &#124; Wandering DMs S05 E31</title>
	<link>https://wanderingdms.com/podcast/safety-tools-stress-free-roleplay-of-stressed-out-characters-wandering-dms-s05-e31/</link>
	<pubDate>Wed, 11 Oct 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5033</guid>
	<description><![CDATA[<p>How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Paul's upcoming horror RPG Fearful Ends.</p>



<p>John Stavropoulos, creator of X-Card, said on why to use this safety tool:</p>




<p>"The X-card creates a specific mood at the table. It says "We're here together. If you need to stop, we'll stop. The people playing are more important than the game we are playing." … Just having the X-Card present can increase the group's heightened awareness of everyone's risks and responsibilities. Even if the X-Card is never used, it still is a potent tool for getting everyone to think about each other first, and the game second."</p>




<p>William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on the X-Card including a discussion prompted by game designer Vincent Baker in 2013. White highlighted that Stavropoulos was an event organizer who developed the tool to help ensure a "positive experience in convention-based play" with strangers, however, many online commentators assumed "play takes place within stable, pre-existing groups" which is "an important distinction in understanding the issue". Some felt the X-Card "more or less obviously implies curtailing the range of normal activity at the table" and the tool was subject to ridicule while others "pointed to a legitimate need for safety mechanisms, challenging the critics on the jurisdictional grounds that they are misinterpreting the intent of the X-Card".</p>



<p>In 2013, Baker felt that X-card was an "unnecessary or harmful" game hack counter to the intentions of the game designer as "competent game designers" would be deliberate about including or excluding "emotional safety mechanisms". This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since "completely reversed" his position and stated "my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important".</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends?ref=7xyz7h">Back Fearful Ends on Kickstarter</a></li>



<li><a href="https://www.fearfulends.com/safety">Read Fearful End's Safety Tools Recommendations</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/X-Card">X-Card</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Pauls]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Paul's upcoming horror RPG Fearful Ends.</p>



<p>John Stavropoulos, creator of X-Card, said on why to use this safety tool:</p>




<p>"The X-card creates a specific mood at the table. It says "We're here together. If you need to stop, we'll stop. The people playing are more important than the game we are playing." … Just having the X-Card present can increase the group's heightened awareness of everyone's risks and responsibilities. Even if the X-Card is never used, it still is a potent tool for getting everyone to think about each other first, and the game second."</p>




<p>William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on the X-Card including a discussion prompted by game designer Vincent Baker in 2013. White highlighted that Stavropoulos was an event organizer who developed the tool to help ensure a "positive experience in convention-based play" with strangers, however, many online commentators assumed "play takes place within stable, pre-existing groups" which is "an important distinction in understanding the issue". Some felt the X-Card "more or less obviously implies curtailing the range of normal activity at the table" and the tool was subject to ridicule while others "pointed to a legitimate need for safety mechanisms, challenging the critics on the jurisdictional grounds that they are misinterpreting the intent of the X-Card".</p>



<p>In 2013, Baker felt that X-card was an "unnecessary or harmful" game hack counter to the intentions of the game designer as "competent game designers" would be deliberate about including or excluding "emotional safety mechanisms". This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since "completely reversed" his position and stated "my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important".</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends?ref=7xyz7h">Back Fearful Ends on Kickstarter</a></li>



<li><a href="https://www.fearfulends.com/safety">Read Fearful End's Safety Tools Recommendations</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/X-Card">X-Card</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5033/safety-tools-stress-free-roleplay-of-stressed-out-characters-wandering-dms-s05-e31.mp3" length="84973447" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Paul's upcoming horror RPG Fearful Ends.



John Stavropoulos, creator of X-Card, said on why to use this safety tool:




"The X-card creates a specific mood at the table. It says "We're here together. If you need to stop, we'll stop. The people playing are more important than the game we are playing." … Just having the X-Card present can increase the group's heightened awareness of everyone's risks and responsibilities. Even if the X-Card is never used, it still is a potent tool for getting everyone to think about each other first, and the game second."




William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on the X-Card including a discussion prompted by game designer Vincent Baker in 2013. White highlighted that Stavropoulos was an event organizer who developed the tool to help ensure a "positive experience in convention-based play" with strangers, however, many online commentators assumed "play takes place within stable, pre-existing groups" which is "an important distinction in understanding the issue". Some felt the X-Card "more or less obviously implies curtailing the range of normal activity at the table" and the tool was subject to ridicule while others "pointed to a legitimate need for safety mechanisms, challenging the critics on the jurisdictional grounds that they are misinterpreting the intent of the X-Card".



In 2013, Baker felt that X-card was an "unnecessary or harmful" game hack counter to the intentions of the game designer as "competent game designers" would be deliberate about including or excluding "emotional safety mechanisms". This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since "completely reversed" his position and stated "my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important".




Back Fearful Ends on Kickstarter



Read Fearful End's Safety Tools Recommendations




This description uses material from the Wikipedia article "X-Card", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e31-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e31-1.0.1.png</url>
		<title>Safety Tools &#124; Stress Free Roleplay of Stressed Out Characters &#124; Wandering DMs S05 E31</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:01</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Paul's upcoming horror RPG Fearful Ends.



John Stavropoulos, creator of X-Card, said on why to use this safety tool:




"The X-card creates a specific mood at the table. It says "We're here together. If you need to stop, we'll stop. The people playing are more important than the game we are playing." … Just having the X-Card present can increase the group's heightened awareness of everyone's risks and responsibilities. Even if the X-Card is never used, it still is a potent tool for getting everyone to think about each other first, and the game second."




William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on the X-Card including a discussion prompted ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e31-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Impossible Odds &#124; Player Autonomy vs Overwhelming Opposition &#124; Wandering DMs S05 E30</title>
	<link>https://wanderingdms.com/podcast/impossible-odds-player-autonomy-vs-overwhelming-opposition-wandering-dms-s05-e30/</link>
	<pubDate>Mon, 09 Oct 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=5031</guid>
	<description><![CDATA[<p>With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to "play to fail", and how do we enjoy games when there is little to no hope of success?</p>



<p>Immanuel Kant (1724–1804) defined autonomy by three themes regarding contemporary ethics. Firstly, autonomy as the right for one to make their own decisions excluding any interference from others. Secondly, autonomy as the capacity to make such decisions through one's own independence of mind and after personal reflection. Thirdly, as an ideal way of living life autonomously. In summary, autonomy is the moral right one possesses, or the capacity we have in order to think and make decisions for oneself providing some degree of control or power over the events that unfold within one's everyday life.</p>



<p>Fearful Ends is a horor roleplaying game about existential tragedy. Existentialist philosophy encompasses a range of perspectives, but it shares certain underlying concepts. Among these, a central tenet of existentialism is that personal freedom, individual responsibility, and deliberate choice are essential to the pursuit of self-discovery and the determination of life's meaning. However, because of the world's absurdity, anything can happen to anyone at any time and a tragic event could plummet someone into direct confrontation with the absurd. This is what gives meaning to people's lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man's existence since there is nothing to be discovered.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends?ref=7xyz7h">Back Fearful Ends on Kickstarter</a></li>
</ul>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Autonomy">Autonomy</a>" and "<a href="https://en.wikipedia.org/wiki/Existentialism">Existentialism</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to play to fail, and how do we enjoy gam]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to "play to fail", and how do we enjoy games when there is little to no hope of success?</p>



<p>Immanuel Kant (1724–1804) defined autonomy by three themes regarding contemporary ethics. Firstly, autonomy as the right for one to make their own decisions excluding any interference from others. Secondly, autonomy as the capacity to make such decisions through one's own independence of mind and after personal reflection. Thirdly, as an ideal way of living life autonomously. In summary, autonomy is the moral right one possesses, or the capacity we have in order to think and make decisions for oneself providing some degree of control or power over the events that unfold within one's everyday life.</p>



<p>Fearful Ends is a horor roleplaying game about existential tragedy. Existentialist philosophy encompasses a range of perspectives, but it shares certain underlying concepts. Among these, a central tenet of existentialism is that personal freedom, individual responsibility, and deliberate choice are essential to the pursuit of self-discovery and the determination of life's meaning. However, because of the world's absurdity, anything can happen to anyone at any time and a tragic event could plummet someone into direct confrontation with the absurd. This is what gives meaning to people's lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man's existence since there is nothing to be discovered.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/2057300167/fearful-ends?ref=7xyz7h">Back Fearful Ends on Kickstarter</a></li>
</ul>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Autonomy">Autonomy</a>" and "<a href="https://en.wikipedia.org/wiki/Existentialism">Existentialism</a>", which are released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5031/impossible-odds-player-autonomy-vs-overwhelming-opposition-wandering-dms-s05-e30.mp3" length="64585989" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to "play to fail", and how do we enjoy games when there is little to no hope of success?



Immanuel Kant (1724–1804) defined autonomy by three themes regarding contemporary ethics. Firstly, autonomy as the right for one to make their own decisions excluding any interference from others. Secondly, autonomy as the capacity to make such decisions through one's own independence of mind and after personal reflection. Thirdly, as an ideal way of living life autonomously. In summary, autonomy is the moral right one possesses, or the capacity we have in order to think and make decisions for oneself providing some degree of control or power over the events that unfold within one's everyday life.



Fearful Ends is a horor roleplaying game about existential tragedy. Existentialist philosophy encompasses a range of perspectives, but it shares certain underlying concepts. Among these, a central tenet of existentialism is that personal freedom, individual responsibility, and deliberate choice are essential to the pursuit of self-discovery and the determination of life's meaning. However, because of the world's absurdity, anything can happen to anyone at any time and a tragic event could plummet someone into direct confrontation with the absurd. This is what gives meaning to people's lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man's existence since there is nothing to be discovered.




Back Fearful Ends on Kickstarter




This description uses material from the Wikipedia articles "Autonomy" and "Existentialism", which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Impossible Odds &#124; Player Autonomy vs Overwhelming Opposition &#124; Wandering DMs S05 E30</title>
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	<itunes:duration>1:03:07</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to "play to fail", and how do we enjoy games when there is little to no hope of success?



Immanuel Kant (1724–1804) defined autonomy by three themes regarding contemporary ethics. Firstly, autonomy as the right for one to make their own decisions excluding any interference from others. Secondly, autonomy as the capacity to make such decisions through one's own independence of mind and after personal reflection. Thirdly, as an ideal way of living life autonomously. In summary, autonomy is the moral right one possesses, or the capacity we have in order to think and make decisions for oneself providing some degree of control or power over the events that unfold within one's everyday life.



Fearful Ends is a horor roleplaying game about existential tragedy. Existentialist ph]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e30-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Natural Healing in D&#038;D &#124; Wandering DMs S05 E29</title>
	<link>https://wanderingdms.com/podcast/natural-healing-in-dd-wandering-dms-s05-e29/</link>
	<pubDate>Mon, 25 Sep 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4946</guid>
	<description><![CDATA[<p>Without magic, how fast does a character heal in D&amp;D? It may surprise you how much the answer has changed over the editions! Dan &amp; Paul debate which rule is best. And what are hit points, anyway?</p>



<p>Wound healing refers to a living organism's replacement of destroyed or damaged tissue by newly produced tissue. In undamaged skin, the epidermis (surface, epithelial layer) and dermis (deeper, connective layer) form a protective barrier against the external environment. When the barrier is broken, a regulated sequence of biochemical events is set into motion to repair the damage. This process is divided into predictable phases: blood clotting (hemostasis), inflammation, tissue growth (cell proliferation), and tissue remodeling (maturation and cell differentiation). Blood clotting may be considered to be part of the inflammation stage instead of a separate stage.</p>



<p>The wound-healing process is not only complex but fragile, and it is susceptible to interruption or failure leading to the formation of non-healing chronic wounds. Factors that contribute to non-healing chronic wounds are diabetes, venous or arterial disease, infection, and metabolic deficiencies of old age.</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2018/03/healing-through-ages.html">Read Dan's blog article on healing through the ages of D&amp;D</a></li>



<li><a href="https://www.giantitp.com/comics/oots1287.html">See last week's Order of the Stick comic on the meaning of hit points</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Wound_healing">Wound healing</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Without magic, how fast does a character heal in D&amp;D? It may surprise you how much the answer has changed over the editions! Dan &amp; Paul debate which rule is best. And what are hit points, anyway?



Wound healing refers to a living organisms repl]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Without magic, how fast does a character heal in D&amp;D? It may surprise you how much the answer has changed over the editions! Dan &amp; Paul debate which rule is best. And what are hit points, anyway?</p>



<p>Wound healing refers to a living organism's replacement of destroyed or damaged tissue by newly produced tissue. In undamaged skin, the epidermis (surface, epithelial layer) and dermis (deeper, connective layer) form a protective barrier against the external environment. When the barrier is broken, a regulated sequence of biochemical events is set into motion to repair the damage. This process is divided into predictable phases: blood clotting (hemostasis), inflammation, tissue growth (cell proliferation), and tissue remodeling (maturation and cell differentiation). Blood clotting may be considered to be part of the inflammation stage instead of a separate stage.</p>



<p>The wound-healing process is not only complex but fragile, and it is susceptible to interruption or failure leading to the formation of non-healing chronic wounds. Factors that contribute to non-healing chronic wounds are diabetes, venous or arterial disease, infection, and metabolic deficiencies of old age.</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2018/03/healing-through-ages.html">Read Dan's blog article on healing through the ages of D&amp;D</a></li>



<li><a href="https://www.giantitp.com/comics/oots1287.html">See last week's Order of the Stick comic on the meaning of hit points</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Wound_healing">Wound healing</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Without magic, how fast does a character heal in D&amp;D? It may surprise you how much the answer has changed over the editions! Dan &amp; Paul debate which rule is best. And what are hit points, anyway?



Wound healing refers to a living organism's replacement of destroyed or damaged tissue by newly produced tissue. In undamaged skin, the epidermis (surface, epithelial layer) and dermis (deeper, connective layer) form a protective barrier against the external environment. When the barrier is broken, a regulated sequence of biochemical events is set into motion to repair the damage. This process is divided into predictable phases: blood clotting (hemostasis), inflammation, tissue growth (cell proliferation), and tissue remodeling (maturation and cell differentiation). Blood clotting may be considered to be part of the inflammation stage instead of a separate stage.



The wound-healing process is not only complex but fragile, and it is susceptible to interruption or failure leading to the formation of non-healing chronic wounds. Factors that contribute to non-healing chronic wounds are diabetes, venous or arterial disease, infection, and metabolic deficiencies of old age.




Read Dan's blog article on healing through the ages of D&amp;D



See last week's Order of the Stick comic on the meaning of hit points




This description uses material from the Wikipedia article "Wound healing", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Without magic, how fast does a character heal in D&amp;D? It may surprise you how much the answer has changed over the editions! Dan &amp; Paul debate which rule is best. And what are hit points, anyway?



Wound healing refers to a living organism's replacement of destroyed or damaged tissue by newly produced tissue. In undamaged skin, the epidermis (surface, epithelial layer) and dermis (deeper, connective layer) form a protective barrier against the external environment. When the barrier is broken, a regulated sequence of biochemical events is set into motion to repair the damage. This process is divided into predictable phases: blood clotting (hemostasis), inflammation, tissue growth (cell proliferation), and tissue remodeling (maturation and cell differentiation). Blood clotting may be considered to be part of the inflammation stage instead of a separate stage.



The wound-healing process is not only complex but fragile, and it is susceptible to interruption or failure leading t]]></googleplay:description>
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	<googleplay:block>no</googleplay:block>
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<item>
	<title>Assassins in D&#038;D &#124; Wandering DMs S05 E28</title>
	<link>https://wanderingdms.com/podcast/assassins-in-dd-wandering-dms-s05-e28/</link>
	<pubDate>Mon, 18 Sep 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4901</guid>
	<description><![CDATA[<p>Assassins were prominently available for hire in the earliest edition of Dungeons &amp; Dragons, and they became a core character class of their own in 1st Edition Advanced D&amp;D. Where did they sneak off to since then? What's the best way to handle PC's wanting to run a solo assassination mission?</p>



<p>Some famous assassination victims are Philip II of Macedon (336 BC), the father of Alexander the Great, and Roman dictator Julius Caesar (44 BC). Emperors of Rome often met their end in this way, as did many of the Muslim Shia Imams hundreds of years later. Three successive Rashidun caliphs (Umar, Uthman Ibn Affan, and Ali ibn Abi Talib) were assassinated in early civil conflicts between Muslims. The practice was also well known in ancient China, as in Jing Ke's failed assassination of Qin king Ying Zheng in 227 BC. Whilst many assassinations were performed by individuals or small groups, there were also specialized units who used a collective group of people to perform more than one assassination. The earliest were the sicarii in 6 AD, who predated the Middle Eastern Assassins and Japanese shinobis by centuries.</p>



<p>In the Middle Ages, regicide was rare in Western Europe, but it was a recurring theme in the Eastern Roman Empire. Strangling in the bathtub was the most commonly used method. With the Renaissance, tyrannicide—or assassination for personal or political reasons—became more common again in Western Europe.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Assassination">Assassination</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &amp; Dragons, and they became a core character class of their own in 1st Edition Advanced D&amp;D. Where did they sneak off to since then? Whats the best way to handle PCs]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Assassins were prominently available for hire in the earliest edition of Dungeons &amp; Dragons, and they became a core character class of their own in 1st Edition Advanced D&amp;D. Where did they sneak off to since then? What's the best way to handle PC's wanting to run a solo assassination mission?</p>



<p>Some famous assassination victims are Philip II of Macedon (336 BC), the father of Alexander the Great, and Roman dictator Julius Caesar (44 BC). Emperors of Rome often met their end in this way, as did many of the Muslim Shia Imams hundreds of years later. Three successive Rashidun caliphs (Umar, Uthman Ibn Affan, and Ali ibn Abi Talib) were assassinated in early civil conflicts between Muslims. The practice was also well known in ancient China, as in Jing Ke's failed assassination of Qin king Ying Zheng in 227 BC. Whilst many assassinations were performed by individuals or small groups, there were also specialized units who used a collective group of people to perform more than one assassination. The earliest were the sicarii in 6 AD, who predated the Middle Eastern Assassins and Japanese shinobis by centuries.</p>



<p>In the Middle Ages, regicide was rare in Western Europe, but it was a recurring theme in the Eastern Roman Empire. Strangling in the bathtub was the most commonly used method. With the Renaissance, tyrannicide—or assassination for personal or political reasons—became more common again in Western Europe.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Assassination">Assassination</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4901/assassins-in-dd-wandering-dms-s05-e28.mp3" length="86814347" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &amp; Dragons, and they became a core character class of their own in 1st Edition Advanced D&amp;D. Where did they sneak off to since then? What's the best way to handle PC's wanting to run a solo assassination mission?



Some famous assassination victims are Philip II of Macedon (336 BC), the father of Alexander the Great, and Roman dictator Julius Caesar (44 BC). Emperors of Rome often met their end in this way, as did many of the Muslim Shia Imams hundreds of years later. Three successive Rashidun caliphs (Umar, Uthman Ibn Affan, and Ali ibn Abi Talib) were assassinated in early civil conflicts between Muslims. The practice was also well known in ancient China, as in Jing Ke's failed assassination of Qin king Ying Zheng in 227 BC. Whilst many assassinations were performed by individuals or small groups, there were also specialized units who used a collective group of people to perform more than one assassination. The earliest were the sicarii in 6 AD, who predated the Middle Eastern Assassins and Japanese shinobis by centuries.



In the Middle Ages, regicide was rare in Western Europe, but it was a recurring theme in the Eastern Roman Empire. Strangling in the bathtub was the most commonly used method. With the Renaissance, tyrannicide—or assassination for personal or political reasons—became more common again in Western Europe.



This description uses material from the Wikipedia article "Assassination", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &amp; Dragons, and they became a core character class of their own in 1st Edition Advanced D&amp;D. Where did they sneak off to since then? What's the best way to handle PC's wanting to run a solo assassination mission?



Some famous assassination victims are Philip II of Macedon (336 BC), the father of Alexander the Great, and Roman dictator Julius Caesar (44 BC). Emperors of Rome often met their end in this way, as did many of the Muslim Shia Imams hundreds of years later. Three successive Rashidun caliphs (Umar, Uthman Ibn Affan, and Ali ibn Abi Talib) were assassinated in early civil conflicts between Muslims. The practice was also well known in ancient China, as in Jing Ke's failed assassination of Qin king Ying Zheng in 227 BC. Whilst many assassinations were performed by individuals or small groups, there were also specialized units who used a collective group of people to perform more than one a]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>D&#038;D Character Sheets &#124; Setting the Record Straight &#124; Wandering DMs S05 E27</title>
	<link>https://wanderingdms.com/podcast/dd-character-sheets-setting-the-record-straight-wandering-dms-s05-e27/</link>
	<pubDate>Mon, 11 Sep 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4842</guid>
	<description><![CDATA[<p>Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what's the best way to keep tabs on your character's most important details now?</p>



<p>Original Edition Dungeons &amp; Dragons (1974), did not include a character sheet. The first one ever published was in the Haven Herald fanzine of Stephen Tihor published on May 3, 1975. One month after, another character sheet was released in the APA magazine Alarums and Excursions. Since then, most tabletop role-playing games use a character sheet for information about the player characters.</p>



<p>What is considered relevant can vary by game and personal preference—one player may consider his character's eye colour or personal background relevant while another might not, but both may be required by the game rules to note down on their sheet if their character suffers an injury.</p>



<p>Character sheets for a game are usually found within the game's main rulebook, and permission is almost always given for players to photocopy this sheet. Some publishers sell preprinted sheets separately. Many offer PDF files with character sheets for the players to print out themselves. It is not uncommon for players to create custom character sheets, to their own design, rather than use the publisher's “official” offerings.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Character_sheet">Character Sheet</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>. </p>]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And whats the best way to keep tabs on your characters most important details now?



Original Edition Dungeons &amp; D]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what's the best way to keep tabs on your character's most important details now?</p>



<p>Original Edition Dungeons &amp; Dragons (1974), did not include a character sheet. The first one ever published was in the Haven Herald fanzine of Stephen Tihor published on May 3, 1975. One month after, another character sheet was released in the APA magazine Alarums and Excursions. Since then, most tabletop role-playing games use a character sheet for information about the player characters.</p>



<p>What is considered relevant can vary by game and personal preference—one player may consider his character's eye colour or personal background relevant while another might not, but both may be required by the game rules to note down on their sheet if their character suffers an injury.</p>



<p>Character sheets for a game are usually found within the game's main rulebook, and permission is almost always given for players to photocopy this sheet. Some publishers sell preprinted sheets separately. Many offer PDF files with character sheets for the players to print out themselves. It is not uncommon for players to create custom character sheets, to their own design, rather than use the publisher's “official” offerings.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Character_sheet">Character Sheet</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>. </p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what's the best way to keep tabs on your character's most important details now?



Original Edition Dungeons &amp; Dragons (1974), did not include a character sheet. The first one ever published was in the Haven Herald fanzine of Stephen Tihor published on May 3, 1975. One month after, another character sheet was released in the APA magazine Alarums and Excursions. Since then, most tabletop role-playing games use a character sheet for information about the player characters.



What is considered relevant can vary by game and personal preference—one player may consider his character's eye colour or personal background relevant while another might not, but both may be required by the game rules to note down on their sheet if their character suffers an injury.



Character sheets for a game are usually found within the game's main rulebook, and permission is almost always given for players to photocopy this sheet. Some publishers sell preprinted sheets separately. Many offer PDF files with character sheets for the players to print out themselves. It is not uncommon for players to create custom character sheets, to their own design, rather than use the publisher's “official” offerings.



This description uses material from the Wikipedia article "Character Sheet", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:duration>1:00:41</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what's the best way to keep tabs on your character's most important details now?



Original Edition Dungeons &amp; Dragons (1974), did not include a character sheet. The first one ever published was in the Haven Herald fanzine of Stephen Tihor published on May 3, 1975. One month after, another character sheet was released in the APA magazine Alarums and Excursions. Since then, most tabletop role-playing games use a character sheet for information about the player characters.



What is considered relevant can vary by game and personal preference—one player may consider his character's eye colour or personal background relevant while another might not, but both may be required by the game rules to note down on their sheet if their character suffers an injury.



Character sheets for a game are usually found within the game's main rulebook, and perm]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Mazes in D&#038;D &#124; Getting Lost is Half the Fun &#124; Wandering DMs S05 E26</title>
	<link>https://wanderingdms.com/podcast/mazes-in-dd-getting-lost-is-half-the-fun-wandering-dms-s05-e26/</link>
	<pubDate>Mon, 28 Aug 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4779</guid>
	<description><![CDATA[<p>Join Dan and Paul as they discuss the use of mazes in D&amp;D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.</p>



<p>The word maze is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.</p>



<p>Some maze solving methods are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas others are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "standard", or "perfect" mazes, and are equivalent to a tree in graph theory. Thus many maze solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Maze">Maze</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Join Dan and Paul as they discuss the use of mazes in D&amp;D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.



The word ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Join Dan and Paul as they discuss the use of mazes in D&amp;D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.</p>



<p>The word maze is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.</p>



<p>Some maze solving methods are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas others are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "standard", or "perfect" mazes, and are equivalent to a tree in graph theory. Thus many maze solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Maze">Maze</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4779/mazes-in-dd-getting-lost-is-half-the-fun-wandering-dms-s05-e26.mp3" length="90512839" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Join Dan and Paul as they discuss the use of mazes in D&amp;D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.



The word maze is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.



Some maze solving methods are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas others are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "standard", or "perfect" mazes, and are equivalent to a tree in graph theory. Thus many maze solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree.



This description uses material from the Wikipedia article "Maze", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<image>
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		<title>Mazes in D&#038;D &#124; Getting Lost is Half the Fun &#124; Wandering DMs S05 E26</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:51</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Join Dan and Paul as they discuss the use of mazes in D&amp;D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.



The word maze is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.



Some maze solving methods are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas others are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "standard", or "perfect" mazes, and are equivalent to a tree in graph theory. Thus many maze solv]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e26-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>D&#038;D on Mars &#124; The Warriors of Mars &#124; Wandering DMs S05 E25</title>
	<link>https://wanderingdms.com/podcast/dd-on-mars-the-warriors-of-mars-wandering-dms-s05-e25/</link>
	<pubDate>Mon, 21 Aug 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4743</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat about the huge influence that tales set on Mars (Burroughs' John Carter Barsoom stories) had on the design of early Dungeons &amp; Dragons. Did you know that original D&amp;D had a built-in table for Martian encounters in the core books? That Gygax released a "Warriors of Mars" book almost simultaneously with D&amp;D? We'll delve into the ancient sands to find lost treasures!</p>



<p>Warriors of Mars is a 1974 miniatures wargame rule book, written by Gary Gygax and Brian Blume and published by Tactical Studies Rules. It simulates combat in the fantasy world of Barsoom, originally imagined by Edgar Rice Burroughs in his series of novels about John Carter of Mars. It is a 56-page booklet in the same style as the original Dungeons &amp; Dragons books, even sharing the same artist Greg Bell. Gygax and TSR published the rules without permission from Burroughs estate and soon after its release they issued a cease and desist order and the game was pulled from distribution. Because only a few copies were sold the book is now rare and sells for a high price.</p>



<p>The same year Warriors of Mars was published (and then un-published), Gygax published the first edition of Dungeons &amp; Dragons, where he paid homage to Burroughs in the last paragraph of the "Preface":</p>




<p>"Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste."</p>




<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Warriors_of_Mars_(game)">Warriors of Mars (game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat about the huge influence that tales set on Mars (Burroughs John Carter Barsoom stories) had on the design of early Dungeons &amp; Dragons. Did you know that original D&amp;D had a built-in table for Martian encounters in the core book]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat about the huge influence that tales set on Mars (Burroughs' John Carter Barsoom stories) had on the design of early Dungeons &amp; Dragons. Did you know that original D&amp;D had a built-in table for Martian encounters in the core books? That Gygax released a "Warriors of Mars" book almost simultaneously with D&amp;D? We'll delve into the ancient sands to find lost treasures!</p>



<p>Warriors of Mars is a 1974 miniatures wargame rule book, written by Gary Gygax and Brian Blume and published by Tactical Studies Rules. It simulates combat in the fantasy world of Barsoom, originally imagined by Edgar Rice Burroughs in his series of novels about John Carter of Mars. It is a 56-page booklet in the same style as the original Dungeons &amp; Dragons books, even sharing the same artist Greg Bell. Gygax and TSR published the rules without permission from Burroughs estate and soon after its release they issued a cease and desist order and the game was pulled from distribution. Because only a few copies were sold the book is now rare and sells for a high price.</p>



<p>The same year Warriors of Mars was published (and then un-published), Gygax published the first edition of Dungeons &amp; Dragons, where he paid homage to Burroughs in the last paragraph of the "Preface":</p>




<p>"Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste."</p>




<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Warriors_of_Mars_(game)">Warriors of Mars (game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4743/dd-on-mars-the-warriors-of-mars-wandering-dms-s05-e25.mp3" length="90368262" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat about the huge influence that tales set on Mars (Burroughs' John Carter Barsoom stories) had on the design of early Dungeons &amp; Dragons. Did you know that original D&amp;D had a built-in table for Martian encounters in the core books? That Gygax released a "Warriors of Mars" book almost simultaneously with D&amp;D? We'll delve into the ancient sands to find lost treasures!



Warriors of Mars is a 1974 miniatures wargame rule book, written by Gary Gygax and Brian Blume and published by Tactical Studies Rules. It simulates combat in the fantasy world of Barsoom, originally imagined by Edgar Rice Burroughs in his series of novels about John Carter of Mars. It is a 56-page booklet in the same style as the original Dungeons &amp; Dragons books, even sharing the same artist Greg Bell. Gygax and TSR published the rules without permission from Burroughs estate and soon after its release they issued a cease and desist order and the game was pulled from distribution. Because only a few copies were sold the book is now rare and sells for a high price.



The same year Warriors of Mars was published (and then un-published), Gygax published the first edition of Dungeons &amp; Dragons, where he paid homage to Burroughs in the last paragraph of the "Preface":




"Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste."




This description uses material from the Wikipedia article "Warriors of Mars (game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e25-1.0.2.png"></itunes:image>
	<image>
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		<title>D&#038;D on Mars &#124; The Warriors of Mars &#124; Wandering DMs S05 E25</title>
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	<itunes:duration>1:02:45</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat about the huge influence that tales set on Mars (Burroughs' John Carter Barsoom stories) had on the design of early Dungeons &amp; Dragons. Did you know that original D&amp;D had a built-in table for Martian encounters in the core books? That Gygax released a "Warriors of Mars" book almost simultaneously with D&amp;D? We'll delve into the ancient sands to find lost treasures!



Warriors of Mars is a 1974 miniatures wargame rule book, written by Gary Gygax and Brian Blume and published by Tactical Studies Rules. It simulates combat in the fantasy world of Barsoom, originally imagined by Edgar Rice Burroughs in his series of novels about John Carter of Mars. It is a 56-page booklet in the same style as the original Dungeons &amp; Dragons books, even sharing the same artist Greg Bell. Gygax and TSR published the rules without permission from Burroughs estate and soon after its release they issued a cease and desist order and the game was pulled from distribution. Bec]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Real World Inspirations &#124; Creating D&#038;D Adventures From What&#8217;s Around You &#124; Wandering DMs S05 E24</title>
	<link>https://wanderingdms.com/podcast/real-world-inspirations-creating-dd-adventures-from-whats-around-you-wandering-dms-s05-e24/</link>
	<pubDate>Mon, 14 Aug 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4706</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about using the world around them to create D&amp;D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmine of inspiration for game masters and storytellers.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about using the world around them to create D&amp;D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmi]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about using the world around them to create D&amp;D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmine of inspiration for game masters and storytellers.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4706/real-world-inspirations-creating-dd-adventures-from-whats-around-you-wandering-dms-s05-e24.mp3" length="86056914" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about using the world around them to create D&amp;D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmine of inspiration for game masters and storytellers.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e24.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e24.png</url>
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	<itunes:duration>59:46</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about using the world around them to create D&amp;D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmine of inspiration for game masters and storytellers.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e24.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Weather in D&#038;D &#124; What Can You Do About It? &#124; Wandering DMs S05 E23</title>
	<link>https://wanderingdms.com/podcast/weather-in-dd-what-can-you-do-about-it-wandering-dms-s05-e23/</link>
	<pubDate>Mon, 07 Aug 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4672</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about different weather systems for D&amp;D they've seen over the years. Do you prefer yours simple, or very detailed? Dice-based or DM narrative fiat? And why is it so important for wilderness adventures and wargaming?</p>



<p>Numerical weather prediction (NWP) uses mathematical models of the atmosphere and oceans to predict the weather based on current weather conditions. Though first attempted in the 1920s, it was not until the advent of computer simulation in the 1950s that numerical weather predictions produced realistic results. A number of global and regional forecast models are run in different countries worldwide, using current weather observations relayed from radiosondes, weather satellites and other observing systems as inputs.</p>



<p>Mathematical models based on the same physical principles can be used to generate either short-term weather forecasts or longer-term climate predictions; the latter are widely applied for understanding and projecting climate change. The improvements made to regional models have allowed for significant improvements in tropical cyclone track and air quality forecasts; however, atmospheric models perform poorly at handling processes that occur in a relatively constricted area, such as wildfires.</p>



<ul class="wp-block-list">
<li><a href="http://wf.suurpeikko.net/">Try a web version of the AD&amp;D Greyhawk Weather system here</a></li>



<li><a href="https://youtube.com/live/AZPtEJoCMO8">Watch Book of War Men vs. Monster Round 1 (cloudy weather) here</a></li>



<li><a href="https://youtube.com/live/iByRWis3bf4">Watch Book of War Men vs. Monster Round 2 (rainy weather) here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Numerical_weather_prediction">Numerical weather prediction</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about different weather systems for D&amp;D theyve seen over the years. Do you prefer yours simple, or very detailed? Dice-based or DM narrative fiat? And why is it so important for wilderness adventures and wargaming?



Numerical we]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about different weather systems for D&amp;D they've seen over the years. Do you prefer yours simple, or very detailed? Dice-based or DM narrative fiat? And why is it so important for wilderness adventures and wargaming?</p>



<p>Numerical weather prediction (NWP) uses mathematical models of the atmosphere and oceans to predict the weather based on current weather conditions. Though first attempted in the 1920s, it was not until the advent of computer simulation in the 1950s that numerical weather predictions produced realistic results. A number of global and regional forecast models are run in different countries worldwide, using current weather observations relayed from radiosondes, weather satellites and other observing systems as inputs.</p>



<p>Mathematical models based on the same physical principles can be used to generate either short-term weather forecasts or longer-term climate predictions; the latter are widely applied for understanding and projecting climate change. The improvements made to regional models have allowed for significant improvements in tropical cyclone track and air quality forecasts; however, atmospheric models perform poorly at handling processes that occur in a relatively constricted area, such as wildfires.</p>



<ul class="wp-block-list">
<li><a href="http://wf.suurpeikko.net/">Try a web version of the AD&amp;D Greyhawk Weather system here</a></li>



<li><a href="https://youtube.com/live/AZPtEJoCMO8">Watch Book of War Men vs. Monster Round 1 (cloudy weather) here</a></li>



<li><a href="https://youtube.com/live/iByRWis3bf4">Watch Book of War Men vs. Monster Round 2 (rainy weather) here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Numerical_weather_prediction">Numerical weather prediction</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4672/weather-in-dd-what-can-you-do-about-it-wandering-dms-s05-e23.mp3" length="89238729" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about different weather systems for D&amp;D they've seen over the years. Do you prefer yours simple, or very detailed? Dice-based or DM narrative fiat? And why is it so important for wilderness adventures and wargaming?



Numerical weather prediction (NWP) uses mathematical models of the atmosphere and oceans to predict the weather based on current weather conditions. Though first attempted in the 1920s, it was not until the advent of computer simulation in the 1950s that numerical weather predictions produced realistic results. A number of global and regional forecast models are run in different countries worldwide, using current weather observations relayed from radiosondes, weather satellites and other observing systems as inputs.



Mathematical models based on the same physical principles can be used to generate either short-term weather forecasts or longer-term climate predictions; the latter are widely applied for understanding and projecting climate change. The improvements made to regional models have allowed for significant improvements in tropical cyclone track and air quality forecasts; however, atmospheric models perform poorly at handling processes that occur in a relatively constricted area, such as wildfires.




Try a web version of the AD&amp;D Greyhawk Weather system here



Watch Book of War Men vs. Monster Round 1 (cloudy weather) here



Watch Book of War Men vs. Monster Round 2 (rainy weather) here




This description uses material from the Wikipedia article "Numerical weather prediction", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:duration>1:01:58</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about different weather systems for D&amp;D they've seen over the years. Do you prefer yours simple, or very detailed? Dice-based or DM narrative fiat? And why is it so important for wilderness adventures and wargaming?



Numerical weather prediction (NWP) uses mathematical models of the atmosphere and oceans to predict the weather based on current weather conditions. Though first attempted in the 1920s, it was not until the advent of computer simulation in the 1950s that numerical weather predictions produced realistic results. A number of global and regional forecast models are run in different countries worldwide, using current weather observations relayed from radiosondes, weather satellites and other observing systems as inputs.



Mathematical models based on the same physical principles can be used to generate either short-term weather forecasts or longer-term climate predictions; the latter are widely applied for understanding and projecting climate change]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/08/s05e23-thumbnail-1.0.2.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Paranoia RPGs &#124; Mandatory Fun &#124; Wandering DMs S05 E22</title>
	<link>https://wanderingdms.com/podcast/paranoia-rpgs-mandatory-fun-wandering-dms-s05-e22/</link>
	<pubDate>Sun, 23 Jul 2023 18:22:34 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4506</guid>
	<description><![CDATA[<p>Fresh from playing the Paranoia Mandatory Bonus Fun Card Game, Dan and Paul discuss their experience with various editions of the Paranoia RPG. Stay alert, trust no one, and keep your laser handy!</p>



<p>Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives.</p>



<p>Originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games, since 2004 Paranoia has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Paranoia_(role-playing_game)">Paranoia (role-playing game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Fresh from playing the Paranoia Mandatory Bonus Fun Card Game, Dan and Paul discuss their experience with various editions of the Paranoia RPG. Stay alert, trust no one, and keep your laser handy!



Paranoia is a humorous role-playing game set in a dyst]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Fresh from playing the Paranoia Mandatory Bonus Fun Card Game, Dan and Paul discuss their experience with various editions of the Paranoia RPG. Stay alert, trust no one, and keep your laser handy!</p>



<p>Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives.</p>



<p>Originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games, since 2004 Paranoia has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Paranoia_(role-playing_game)">Paranoia (role-playing game)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4506/paranoia-rpgs-mandatory-fun-wandering-dms-s05-e22.mp3" length="91219016" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Fresh from playing the Paranoia Mandatory Bonus Fun Card Game, Dan and Paul discuss their experience with various editions of the Paranoia RPG. Stay alert, trust no one, and keep your laser handy!



Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives.



Originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games, since 2004 Paranoia has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting.



This description uses material from the Wikipedia article "Paranoia (role-playing game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/07/s05e22-thumbnail.png"></itunes:image>
	<image>
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	<itunes:duration>1:03:21</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Fresh from playing the Paranoia Mandatory Bonus Fun Card Game, Dan and Paul discuss their experience with various editions of the Paranoia RPG. Stay alert, trust no one, and keep your laser handy!



Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives.



Originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games, since 2004 Paranoia has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Aw]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/07/s05e22-thumbnail.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Unboxing War of Wizards (1975) &#124; Wandering DMs S02 E21</title>
	<link>https://wanderingdms.com/podcast/unboxing-war-of-wizards-1975-wandering-dms-s02-e21/</link>
	<pubDate>Sun, 09 Jul 2023 21:55:14 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4502</guid>
	<description><![CDATA[<p>Paul's acquired an ancient treasure: A copy of M.A.R. Barker's 1975 "War of Wizards" game, still in the shrink wrap, from Gary Gygax's personal collection no less! This is the first-ever publication set in Tékumel, the world of the Empire of the Petal Throne. Inspired by the D&amp;D spellcasting system, it features two opposing wizards cast a barrage of spells at each other across an arena. What does these elder rules look like? Can Dan &amp; Paul make sense of them within an hour?</p>



<p>War of Wizards is a board game published by TSR in 1975. It was TSR's first publication for M. A. R. Barker's world of Tékumel.</p>



<p>David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker "made his game-design debut at TSR. A scholar of ancient languages, Barker had spent decades crafting a fantasy world called Tékumel, writing thousands of pages of histories, describing its culture, and even constructing its languages. He served as adviser to the university's wargaming club, and after Michael Mornard showed him Dungeons &amp; Dragons, Barker wrote two games based in Tékumel; a tabletop role-playing game, Empire of the Petal Throne; and a combat-oriented board game, War of Wizards."</p>



<p>Originally published by TSR in 1975, it was reprinted by Tita's House of Games in 1999. War of Wizards predates TSR releasing Empire of the Petal Throne by a few months, making it their first Tékumel publication.</p>



<ul class="wp-block-list">
<li><a href="https://boardgamegeek.com/boardgame/6217/war-wizards">See more about War of Wizards at BoardGameGeek</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/War_of_Wizards">War of Wizards</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Pauls acquired an ancient treasure: A copy of M.A.R. Barkers 1975 War of Wizards game, still in the shrink wrap, from Gary Gygaxs personal collection no less! This is the first-ever publication set in Tékumel, the world of the Empire of the Petal Throne.]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul's acquired an ancient treasure: A copy of M.A.R. Barker's 1975 "War of Wizards" game, still in the shrink wrap, from Gary Gygax's personal collection no less! This is the first-ever publication set in Tékumel, the world of the Empire of the Petal Throne. Inspired by the D&amp;D spellcasting system, it features two opposing wizards cast a barrage of spells at each other across an arena. What does these elder rules look like? Can Dan &amp; Paul make sense of them within an hour?</p>



<p>War of Wizards is a board game published by TSR in 1975. It was TSR's first publication for M. A. R. Barker's world of Tékumel.</p>



<p>David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker "made his game-design debut at TSR. A scholar of ancient languages, Barker had spent decades crafting a fantasy world called Tékumel, writing thousands of pages of histories, describing its culture, and even constructing its languages. He served as adviser to the university's wargaming club, and after Michael Mornard showed him Dungeons &amp; Dragons, Barker wrote two games based in Tékumel; a tabletop role-playing game, Empire of the Petal Throne; and a combat-oriented board game, War of Wizards."</p>



<p>Originally published by TSR in 1975, it was reprinted by Tita's House of Games in 1999. War of Wizards predates TSR releasing Empire of the Petal Throne by a few months, making it their first Tékumel publication.</p>



<ul class="wp-block-list">
<li><a href="https://boardgamegeek.com/boardgame/6217/war-wizards">See more about War of Wizards at BoardGameGeek</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/War_of_Wizards">War of Wizards</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4502/unboxing-war-of-wizards-1975-wandering-dms-s02-e21.mp3" length="131967575" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul's acquired an ancient treasure: A copy of M.A.R. Barker's 1975 "War of Wizards" game, still in the shrink wrap, from Gary Gygax's personal collection no less! This is the first-ever publication set in Tékumel, the world of the Empire of the Petal Throne. Inspired by the D&amp;D spellcasting system, it features two opposing wizards cast a barrage of spells at each other across an arena. What does these elder rules look like? Can Dan &amp; Paul make sense of them within an hour?



War of Wizards is a board game published by TSR in 1975. It was TSR's first publication for M. A. R. Barker's world of Tékumel.



David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker "made his game-design debut at TSR. A scholar of ancient languages, Barker had spent decades crafting a fantasy world called Tékumel, writing thousands of pages of histories, describing its culture, and even constructing its languages. He served as adviser to the university's wargaming club, and after Michael Mornard showed him Dungeons &amp; Dragons, Barker wrote two games based in Tékumel; a tabletop role-playing game, Empire of the Petal Throne; and a combat-oriented board game, War of Wizards."



Originally published by TSR in 1975, it was reprinted by Tita's House of Games in 1999. War of Wizards predates TSR releasing Empire of the Petal Throne by a few months, making it their first Tékumel publication.




See more about War of Wizards at BoardGameGeek




This description uses material from the Wikipedia article "War of Wizards", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/07/Thumbnail-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/07/Thumbnail-1.0.1.png</url>
		<title>Unboxing War of Wizards (1975) &#124; Wandering DMs S02 E21</title>
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	<itunes:explicit>false</itunes:explicit>
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	<itunes:duration>1:31:39</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul's acquired an ancient treasure: A copy of M.A.R. Barker's 1975 "War of Wizards" game, still in the shrink wrap, from Gary Gygax's personal collection no less! This is the first-ever publication set in Tékumel, the world of the Empire of the Petal Throne. Inspired by the D&amp;D spellcasting system, it features two opposing wizards cast a barrage of spells at each other across an arena. What does these elder rules look like? Can Dan &amp; Paul make sense of them within an hour?



War of Wizards is a board game published by TSR in 1975. It was TSR's first publication for M. A. R. Barker's world of Tékumel.



David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker "made his game-design debut at TSR. A scholar of ancient languages, Barker had spent decades crafting a fantasy world called Tékumel, writing thousands of pages of histories, describing its culture, and even constructing its languages. He served as adviser to the unive]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/07/Thumbnail-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Invisibility in D&#038;D &#124; The Unseen &#124; Wandering DMs S05 E20</title>
	<link>https://wanderingdms.com/podcast/invisibility-in-dd-the-unseen-wandering-dms-s05-e20/</link>
	<pubDate>Mon, 26 Jun 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4422</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about the complications of invisibility in D&amp;D, how to handle it, and how easily opponents can counter it, through the ages. How often have you cursed because of it?</p>



<p>In fiction, people or objects can be rendered completely invisible by several means:</p>



<ul class="wp-block-list">
<li>Magical objects such as rings, cloaks and amulets can be worn to grant the wearer permanent invisibility (or temporary invisibility until the object is taken off).</li>



<li>Magical potions can be consumed to grant temporary or permanent invisibility.</li>



<li>Magic spells can be cast on people or objects, usually giving temporary invisibility.</li>



<li>Some mythical creatures can make themselves invisible at will, such as in some tales in which leprechauns or Chinese dragons can shrink so much that humans cannot see them.</li>



<li>In science fiction, the idea of a "cloaking device".</li>
</ul>



<p>In some works, the power of magic creates an effective means of invisibility by distracting anyone who might notice the character. But since the character is not truly invisible, the effect could be betrayed by mirrors or other reflective surfaces.</p>



<p>Where magical invisibility is concerned, the issue may arise of whether the clothing worn by and any items carried by the invisible being are also rendered invisible. In general they are also regarded as being invisible, but in some instances clothing remains visible and must be removed for the full invisibility effect.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Invisibility">Invisibility</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about the complications of invisibility in D&amp;D, how to handle it, and how easily opponents can counter it, through the ages. How often have you cursed because of it?



In fiction, people or objects can be rendered completely invi]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about the complications of invisibility in D&amp;D, how to handle it, and how easily opponents can counter it, through the ages. How often have you cursed because of it?</p>



<p>In fiction, people or objects can be rendered completely invisible by several means:</p>



<ul class="wp-block-list">
<li>Magical objects such as rings, cloaks and amulets can be worn to grant the wearer permanent invisibility (or temporary invisibility until the object is taken off).</li>



<li>Magical potions can be consumed to grant temporary or permanent invisibility.</li>



<li>Magic spells can be cast on people or objects, usually giving temporary invisibility.</li>



<li>Some mythical creatures can make themselves invisible at will, such as in some tales in which leprechauns or Chinese dragons can shrink so much that humans cannot see them.</li>



<li>In science fiction, the idea of a "cloaking device".</li>
</ul>



<p>In some works, the power of magic creates an effective means of invisibility by distracting anyone who might notice the character. But since the character is not truly invisible, the effect could be betrayed by mirrors or other reflective surfaces.</p>



<p>Where magical invisibility is concerned, the issue may arise of whether the clothing worn by and any items carried by the invisible being are also rendered invisible. In general they are also regarded as being invisible, but in some instances clothing remains visible and must be removed for the full invisibility effect.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Invisibility">Invisibility</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4422/invisibility-in-dd-the-unseen-wandering-dms-s05-e20.mp3" length="90182222" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat about the complications of invisibility in D&amp;D, how to handle it, and how easily opponents can counter it, through the ages. How often have you cursed because of it?



In fiction, people or objects can be rendered completely invisible by several means:




Magical objects such as rings, cloaks and amulets can be worn to grant the wearer permanent invisibility (or temporary invisibility until the object is taken off).



Magical potions can be consumed to grant temporary or permanent invisibility.



Magic spells can be cast on people or objects, usually giving temporary invisibility.



Some mythical creatures can make themselves invisible at will, such as in some tales in which leprechauns or Chinese dragons can shrink so much that humans cannot see them.



In science fiction, the idea of a "cloaking device".




In some works, the power of magic creates an effective means of invisibility by distracting anyone who might notice the character. But since the character is not truly invisible, the effect could be betrayed by mirrors or other reflective surfaces.



Where magical invisibility is concerned, the issue may arise of whether the clothing worn by and any items carried by the invisible being are also rendered invisible. In general they are also regarded as being invisible, but in some instances clothing remains visible and must be removed for the full invisibility effect.



This description uses material from the Wikipedia article "Invisibility", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/06/s05e20-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/06/s05e20-featured-image.jpg</url>
		<title>Invisibility in D&#038;D &#124; The Unseen &#124; Wandering DMs S05 E20</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:38</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about the complications of invisibility in D&amp;D, how to handle it, and how easily opponents can counter it, through the ages. How often have you cursed because of it?



In fiction, people or objects can be rendered completely invisible by several means:




Magical objects such as rings, cloaks and amulets can be worn to grant the wearer permanent invisibility (or temporary invisibility until the object is taken off).



Magical potions can be consumed to grant temporary or permanent invisibility.



Magic spells can be cast on people or objects, usually giving temporary invisibility.



Some mythical creatures can make themselves invisible at will, such as in some tales in which leprechauns or Chinese dragons can shrink so much that humans cannot see them.



In science fiction, the idea of a "cloaking device".




In some works, the power of magic creates an effective means of invisibility by distracting anyone who might notice the character. But since the ch]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/06/s05e20-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Unicorns in D&#038;D &#124; What&#8217;s the Point? &#124; Wandering DMs S05 E19</title>
	<link>https://wanderingdms.com/podcast/unicorns-in-dd-whats-the-point-wandering-dms-s05-e19/</link>
	<pubDate>Mon, 12 Jun 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4343</guid>
	<description><![CDATA[<p>Paul &amp; Dan share their thoughts on Unicorns, which have been part of the standard monster list since the earliest days. Are they meant to be magical, fey representations of ineffable mysteries? Or are they meant to be a high-level brute melee attacker? Do they really belong in the world of D&amp;D at all?</p>



<p>In European literature and art, the unicorn has for the last thousand years or so been depicted as a white horse-like or goat-like animal with a long straight horn with spiralling grooves, cloven hooves, and sometimes a goat's beard. In the Middle Ages and Renaissance, it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could be captured only by a virgin. In encyclopedias, its horn was described as having the power to render poisoned water potable and to heal sickness. In medieval and Renaissance times, the tusk of the narwhal was sometimes sold as a unicorn horn. The unicorn continues to hold a place in popular culture. It is often used as a symbol of fantasy or rarity.</p>



<ul class="wp-block-list">
<li><a href="https://www.youtube.com/live/QPKwxX0c15I">Watch our first Book of War game using Unicorns</a></li>



<li><a href="https://www.youtube.com/live/FX2KveOTBNg">And return appearance against Wizards</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Unicorn">Unicorn</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan share their thoughts on Unicorns, which have been part of the standard monster list since the earliest days. Are they meant to be magical, fey representations of ineffable mysteries? Or are they meant to be a high-level brute melee attacke]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan share their thoughts on Unicorns, which have been part of the standard monster list since the earliest days. Are they meant to be magical, fey representations of ineffable mysteries? Or are they meant to be a high-level brute melee attacker? Do they really belong in the world of D&amp;D at all?</p>



<p>In European literature and art, the unicorn has for the last thousand years or so been depicted as a white horse-like or goat-like animal with a long straight horn with spiralling grooves, cloven hooves, and sometimes a goat's beard. In the Middle Ages and Renaissance, it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could be captured only by a virgin. In encyclopedias, its horn was described as having the power to render poisoned water potable and to heal sickness. In medieval and Renaissance times, the tusk of the narwhal was sometimes sold as a unicorn horn. The unicorn continues to hold a place in popular culture. It is often used as a symbol of fantasy or rarity.</p>



<ul class="wp-block-list">
<li><a href="https://www.youtube.com/live/QPKwxX0c15I">Watch our first Book of War game using Unicorns</a></li>



<li><a href="https://www.youtube.com/live/FX2KveOTBNg">And return appearance against Wizards</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Unicorn">Unicorn</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4343/unicorns-in-dd-whats-the-point-wandering-dms-s05-e19.mp3" length="90999562" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan share their thoughts on Unicorns, which have been part of the standard monster list since the earliest days. Are they meant to be magical, fey representations of ineffable mysteries? Or are they meant to be a high-level brute melee attacker? Do they really belong in the world of D&amp;D at all?



In European literature and art, the unicorn has for the last thousand years or so been depicted as a white horse-like or goat-like animal with a long straight horn with spiralling grooves, cloven hooves, and sometimes a goat's beard. In the Middle Ages and Renaissance, it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could be captured only by a virgin. In encyclopedias, its horn was described as having the power to render poisoned water potable and to heal sickness. In medieval and Renaissance times, the tusk of the narwhal was sometimes sold as a unicorn horn. The unicorn continues to hold a place in popular culture. It is often used as a symbol of fantasy or rarity.




Watch our first Book of War game using Unicorns



And return appearance against Wizards




This description uses material from the Wikipedia article "Unicorn", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/06/s05e19-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/06/s05e19-featured-image.jpg</url>
		<title>Unicorns in D&#038;D &#124; What&#8217;s the Point? &#124; Wandering DMs S05 E19</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:12</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan share their thoughts on Unicorns, which have been part of the standard monster list since the earliest days. Are they meant to be magical, fey representations of ineffable mysteries? Or are they meant to be a high-level brute melee attacker? Do they really belong in the world of D&amp;D at all?



In European literature and art, the unicorn has for the last thousand years or so been depicted as a white horse-like or goat-like animal with a long straight horn with spiralling grooves, cloven hooves, and sometimes a goat's beard. In the Middle Ages and Renaissance, it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could be captured only by a virgin. In encyclopedias, its horn was described as having the power to render poisoned water potable and to heal sickness. In medieval and Renaissance times, the tusk of the narwhal was sometimes sold as a unicorn horn. The unicorn continues to hold a place in popular culture. It is ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/06/s05e19-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>D&#038;D Honor Among Thieves &#124; Wandering DMs Review &#124; Wandering DMs S05 E18</title>
	<link>https://wanderingdms.com/podcast/dd-honor-among-thieves-wandering-dms-review-wandering-dms-s05-e18/</link>
	<pubDate>Mon, 05 Jun 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4309</guid>
	<description><![CDATA[<p>Dan &amp; Paul give their thoughts on the 2023 movie Dungeons &amp; Dragons: Honor Among Thieves. For old-school D&amp;D players, is it worth the watch, or another one for the garderobe?</p>



<p>Dungeons &amp; Dragons: Honor Among Thieves is a 2023 American fantasy heist comedy film directed by Jonathan Goldstein and John Francis Daley, who co-wrote the screenplay with Michael Gilio from a story by Chris McKay and Gilio. Based on the tabletop role-playing game Dungeons &amp; Dragons, it is set in the Forgotten Realms campaign setting and has no connections to the previous film trilogy released between 2000 and 2012. The film stars Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant.</p>



<p>Dungeons &amp; Dragons: Honor Among Thieves had its world premiere at South by Southwest on March 10, 2023, and was released in the United States on March 31, 2023, by Paramount Pictures. The film received positive reviews from critics and audiences and grossed over $208 million worldwide, making it the tenth-highest-grossing film of 2023.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons:_Honor_Among_Thieves">Dungeons &amp; Dragons: Honor Among Thieves</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul give their thoughts on the 2023 movie Dungeons &amp; Dragons: Honor Among Thieves. For old-school D&amp;D players, is it worth the watch, or another one for the garderobe?



Dungeons &amp; Dragons: Honor Among Thieves is a 2023 American f]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul give their thoughts on the 2023 movie Dungeons &amp; Dragons: Honor Among Thieves. For old-school D&amp;D players, is it worth the watch, or another one for the garderobe?</p>



<p>Dungeons &amp; Dragons: Honor Among Thieves is a 2023 American fantasy heist comedy film directed by Jonathan Goldstein and John Francis Daley, who co-wrote the screenplay with Michael Gilio from a story by Chris McKay and Gilio. Based on the tabletop role-playing game Dungeons &amp; Dragons, it is set in the Forgotten Realms campaign setting and has no connections to the previous film trilogy released between 2000 and 2012. The film stars Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant.</p>



<p>Dungeons &amp; Dragons: Honor Among Thieves had its world premiere at South by Southwest on March 10, 2023, and was released in the United States on March 31, 2023, by Paramount Pictures. The film received positive reviews from critics and audiences and grossed over $208 million worldwide, making it the tenth-highest-grossing film of 2023.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons:_Honor_Among_Thieves">Dungeons &amp; Dragons: Honor Among Thieves</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul give their thoughts on the 2023 movie Dungeons &amp; Dragons: Honor Among Thieves. For old-school D&amp;D players, is it worth the watch, or another one for the garderobe?



Dungeons &amp; Dragons: Honor Among Thieves is a 2023 American fantasy heist comedy film directed by Jonathan Goldstein and John Francis Daley, who co-wrote the screenplay with Michael Gilio from a story by Chris McKay and Gilio. Based on the tabletop role-playing game Dungeons &amp; Dragons, it is set in the Forgotten Realms campaign setting and has no connections to the previous film trilogy released between 2000 and 2012. The film stars Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant.



Dungeons &amp; Dragons: Honor Among Thieves had its world premiere at South by Southwest on March 10, 2023, and was released in the United States on March 31, 2023, by Paramount Pictures. The film received positive reviews from critics and audiences and grossed over $208 million worldwide, making it the tenth-highest-grossing film of 2023.



This description uses material from the Wikipedia article "Dungeons &amp; Dragons: Honor Among Thieves", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul give their thoughts on the 2023 movie Dungeons &amp; Dragons: Honor Among Thieves. For old-school D&amp;D players, is it worth the watch, or another one for the garderobe?



Dungeons &amp; Dragons: Honor Among Thieves is a 2023 American fantasy heist comedy film directed by Jonathan Goldstein and John Francis Daley, who co-wrote the screenplay with Michael Gilio from a story by Chris McKay and Gilio. Based on the tabletop role-playing game Dungeons &amp; Dragons, it is set in the Forgotten Realms campaign setting and has no connections to the previous film trilogy released between 2000 and 2012. The film stars Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant.



Dungeons &amp; Dragons: Honor Among Thieves had its world premiere at South by Southwest on March 10, 2023, and was released in the United States on March 31, 2023, by Paramount Pictures. The film received positive reviews from critics and audiences and grossed over $]]></googleplay:description>
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	<title>Wargame Lessons &#124; Revising Fantasy Medieval Campaigns &#124; Wandering DMs S05 E17</title>
	<link>https://wanderingdms.com/podcast/wargame-lessons-revising-fantasy-medieval-campaigns-wandering-dms-s05-e17/</link>
	<pubDate>Mon, 29 May 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4277</guid>
	<description><![CDATA[<p>Paul &amp; Dan reflect on lessons we've learned for our D&amp;D games based on playing wargames in the recent past. Is there anything we can use to improve our fantasy RPG? Heck, yes!</p>



<p>The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts.</p>



<p>A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational wargames only need to be as realistic as it pleases the players, so in most recreational wargames the emphasis is on verisimilitude, i.e. the satisfactory appearance of realism. In any case, no wargame can be perfectly realistic. A wargame's design must make trade-offs between realism, playability, and fun, and function within the constraints of its medium.</p>



<p>Fantasy wargames arguably stretch the definition of wargaming by representing fictional or anachronistic armaments, but they may still be called wargames if they resemble real warfare to the satisfaction of the players. For example, Warhammer Fantasy Battle has wizards and dragons, but the bulk of the armaments are taken from medieval warfare (spearmen, knights, archers, etc.).</p>



<p>Validation is the process by which a given wargame is proven to be realistic. For historical wargames, this usually means being able to accurately recreate a certain historical battle. Validating military wargames is sometimes tricky as they are typically used to simulate hypothetical future scenarios.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Wargame">Wargame</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan reflect on lessons weve learned for our D&amp;D games based on playing wargames in the recent past. Is there anything we can use to improve our fantasy RPG? Heck, yes!



The original Dungeons &amp; Dragons set, subtitled Rules for Fantast]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan reflect on lessons we've learned for our D&amp;D games based on playing wargames in the recent past. Is there anything we can use to improve our fantasy RPG? Heck, yes!</p>



<p>The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts.</p>



<p>A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational wargames only need to be as realistic as it pleases the players, so in most recreational wargames the emphasis is on verisimilitude, i.e. the satisfactory appearance of realism. In any case, no wargame can be perfectly realistic. A wargame's design must make trade-offs between realism, playability, and fun, and function within the constraints of its medium.</p>



<p>Fantasy wargames arguably stretch the definition of wargaming by representing fictional or anachronistic armaments, but they may still be called wargames if they resemble real warfare to the satisfaction of the players. For example, Warhammer Fantasy Battle has wizards and dragons, but the bulk of the armaments are taken from medieval warfare (spearmen, knights, archers, etc.).</p>



<p>Validation is the process by which a given wargame is proven to be realistic. For historical wargames, this usually means being able to accurately recreate a certain historical battle. Validating military wargames is sometimes tricky as they are typically used to simulate hypothetical future scenarios.</p>



<p>This description uses material from the Wikipedia articles "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(1974)">Dungeons &amp; Dragons (1974)</a>" and "<a href="https://en.wikipedia.org/wiki/Wargame">Wargame</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4277/wargame-lessons-revising-fantasy-medieval-campaigns-wandering-dms-s05-e17.mp3" length="88802122" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan reflect on lessons we've learned for our D&amp;D games based on playing wargames in the recent past. Is there anything we can use to improve our fantasy RPG? Heck, yes!



The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts.



A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational wargames only need to be as realistic as it pleases the players, so in most recreational wargames the emphasis is on verisimilitude, i.e. the satisfactory appearance of realism. In any case, no wargame can be perfectly realistic. A wargame's design must make trade-offs between realism, playability, and fun, and function within the constraints of its medium.



Fantasy wargames arguably stretch the definition of wargaming by representing fictional or anachronistic armaments, but they may still be called wargames if they resemble real warfare to the satisfaction of the players. For example, Warhammer Fantasy Battle has wizards and dragons, but the bulk of the armaments are taken from medieval warfare (spearmen, knights, archers, etc.).



Validation is the process by which a given wargame is proven to be realistic. For historical wargames, this usually means being able to accurately recreate a certain historical battle. Validating military wargames is sometimes tricky as they are typically used to simulate hypothetical future scenarios.



This description uses material from the Wikipedia articles "Dungeons &amp; Dragons (1974)" and "Wargame", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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The original Dungeons &amp; Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men &amp; Magic", the 40-page "Volume 2: Monsters &amp; Treasure", and the 36-page "Volume 3: The Underworld &amp; Wilderness Adventures". The set also included six reference sheets of tables and charts.



A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational ]]></googleplay:description>
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	<title>Morale in D&#038;D &#124; Let&#8217;s Get Out of Here!? &#124; Wandering DMs S05 E16</title>
	<link>https://wanderingdms.com/podcast/morale-in-dd-lets-get-out-of-here-wandering-dms-s05-e16/</link>
	<pubDate>Mon, 22 May 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4254</guid>
	<description><![CDATA[<p>Dan &amp; Paul discuss the large variety of different morale rules in classic D&amp;D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What's easiest for the DM to manage?</p>



<p>Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier's first requirement is moral and physical courage, both the acceptance of responsibility and the suppression of fear. In order to survive the horror of combat, he must have an invincible martial spirit, which can be attained only through military victory and hardship. The soldier has but one purpose: "The end for which a soldier is recruited, clothed, armed and trained, the whole object of his sleeping, eating, drinking, and marching is simply that he should fight at the right place and the right time.</p>



<p>Military morale is in a large sense inseparable from civilian morale because each reacts upon the other and both are in large measure based on fidelity to a cause. But there is a certain kind of morale that is distinctly military. It begins with the soldier's attitude toward duty. It develops with the soldier's command over himself. It is a spirit that becomes dominant in the individual and also in the group. Whether the soldier has physical comforts or suffers physical hardships may be a factor but is seldom the determining factor in making or unmaking his morale. A cause known and believed in; knowledge that substantial justice governs discipline; the individual's confidence and pride in himself, his comrades, his leaders; the unit's pride in its own will; these basic things, supplemented by intelligent welfare and recreation measures and brought to life by a spirit of mutual respect and co-operation, combine to weld a seasoned fighting force capable of defending the nation.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Morale">Morale</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul discuss the large variety of different morale rules in classic D&amp;D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? Whats easiest for the DM to manage?



Clausew]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul discuss the large variety of different morale rules in classic D&amp;D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What's easiest for the DM to manage?</p>



<p>Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier's first requirement is moral and physical courage, both the acceptance of responsibility and the suppression of fear. In order to survive the horror of combat, he must have an invincible martial spirit, which can be attained only through military victory and hardship. The soldier has but one purpose: "The end for which a soldier is recruited, clothed, armed and trained, the whole object of his sleeping, eating, drinking, and marching is simply that he should fight at the right place and the right time.</p>



<p>Military morale is in a large sense inseparable from civilian morale because each reacts upon the other and both are in large measure based on fidelity to a cause. But there is a certain kind of morale that is distinctly military. It begins with the soldier's attitude toward duty. It develops with the soldier's command over himself. It is a spirit that becomes dominant in the individual and also in the group. Whether the soldier has physical comforts or suffers physical hardships may be a factor but is seldom the determining factor in making or unmaking his morale. A cause known and believed in; knowledge that substantial justice governs discipline; the individual's confidence and pride in himself, his comrades, his leaders; the unit's pride in its own will; these basic things, supplemented by intelligent welfare and recreation measures and brought to life by a spirit of mutual respect and co-operation, combine to weld a seasoned fighting force capable of defending the nation.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Morale">Morale</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul discuss the large variety of different morale rules in classic D&amp;D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What's easiest for the DM to manage?



Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier's first requirement is moral and physical courage, both the acceptance of responsibility and the suppression of fear. In order to survive the horror of combat, he must have an invincible martial spirit, which can be attained only through military victory and hardship. The soldier has but one purpose: "The end for which a soldier is recruited, clothed, armed and trained, the whole object of his sleeping, eating, drinking, and marching is simply that he should fight at the right place and the right time.



Military morale is in a large sense inseparable from civilian morale because each reacts upon the other and both are in large measure based on fidelity to a cause. But there is a certain kind of morale that is distinctly military. It begins with the soldier's attitude toward duty. It develops with the soldier's command over himself. It is a spirit that becomes dominant in the individual and also in the group. Whether the soldier has physical comforts or suffers physical hardships may be a factor but is seldom the determining factor in making or unmaking his morale. A cause known and believed in; knowledge that substantial justice governs discipline; the individual's confidence and pride in himself, his comrades, his leaders; the unit's pride in its own will; these basic things, supplemented by intelligent welfare and recreation measures and brought to life by a spirit of mutual respect and co-operation, combine to weld a seasoned fighting force capable of defending the nation.



This description uses material from the Wikipedia article "Morale", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul discuss the large variety of different morale rules in classic D&amp;D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What's easiest for the DM to manage?



Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier's first requirement is moral and physical courage, both the acceptance of responsibility and the suppression of fear. In order to survive the horror of combat, he must have an invincible martial spirit, which can be attained only through military victory and hardship. The soldier has but one purpose: "The end for which a soldier is recruited, clothed, armed and trained, the whole object of his sleeping, eating, drinking, and marching is simply that he should fight at the right place and the right time.



Military morale is in a large sense inseparable from civilian morale because each reacts upon the other and both are in large measure ]]></googleplay:description>
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	<title>d6 vs. d8 &#124; What&#8217;s Best for Core D&#038;D? &#124; Wandering DMs S05 E15</title>
	<link>https://wanderingdms.com/podcast/d6-vs-d8-whats-best-for-core-dd-wandering-dms-s05-e15/</link>
	<pubDate>Mon, 15 May 2023 16:15:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4213</guid>
	<description><![CDATA[<p>Paul &amp; Dan discuss the history of what counts as the "standard" die in D&amp;D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?</p>



<p>Various shapes like two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times.</p>



<p>The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dice">Dice</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan discuss the history of what counts as the standard die in D&amp;D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?



Various shapes like two-sided]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan discuss the history of what counts as the "standard" die in D&amp;D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?</p>



<p>Various shapes like two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times.</p>



<p>The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dice">Dice</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &amp; Dan discuss the history of what counts as the "standard" die in D&amp;D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?



Various shapes like two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times.



The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games.



This description uses material from the Wikipedia article "Dice", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan discuss the history of what counts as the "standard" die in D&amp;D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?



Various shapes like two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times.



The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games.



This description uses material from the Wikipedia article "Dice", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></googleplay:description>
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	<title>Wights, Wraiths, and Spectres &#124; The Unholy Trinity &#124; Wandering DMs S05 E14</title>
	<link>https://wanderingdms.com/podcast/wights-wraiths-and-spectres-the-unholy-trinity-wandering-dms-s05-e14/</link>
	<pubDate>Mon, 08 May 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4173</guid>
	<description><![CDATA[<p>Dan &amp; Paul reconsider some of the most feared undead in D&amp;D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your character's XP. How do you like your level draining best?</p>



<p>The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly alive humans, such as mummies, vampires, and zombies, who have been reanimated by supernatural means, technology, or disease. In some cases (for example in Dungeons &amp; Dragons) the term also includes incorporeal forms of the dead, such as ghosts.</p>



<p>The undead are featured in the belief systems of most cultures, and appear in many works of fantasy and horror fiction. The term is also occasionally used for real-life attempts to resurrect the dead with science and technology, from early experiments like Robert E. Cornish's to future sciences such as "chemical brain preservation" and "cryonics."</p>



<p>Rob Bricken of io9 identified some of these types as among "The 12 Most Obnoxious Dungeons &amp; Dragons Monsters".</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Undead">Undead</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Midjourney.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul reconsider some of the most feared undead in D&amp;D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your characters XP. How do you like your level draining best?



The undead are beings in mythology, l]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul reconsider some of the most feared undead in D&amp;D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your character's XP. How do you like your level draining best?</p>



<p>The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly alive humans, such as mummies, vampires, and zombies, who have been reanimated by supernatural means, technology, or disease. In some cases (for example in Dungeons &amp; Dragons) the term also includes incorporeal forms of the dead, such as ghosts.</p>



<p>The undead are featured in the belief systems of most cultures, and appear in many works of fantasy and horror fiction. The term is also occasionally used for real-life attempts to resurrect the dead with science and technology, from early experiments like Robert E. Cornish's to future sciences such as "chemical brain preservation" and "cryonics."</p>



<p>Rob Bricken of io9 identified some of these types as among "The 12 Most Obnoxious Dungeons &amp; Dragons Monsters".</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Undead">Undead</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Midjourney.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4173/wights-wraiths-and-spectres-the-unholy-trinity-wandering-dms-s05-e14.mp3" length="90114838" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul reconsider some of the most feared undead in D&amp;D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your character's XP. How do you like your level draining best?



The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly alive humans, such as mummies, vampires, and zombies, who have been reanimated by supernatural means, technology, or disease. In some cases (for example in Dungeons &amp; Dragons) the term also includes incorporeal forms of the dead, such as ghosts.



The undead are featured in the belief systems of most cultures, and appear in many works of fantasy and horror fiction. The term is also occasionally used for real-life attempts to resurrect the dead with science and technology, from early experiments like Robert E. Cornish's to future sciences such as "chemical brain preservation" and "cryonics."



Rob Bricken of io9 identified some of these types as among "The 12 Most Obnoxious Dungeons &amp; Dragons Monsters".



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Undead", which is released under the Creative Commons Attribution-Share-Alike License 3.0.



Thumbnail image courtesy of Midjourney.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/05/s05e14-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/05/s05e14-featured-image.jpg</url>
		<title>Wights, Wraiths, and Spectres &#124; The Unholy Trinity &#124; Wandering DMs S05 E14</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:35</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul reconsider some of the most feared undead in D&amp;D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your character's XP. How do you like your level draining best?



The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly alive humans, such as mummies, vampires, and zombies, who have been reanimated by supernatural means, technology, or disease. In some cases (for example in Dungeons &amp; Dragons) the term also includes incorporeal forms of the dead, such as ghosts.



The undead are featured in the belief systems of most cultures, and appear in many works of fantasy and horror fiction. The term is also occasionally used for real-life attempts to resurrect the dead with science and technology, from early experiments like Robert E. Cornish's to future sciences such as "chemical brain preservation" and "cryonics."



Rob Bricken of io]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/05/s05e14-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Pinkerton Goons vs. WOTC Fans &#124; Game Company Gaffes &#124; Wandering DMs S05 E13</title>
	<link>https://wanderingdms.com/podcast/pinkerton-goons-vs-wotc-fans-game-company-gaffes-wandering-dms-s05-e13/</link>
	<pubDate>Mon, 01 May 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4135</guid>
	<description><![CDATA[<p>Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800's, and union-busting goon squad in the 1900's -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It's true: Dan &amp; Paul discuss the latest WOTC goony actions, other game-companies that lost their sanity checks, and more.</p>



<p>Pinkerton is a private security guard and detective agency established around 1850 in the United States by Scottish-born American cooper Allan Pinkerton and Chicago attorney Edward Rucker as the North-Western Police Agency, which later became Pinkerton &amp; Co, and finally the Pinkerton National Detective Agency. It is currently a subsidiary of Swedish-based Securitas AB. Pinkerton became famous when he claimed to have foiled the Baltimore Plot to assassinate president-elect Abraham Lincoln in 1861. Lincoln later hired Pinkerton agents to conduct espionage against the Confederacy and act as his personal security during the American Civil War.</p>



<p>The Pinkerton National Detective Agency hired women and minorities from its founding because they were useful as spies, a practice uncommon at the time. At the height of their power, the Pinkerton Detective Agency was the largest private law enforcement organization in the world.</p>



<p>Following the Civil War, the Pinkertons began conducting operations against organized labor. During the labor strikes of the late 19th and early 20th centuries, businesses hired the Pinkerton Agency to infiltrate unions, supply guards, keep strikers and suspected unionists out of factories, and recruit goon squads to intimidate workers. During the Homestead Strike of 1892, Pinkerton agents were called in to reinforce the strikebreaking measures of industrialist Henry Clay Frick, who was acting on behalf of Andrew Carnegie, the head of Carnegie Steel. Tensions between the workers and strikebreakers erupted into violence which led to the deaths of three Pinkerton agents and nine steelworkers. During the late nineteenth century, the Pinkertons were also hired as guards in coal, iron, and lumber disputes in Illinois, Michigan, New York, Pennsylvania, and West Virginia. Pinkertons were also involved in other strikes such as the Great Railroad Strike of 1877.</p>



<p>During the 20th century, Pinkerton rebranded itself into a personal security and risk management firm. The company has continued to exist in various forms through to the present day, and is now a division of the Swedish security company Securitas AB, operating as "Pinkerton Consulting &amp; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management". The former Government Services division, PGS, now operates as "Securitas Critical Infrastructure Services, Inc.".</p>



<ul class="wp-block-list">
<li><a href="https://gizmodo.com/magic-march-of-the-machine-aftermath-leak-pinkertons-1850369015">Read the Gizmodo news on the incident here</a></li>



<li><a href="https://gizmodo.com/magic-the-gathering-leaks-wizards-wotc-pinkertons-1850374546">And see an update here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Pinkerton_(detective_agency)">Pinkerton (detective agency)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></description>
	<itunes:subtitle><![CDATA[Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800s, and union-busting goon squad in the 1900s -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited ca]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800's, and union-busting goon squad in the 1900's -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It's true: Dan &amp; Paul discuss the latest WOTC goony actions, other game-companies that lost their sanity checks, and more.</p>



<p>Pinkerton is a private security guard and detective agency established around 1850 in the United States by Scottish-born American cooper Allan Pinkerton and Chicago attorney Edward Rucker as the North-Western Police Agency, which later became Pinkerton &amp; Co, and finally the Pinkerton National Detective Agency. It is currently a subsidiary of Swedish-based Securitas AB. Pinkerton became famous when he claimed to have foiled the Baltimore Plot to assassinate president-elect Abraham Lincoln in 1861. Lincoln later hired Pinkerton agents to conduct espionage against the Confederacy and act as his personal security during the American Civil War.</p>



<p>The Pinkerton National Detective Agency hired women and minorities from its founding because they were useful as spies, a practice uncommon at the time. At the height of their power, the Pinkerton Detective Agency was the largest private law enforcement organization in the world.</p>



<p>Following the Civil War, the Pinkertons began conducting operations against organized labor. During the labor strikes of the late 19th and early 20th centuries, businesses hired the Pinkerton Agency to infiltrate unions, supply guards, keep strikers and suspected unionists out of factories, and recruit goon squads to intimidate workers. During the Homestead Strike of 1892, Pinkerton agents were called in to reinforce the strikebreaking measures of industrialist Henry Clay Frick, who was acting on behalf of Andrew Carnegie, the head of Carnegie Steel. Tensions between the workers and strikebreakers erupted into violence which led to the deaths of three Pinkerton agents and nine steelworkers. During the late nineteenth century, the Pinkertons were also hired as guards in coal, iron, and lumber disputes in Illinois, Michigan, New York, Pennsylvania, and West Virginia. Pinkertons were also involved in other strikes such as the Great Railroad Strike of 1877.</p>



<p>During the 20th century, Pinkerton rebranded itself into a personal security and risk management firm. The company has continued to exist in various forms through to the present day, and is now a division of the Swedish security company Securitas AB, operating as "Pinkerton Consulting &amp; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management". The former Government Services division, PGS, now operates as "Securitas Critical Infrastructure Services, Inc.".</p>



<ul class="wp-block-list">
<li><a href="https://gizmodo.com/magic-march-of-the-machine-aftermath-leak-pinkertons-1850369015">Read the Gizmodo news on the incident here</a></li>



<li><a href="https://gizmodo.com/magic-the-gathering-leaks-wizards-wotc-pinkertons-1850374546">And see an update here</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Pinkerton_(detective_agency)">Pinkerton (detective agency)</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4135/pinkerton-goons-vs-wotc-fans-game-company-gaffes-wandering-dms-s05-e13.mp3" length="84242519" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800's, and union-busting goon squad in the 1900's -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It's true: Dan &amp; Paul discuss the latest WOTC goony actions, other game-companies that lost their sanity checks, and more.



Pinkerton is a private security guard and detective agency established around 1850 in the United States by Scottish-born American cooper Allan Pinkerton and Chicago attorney Edward Rucker as the North-Western Police Agency, which later became Pinkerton &amp; Co, and finally the Pinkerton National Detective Agency. It is currently a subsidiary of Swedish-based Securitas AB. Pinkerton became famous when he claimed to have foiled the Baltimore Plot to assassinate president-elect Abraham Lincoln in 1861. Lincoln later hired Pinkerton agents to conduct espionage against the Confederacy and act as his personal security during the American Civil War.



The Pinkerton National Detective Agency hired women and minorities from its founding because they were useful as spies, a practice uncommon at the time. At the height of their power, the Pinkerton Detective Agency was the largest private law enforcement organization in the world.



Following the Civil War, the Pinkertons began conducting operations against organized labor. During the labor strikes of the late 19th and early 20th centuries, businesses hired the Pinkerton Agency to infiltrate unions, supply guards, keep strikers and suspected unionists out of factories, and recruit goon squads to intimidate workers. During the Homestead Strike of 1892, Pinkerton agents were called in to reinforce the strikebreaking measures of industrialist Henry Clay Frick, who was acting on behalf of Andrew Carnegie, the head of Carnegie Steel. Tensions between the workers and strikebreakers erupted into violence which led to the deaths of three Pinkerton agents and nine steelworkers. During the late nineteenth century, the Pinkertons were also hired as guards in coal, iron, and lumber disputes in Illinois, Michigan, New York, Pennsylvania, and West Virginia. Pinkertons were also involved in other strikes such as the Great Railroad Strike of 1877.



During the 20th century, Pinkerton rebranded itself into a personal security and risk management firm. The company has continued to exist in various forms through to the present day, and is now a division of the Swedish security company Securitas AB, operating as "Pinkerton Consulting &amp; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management". The former Government Services division, PGS, now operates as "Securitas Critical Infrastructure Services, Inc.".




Read the Gizmodo news on the incident here



And see an update here




This description uses material from the Wikipedia article "Pinkerton (detective agency)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/04/s05e13-featured-image.jpg"></itunes:image>
	<image>
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		<title>Pinkerton Goons vs. WOTC Fans &#124; Game Company Gaffes &#124; Wandering DMs S05 E13</title>
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	<itunes:block>no</itunes:block>
	<itunes:duration>58:30</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800's, and union-busting goon squad in the 1900's -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It's true: Dan &amp; Paul discuss the latest WOTC goony actions, other game-companies that lost their sanity checks, and more.



Pinkerton is a private security guard and detective agency established around 1850 in the United States by Scottish-born American cooper Allan Pinkerton and Chicago attorney Edward Rucker as the North-Western Police Agency, which later became Pinkerton &amp; Co, and finally the Pinkerton National Detective Agency. It is currently a subsidiary of Swedish-based Securitas AB. Pinkerton became famous when he claimed to have foiled the Baltimore Plot to assassinate president-elect Abraham Lincoln in 1861. Lincoln later hired Pinkerton agents to conduct espionage against the Confederacy and act as his p]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Matt Finch &#124; Swords &#038; Wizardry Complete Revised &#124; Wandering DMs S05 E12</title>
	<link>https://wanderingdms.com/podcast/matt-finch-swords-wizardry-complete-revised-wandering-dms-s05-e12/</link>
	<pubDate>Mon, 17 Apr 2023 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4064</guid>
	<description><![CDATA[<p>Paul &amp; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &amp; Wizardry D&amp;D retroclone, now on Kickstarter!</p>



<p>Since 2008, Swords &amp; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ruleset, with less focus on rules, more focus on your friends and the epic adventures you're embarking on together!</p>



<p>Swords &amp; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &amp; Dragons, an edition usually called Original D&amp;D or "OD&amp;D." (Note that Mythmere Games isn't affiliated with Wizards of the Coast, the publishers and trademark holders of D&amp;D, and that Swords &amp; Wizardry isn't compatible or designed for use with modern D&amp;D -- it replicates a MUCH older version of the D&amp;D game rules).</p>



<p>This is a complete game, with rules for character generation, monsters, magic items, encounter tables -- the whole works.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/swords-and-wizardry-complete-revised-rulebook">Join the Swords &amp; Wizardry Complete Revised edition on Kickstarter</a></li>



<li><a href="https://twitter.com/Mythmere">Follow Matt and Mythmere games on Twitter</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &amp; Wizardry D&amp;D retroclone, now on Kickstarter!



Since 2008, Swords &amp; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 19]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &amp; Wizardry D&amp;D retroclone, now on Kickstarter!</p>



<p>Since 2008, Swords &amp; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ruleset, with less focus on rules, more focus on your friends and the epic adventures you're embarking on together!</p>



<p>Swords &amp; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &amp; Dragons, an edition usually called Original D&amp;D or "OD&amp;D." (Note that Mythmere Games isn't affiliated with Wizards of the Coast, the publishers and trademark holders of D&amp;D, and that Swords &amp; Wizardry isn't compatible or designed for use with modern D&amp;D -- it replicates a MUCH older version of the D&amp;D game rules).</p>



<p>This is a complete game, with rules for character generation, monsters, magic items, encounter tables -- the whole works.</p>



<ul class="wp-block-list">
<li><a href="https://www.kickstarter.com/projects/adventuredesigntome/swords-and-wizardry-complete-revised-rulebook">Join the Swords &amp; Wizardry Complete Revised edition on Kickstarter</a></li>



<li><a href="https://twitter.com/Mythmere">Follow Matt and Mythmere games on Twitter</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4064/matt-finch-swords-wizardry-complete-revised-wandering-dms-s05-e12.mp3" length="87376554" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &amp; Wizardry D&amp;D retroclone, now on Kickstarter!



Since 2008, Swords &amp; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ruleset, with less focus on rules, more focus on your friends and the epic adventures you're embarking on together!



Swords &amp; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &amp; Dragons, an edition usually called Original D&amp;D or "OD&amp;D." (Note that Mythmere Games isn't affiliated with Wizards of the Coast, the publishers and trademark holders of D&amp;D, and that Swords &amp; Wizardry isn't compatible or designed for use with modern D&amp;D -- it replicates a MUCH older version of the D&amp;D game rules).



This is a complete game, with rules for character generation, monsters, magic items, encounter tables -- the whole works.




Join the Swords &amp; Wizardry Complete Revised edition on Kickstarter



Follow Matt and Mythmere games on Twitter




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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		<url>https://wanderingdms.com/wp-content/uploads/2023/04/s05e12-featured-image.jpg</url>
		<title>Matt Finch &#124; Swords &#038; Wizardry Complete Revised &#124; Wandering DMs S05 E12</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:41</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &amp; Wizardry D&amp;D retroclone, now on Kickstarter!



Since 2008, Swords &amp; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ruleset, with less focus on rules, more focus on your friends and the epic adventures you're embarking on together!



Swords &amp; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &amp; Dragons, an edition usually called Original D&amp;D or "OD&amp;D." (Note that Mythmere Games isn't affiliated with Wizards of the Coast, the publishers and trademark holders of D&amp;D, and that Swords &amp; Wizardry isn't compatible or designed for use with modern D&amp;D -- it replicates a MUCH older version of the D&amp;D game rules).



This is a complete game, with rules for character generation, monsters, magic items, encounter tables -- the whole works.




Join the Swords &amp; Wizardry Complete Re]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/04/s05e12-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Our D&#038;D House Con 2023 &#124; Live Lessons &#124; Wandering DMs S05 E11</title>
	<link>https://wanderingdms.com/podcast/our-dd-house-con-2023-live-lessons-wandering-dms-s05-e11/</link>
	<pubDate>Fri, 14 Apr 2023 16:51:11 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=4040</guid>
	<description><![CDATA[<p>Dan &amp; Paul recap our annual 25-person indie house convention we hold annually on the sparkling shores of Plymouth, MA. Check our review of hour our classic games went, new games we got to try for the first time, and more surprises. Also: how did the ongoing AD&amp;D Slavers series wrap up In the Dungeon of the Slave Lords?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul recap our annual 25-person indie house convention we hold annually on the sparkling shores of Plymouth, MA. Check our review of hour our classic games went, new games we got to try for the first time, and more surprises. Also: how did the ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul recap our annual 25-person indie house convention we hold annually on the sparkling shores of Plymouth, MA. Check our review of hour our classic games went, new games we got to try for the first time, and more surprises. Also: how did the ongoing AD&amp;D Slavers series wrap up In the Dungeon of the Slave Lords?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4040/our-dd-house-con-2023-live-lessons-wandering-dms-s05-e11.mp3" length="89777296" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul recap our annual 25-person indie house convention we hold annually on the sparkling shores of Plymouth, MA. Check our review of hour our classic games went, new games we got to try for the first time, and more surprises. Also: how did the ongoing AD&amp;D Slavers series wrap up In the Dungeon of the Slave Lords?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/04/s05e11-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/04/s05e11-featured-image.jpg</url>
		<title>Our D&#038;D House Con 2023 &#124; Live Lessons &#124; Wandering DMs S05 E11</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:21</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul recap our annual 25-person indie house convention we hold annually on the sparkling shores of Plymouth, MA. Check our review of hour our classic games went, new games we got to try for the first time, and more surprises. Also: how did the ongoing AD&amp;D Slavers series wrap up In the Dungeon of the Slave Lords?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/04/s05e11-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Rising Phoenix Game Con &#124; How to Start a New Con? &#124; Wandering DMs S05 E10</title>
	<link>https://wanderingdms.com/podcast/rising-phoenix-game-con-how-to-start-a-new-con-wandering-dms-s05-e10/</link>
	<pubDate>Mon, 27 Mar 2023 19:02:06 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3951</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What's it like to start a new game con today? And can leveraging the better part of a decade's experience in professional DM'ing help out?</p>



<ul class="wp-block-list">
<li><a href="https://risingphoenixgamecon.com/">Visit the Rising Phoenix Game Con website here</a></li>



<li><a href="https://tabletop.events/conventions/rising-phoenix-gamecon-2023">Register at Tabletop Events here</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! Whats it like to start a new game con today? And can leveraging the better part of a decades experience in professional DMing help out?




Visi]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What's it like to start a new game con today? And can leveraging the better part of a decade's experience in professional DM'ing help out?</p>



<ul class="wp-block-list">
<li><a href="https://risingphoenixgamecon.com/">Visit the Rising Phoenix Game Con website here</a></li>



<li><a href="https://tabletop.events/conventions/rising-phoenix-gamecon-2023">Register at Tabletop Events here</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3951/rising-phoenix-game-con-how-to-start-a-new-con-wandering-dms-s05-e10.mp3" length="87106976" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What's it like to start a new game con today? And can leveraging the better part of a decade's experience in professional DM'ing help out?




Visit the Rising Phoenix Game Con website here



Register at Tabletop Events here




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e10-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/03/s05e10-featured-image.jpg</url>
		<title>Rising Phoenix Game Con &#124; How to Start a New Con? &#124; Wandering DMs S05 E10</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:29</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What's it like to start a new game con today? And can leveraging the better part of a decade's experience in professional DM'ing help out?




Visit the Rising Phoenix Game Con website here



Register at Tabletop Events here




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e10-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Luke Gygax &#124; GaryCon XV &#124; Wandering DMs S05 E09</title>
	<link>https://wanderingdms.com/podcast/luke-gygax-garycon-xv-wandering-dms-s05-e09/</link>
	<pubDate>Fri, 17 Mar 2023 19:03:09 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3896</guid>
	<description><![CDATA[<p>This week, Paul &amp; Dan get to host Luke Gygax and find out about all the happenings at the upcoming GaryCon XV convention!</p>



<p>Luke Gygax is the son of Dungeons &amp; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the gaming table with the designers that built the foundation of the RPG industry many of whom come to Gary Con. He played the iconic character Melf, aka Prince Brightflame, whose name has remained on spells from AD&amp;D to today.</p>



<p>Luke has authored several role-playing game accessories over his lifetime including Legion of Gold, The Lost City of Gaxmoor, a Call of Cthulhu module set at Gary Con and recently The Oculus of Senrahbah series in The City of Chentoufi in The Blighted Lands of the World of Okkorim fantasy setting. Luke is working on new 5e scenarios for the World of Okkorim through his new company Gaxx Worx. Look for The Fate of Chentoufi Kickstarter campaign coming soon. Find out more at gaxxworx.com. He is active in the Los Angeles gaming community, participating in streaming D&amp;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &amp; Legends on Gary Con's Twitch (Twitch.tv/GaryConLive). Look for him as a Guest at fine TTRPG Game Conventions as he embraces being a civilian again after 33 years of service in the US Army.</p>



<ul class="wp-block-list">
<li><a href="https://garycon.com/">See events &amp; get your badge to GaryCon XV here</a></li>



<li><a href="http://gaxxworx.com/">Check out Luke's new company here</a></li>



<li><a href="https://www.kickstarter.com/projects/gaxxworx/the-fate-of-chentoufi-adventure-in-luke-gygaxs-okkorim">And get notified on the upcoming Kickstarter!</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[This week, Paul &amp; Dan get to host Luke Gygax and find out about all the happenings at the upcoming GaryCon XV convention!



Luke Gygax is the son of Dungeons &amp; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the ga]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>This week, Paul &amp; Dan get to host Luke Gygax and find out about all the happenings at the upcoming GaryCon XV convention!</p>



<p>Luke Gygax is the son of Dungeons &amp; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the gaming table with the designers that built the foundation of the RPG industry many of whom come to Gary Con. He played the iconic character Melf, aka Prince Brightflame, whose name has remained on spells from AD&amp;D to today.</p>



<p>Luke has authored several role-playing game accessories over his lifetime including Legion of Gold, The Lost City of Gaxmoor, a Call of Cthulhu module set at Gary Con and recently The Oculus of Senrahbah series in The City of Chentoufi in The Blighted Lands of the World of Okkorim fantasy setting. Luke is working on new 5e scenarios for the World of Okkorim through his new company Gaxx Worx. Look for The Fate of Chentoufi Kickstarter campaign coming soon. Find out more at gaxxworx.com. He is active in the Los Angeles gaming community, participating in streaming D&amp;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &amp; Legends on Gary Con's Twitch (Twitch.tv/GaryConLive). Look for him as a Guest at fine TTRPG Game Conventions as he embraces being a civilian again after 33 years of service in the US Army.</p>



<ul class="wp-block-list">
<li><a href="https://garycon.com/">See events &amp; get your badge to GaryCon XV here</a></li>



<li><a href="http://gaxxworx.com/">Check out Luke's new company here</a></li>



<li><a href="https://www.kickstarter.com/projects/gaxxworx/the-fate-of-chentoufi-adventure-in-luke-gygaxs-okkorim">And get notified on the upcoming Kickstarter!</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3896/luke-gygax-garycon-xv-wandering-dms-s05-e09.mp3" length="93410703" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[This week, Paul &amp; Dan get to host Luke Gygax and find out about all the happenings at the upcoming GaryCon XV convention!



Luke Gygax is the son of Dungeons &amp; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the gaming table with the designers that built the foundation of the RPG industry many of whom come to Gary Con. He played the iconic character Melf, aka Prince Brightflame, whose name has remained on spells from AD&amp;D to today.



Luke has authored several role-playing game accessories over his lifetime including Legion of Gold, The Lost City of Gaxmoor, a Call of Cthulhu module set at Gary Con and recently The Oculus of Senrahbah series in The City of Chentoufi in The Blighted Lands of the World of Okkorim fantasy setting. Luke is working on new 5e scenarios for the World of Okkorim through his new company Gaxx Worx. Look for The Fate of Chentoufi Kickstarter campaign coming soon. Find out more at gaxxworx.com. He is active in the Los Angeles gaming community, participating in streaming D&amp;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &amp; Legends on Gary Con's Twitch (Twitch.tv/GaryConLive). Look for him as a Guest at fine TTRPG Game Conventions as he embraces being a civilian again after 33 years of service in the US Army.




See events &amp; get your badge to GaryCon XV here



Check out Luke's new company here



And get notified on the upcoming Kickstarter!




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e09-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/03/s05e09-featured-image.jpg</url>
		<title>Luke Gygax &#124; GaryCon XV &#124; Wandering DMs S05 E09</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:52</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[This week, Paul &amp; Dan get to host Luke Gygax and find out about all the happenings at the upcoming GaryCon XV convention!



Luke Gygax is the son of Dungeons &amp; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the gaming table with the designers that built the foundation of the RPG industry many of whom come to Gary Con. He played the iconic character Melf, aka Prince Brightflame, whose name has remained on spells from AD&amp;D to today.



Luke has authored several role-playing game accessories over his lifetime including Legion of Gold, The Lost City of Gaxmoor, a Call of Cthulhu module set at Gary Con and recently The Oculus of Senrahbah series in The City of Chentoufi in The Blighted Lands of the World of Okkorim fantasy setting. Luke is working on new 5e scenarios for the World of Okkorim through his new company Gaxx Worx. Look for The Fate of Chentoufi Kickstarter campaign coming soon. Find out more at gaxxworx.com. He is active in the Los A]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e09-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Our Own Dungeons &#038; Dragons &#124; Original Edition Delta &#124; Wandering DMs S05 E08</title>
	<link>https://wanderingdms.com/podcast/our-own-dungeons-dragons-original-edition-delta-wandering-dms-s05-e08/</link>
	<pubDate>Mon, 06 Mar 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3830</guid>
	<description><![CDATA[<p>Dan &amp; Paul discuss our personal, customized version of D&amp;D: Original Edition Delta!</p>



<p>Initially, Paul &amp; Dan preferred different editions of Dungeons &amp; Dragon, with some personalized house-rule modifications made for each. Over time, we realized that the house rules we made coincidentally met in the middle, and we were running pretty much the same game, after all. So we joined forces and put our rules out publicly as Original Edition Delta -- the best old-school retroclone set of house rules, in our humble opinion!</p>



<p>In this episode we talk about that history and our experiences developing and running the OED rules set. What's new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&amp;D rules?</p>



<ul class="wp-block-list">
<li><a href="http://www.oedgames.com/">Get the Original Edition Delta house rules for Original D&amp;D here</a></li>



<li><a href="http://deltasdnd.blogspot.com/">Follow Dan/Delta's blog on D&amp;D rules here</a></li>



<li><a href="https://github.com/danielrcollins1">Check out our Github page for coding developments</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Image courtesy Midjourney via CC Attribution-NonCommercial 4.0 International.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul discuss our personal, customized version of D&amp;D: Original Edition Delta!



Initially, Paul &amp; Dan preferred different editions of Dungeons &amp; Dragon, with some personalized house-rule modifications made for each. Over time, we r]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul discuss our personal, customized version of D&amp;D: Original Edition Delta!</p>



<p>Initially, Paul &amp; Dan preferred different editions of Dungeons &amp; Dragon, with some personalized house-rule modifications made for each. Over time, we realized that the house rules we made coincidentally met in the middle, and we were running pretty much the same game, after all. So we joined forces and put our rules out publicly as Original Edition Delta -- the best old-school retroclone set of house rules, in our humble opinion!</p>



<p>In this episode we talk about that history and our experiences developing and running the OED rules set. What's new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&amp;D rules?</p>



<ul class="wp-block-list">
<li><a href="http://www.oedgames.com/">Get the Original Edition Delta house rules for Original D&amp;D here</a></li>



<li><a href="http://deltasdnd.blogspot.com/">Follow Dan/Delta's blog on D&amp;D rules here</a></li>



<li><a href="https://github.com/danielrcollins1">Check out our Github page for coding developments</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Image courtesy Midjourney via CC Attribution-NonCommercial 4.0 International.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3830/our-own-dungeons-dragons-original-edition-delta-wandering-dms-s05-e08.mp3" length="90742096" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul discuss our personal, customized version of D&amp;D: Original Edition Delta!



Initially, Paul &amp; Dan preferred different editions of Dungeons &amp; Dragon, with some personalized house-rule modifications made for each. Over time, we realized that the house rules we made coincidentally met in the middle, and we were running pretty much the same game, after all. So we joined forces and put our rules out publicly as Original Edition Delta -- the best old-school retroclone set of house rules, in our humble opinion!



In this episode we talk about that history and our experiences developing and running the OED rules set. What's new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&amp;D rules?




Get the Original Edition Delta house rules for Original D&amp;D here



Follow Dan/Delta's blog on D&amp;D rules here



Check out our Github page for coding developments




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Image courtesy Midjourney via CC Attribution-NonCommercial 4.0 International.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e08-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/03/s05e08-featured-image.jpg</url>
		<title>Our Own Dungeons &#038; Dragons &#124; Original Edition Delta &#124; Wandering DMs S05 E08</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:01</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul discuss our personal, customized version of D&amp;D: Original Edition Delta!



Initially, Paul &amp; Dan preferred different editions of Dungeons &amp; Dragon, with some personalized house-rule modifications made for each. Over time, we realized that the house rules we made coincidentally met in the middle, and we were running pretty much the same game, after all. So we joined forces and put our rules out publicly as Original Edition Delta -- the best old-school retroclone set of house rules, in our humble opinion!



In this episode we talk about that history and our experiences developing and running the OED rules set. What's new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&amp;D rules?




Get the Original Edition Delta house rules for Original D&amp;D here



Follow Dan/Delta's blog on D&amp;D rules here



Check out our Github page for coding developments




Wandering DMs Paul Siegel and D]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/03/s05e08-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Trip to Totalcon &#124; Conventions 2023 &#124; Wandering DMs S05 E07</title>
	<link>https://wanderingdms.com/podcast/a-trip-to-totalcon-conventions-2023-wandering-dms-s05-e07/</link>
	<pubDate>Mon, 27 Feb 2023 22:03:23 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3794</guid>
	<description><![CDATA[<p>Dan interviews Paul on his weekend trip to the first convention of the season, Total Confusion, the largest gaming con in New England. How to prepare in short time if you're busy like we are? What's the best way to boost your save vs. con crud?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan interviews Paul on his weekend trip to the first convention of the season, Total Confusion, the largest gaming con in New England. How to prepare in short time if youre busy like we are? Whats the best way to boost your save vs. con crud?



Wanderin]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan interviews Paul on his weekend trip to the first convention of the season, Total Confusion, the largest gaming con in New England. How to prepare in short time if you're busy like we are? What's the best way to boost your save vs. con crud?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3794/a-trip-to-totalcon-conventions-2023-wandering-dms-s05-e07.mp3" length="89044620" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan interviews Paul on his weekend trip to the first convention of the season, Total Confusion, the largest gaming con in New England. How to prepare in short time if you're busy like we are? What's the best way to boost your save vs. con crud?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/02/s05e07-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/02/s05e07-featured-image.jpg</url>
		<title>A Trip to Totalcon &#124; Conventions 2023 &#124; Wandering DMs S05 E07</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:50</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan interviews Paul on his weekend trip to the first convention of the season, Total Confusion, the largest gaming con in New England. How to prepare in short time if you're busy like we are? What's the best way to boost your save vs. con crud?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/02/s05e07-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Legacy of Digital D&#038;D &#124; Ware of the Wizards &#124; Wandering DMs S05 E06</title>
	<link>https://wanderingdms.com/podcast/the-legacy-of-digital-dd-ware-of-the-wizards-wandering-dms-s05-e06/</link>
	<pubDate>Tue, 21 Feb 2023 19:58:56 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3754</guid>
	<description><![CDATA[<p>Paul &amp; Dan reflect on the legacy of digital tools for D&amp;D from Wizard of the Coast, and what the prospects are for what's next!</p>



<p><a href="https://www.facebook.com/1473304302937677/posts/pfbid032HnhFzRWJ9u1d8JBAube8Qm8ytYMb6bc8GCp1smkjofYaWKB2Mup1Ma87W8Zz8EJl/?_rdr">Read the analysis by Janelle Jaquays on Facebook</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail image courtesy of Wizards of the Coast.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan reflect on the legacy of digital tools for D&amp;D from Wizard of the Coast, and what the prospects are for whats next!



Read the analysis by Janelle Jaquays on Facebook



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtfu]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan reflect on the legacy of digital tools for D&amp;D from Wizard of the Coast, and what the prospects are for what's next!</p>



<p><a href="https://www.facebook.com/1473304302937677/posts/pfbid032HnhFzRWJ9u1d8JBAube8Qm8ytYMb6bc8GCp1smkjofYaWKB2Mup1Ma87W8Zz8EJl/?_rdr">Read the analysis by Janelle Jaquays on Facebook</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail image courtesy of Wizards of the Coast.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3754/the-legacy-of-digital-dd-ware-of-the-wizards-wandering-dms-s05-e06.mp3" length="89798611" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan reflect on the legacy of digital tools for D&amp;D from Wizard of the Coast, and what the prospects are for what's next!



Read the analysis by Janelle Jaquays on Facebook



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Thumbnail image courtesy of Wizards of the Coast.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan reflect on the legacy of digital tools for D&amp;D from Wizard of the Coast, and what the prospects are for what's next!



Read the analysis by Janelle Jaquays on Facebook



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Thumbnail image courtesy of Wizards of the Coast.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/02/s05e06-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Collaborations &#124; Party-Based Design for D&#038;D &#124; Wandering DMs S05 E05</title>
	<link>https://wanderingdms.com/podcast/collaborations-party-based-design-for-dd-wandering-dms-s05-e05/</link>
	<pubDate>Mon, 06 Feb 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3649</guid>
	<description><![CDATA[<p>Dan &amp; Paul hash over the benefits &amp; flaws of working with other people in your TTRPG design, DM'ing, nd play!</p>



<p>Collaboration (from Latin com- "with" + laborare "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership,[vague] although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.</p>



<p>Structured methods of collaboration encourage introspection of behavior and communication. Such methods aim to increase the success of teams as they engage in collaborative problem-solving. Collaboration is present in opposing goals exhibiting the notion of adversarial collaboration, though this is not a common use of the term. In its applied sense, "(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome."</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Collaboration">Collaboration</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul hash over the benefits &amp; flaws of working with other people in your TTRPG design, DMing, nd play!



Collaboration (from Latin com- with + laborare to labor, to work) is the process of two or more people, entities or organizations work]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul hash over the benefits &amp; flaws of working with other people in your TTRPG design, DM'ing, nd play!</p>



<p>Collaboration (from Latin com- "with" + laborare "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership,[vague] although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.</p>



<p>Structured methods of collaboration encourage introspection of behavior and communication. Such methods aim to increase the success of teams as they engage in collaborative problem-solving. Collaboration is present in opposing goals exhibiting the notion of adversarial collaboration, though this is not a common use of the term. In its applied sense, "(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome."</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Collaboration">Collaboration</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3649/collaborations-party-based-design-for-dd-wandering-dms-s05-e05.mp3" length="88256648" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul hash over the benefits &amp; flaws of working with other people in your TTRPG design, DM'ing, nd play!



Collaboration (from Latin com- "with" + laborare "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership,[vague] although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.



Structured methods of collaboration encourage introspection of behavior and communication. Such methods aim to increase the success of teams as they engage in collaborative problem-solving. Collaboration is present in opposing goals exhibiting the notion of adversarial collaboration, though this is not a common use of the term. In its applied sense, "(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome."



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Collaboration", which is released under the Creative Commons Attribution-Share-Alike License 3.0.



Thumbnail image courtesy of Craiyon.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul hash over the benefits &amp; flaws of working with other people in your TTRPG design, DM'ing, nd play!



Collaboration (from Latin com- "with" + laborare "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership,[vague] although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.



Structured methods of collaboration encourage introspection of behavior and communication. Such methods aim to increase the success of teams as they engage in collaborative problem-solving. Collaboration is present in opposing goals exhibiting the notion of adversarial collaboration, though this is not a common use of the term. In its applied sense, "(a) collaboration]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Linda Codega &#038; the OGL &#124; Breakin g the D&#038;D License Story &#124; Wandering DMs S05 E04</title>
	<link>https://wanderingdms.com/podcast/linda-codega-the-ogl-breakin-g-the-dd-license-story-wandering-dms-s05-e04/</link>
	<pubDate>Mon, 30 Jan 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3596</guid>
	<description><![CDATA[<p>Dan &amp; Paul sit down with Linda Codega, the exceptional journalist at io9/Gizmodo who broke the story of WOTC planning to de-authorize the Open Game License that's been used for D&amp;D-compatible and other games for over 20 years -- and subsequently forced a total surrender by WOTC on their sinister plans! How did Linda catch and produce this game-changing story? How does one balance journalism and activism? Will the D&amp;D and indie gaming industry ever be the same?</p>



<p>Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".</p>



<p>Following an apology issued by Wizards of the Coast, the company released a new draft (titled OGL 1.2) for public comment on January 19. It would put some of the Dungeon &amp; Dragons mechanics under a Creative Commons license, while other material would be covered by OGL 1.2. Unlike the leaked OGL 1.1, the proposed OGL 1.2 contains "no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial". The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be "irrevocable, although there's still a severability clause should a part of the license is held to be unenforceable or invalid". Along with the proposed OGL 1.2, Wizards released a separate virtual tabletop (VTT) policy.</p>



<p>On January 27, 2023, Wizards of the Coast announced that following feedback during the open comment for OGL1.2 they had decided to release the System Reference Document 5.1 (SRD 5.1) under an irrevocable creative commons license (CC-BY-4.0) effect immediately and would no longer pursue deauthorizing the OGL1.0a.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<ul class="wp-block-list">
<li><a href="https://gizmodo.com/dnd-wizards-of-the-coast-ogl-1-1-open-gaming-license-1849950634">Read Linda's initial story at io9</a></li>



<li><a href="https://gizmodo.com/dungeons-dragons-will-no-longer-deauthorize-its-open-1850041837">Read the new story on WOTC reversing course</a></li>



<li><a href="https://twitter.com/lincodega">Follow their Twitter feed for more news</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Open_Game_License">Open Game License</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul sit down with Linda Codega, the exceptional journalist at io9/Gizmodo who broke the story of WOTC planning to de-authorize the Open Game License thats been used for D&amp;D-compatible and other games for over 20 years -- and subsequently f]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul sit down with Linda Codega, the exceptional journalist at io9/Gizmodo who broke the story of WOTC planning to de-authorize the Open Game License that's been used for D&amp;D-compatible and other games for over 20 years -- and subsequently forced a total surrender by WOTC on their sinister plans! How did Linda catch and produce this game-changing story? How does one balance journalism and activism? Will the D&amp;D and indie gaming industry ever be the same?</p>



<p>Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".</p>



<p>Following an apology issued by Wizards of the Coast, the company released a new draft (titled OGL 1.2) for public comment on January 19. It would put some of the Dungeon &amp; Dragons mechanics under a Creative Commons license, while other material would be covered by OGL 1.2. Unlike the leaked OGL 1.1, the proposed OGL 1.2 contains "no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial". The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be "irrevocable, although there's still a severability clause should a part of the license is held to be unenforceable or invalid". Along with the proposed OGL 1.2, Wizards released a separate virtual tabletop (VTT) policy.</p>



<p>On January 27, 2023, Wizards of the Coast announced that following feedback during the open comment for OGL1.2 they had decided to release the System Reference Document 5.1 (SRD 5.1) under an irrevocable creative commons license (CC-BY-4.0) effect immediately and would no longer pursue deauthorizing the OGL1.0a.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<ul class="wp-block-list">
<li><a href="https://gizmodo.com/dnd-wizards-of-the-coast-ogl-1-1-open-gaming-license-1849950634">Read Linda's initial story at io9</a></li>



<li><a href="https://gizmodo.com/dungeons-dragons-will-no-longer-deauthorize-its-open-1850041837">Read the new story on WOTC reversing course</a></li>



<li><a href="https://twitter.com/lincodega">Follow their Twitter feed for more news</a></li>
</ul>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Open_Game_License">Open Game License</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3596/linda-codega-the-ogl-breakin-g-the-dd-license-story-wandering-dms-s05-e04.mp3" length="88234194" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul sit down with Linda Codega, the exceptional journalist at io9/Gizmodo who broke the story of WOTC planning to de-authorize the Open Game License that's been used for D&amp;D-compatible and other games for over 20 years -- and subsequently forced a total surrender by WOTC on their sinister plans! How did Linda catch and produce this game-changing story? How does one balance journalism and activism? Will the D&amp;D and indie gaming industry ever be the same?



Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".



Following an apology issued by Wizards of the Coast, the company released a new draft (titled OGL 1.2) for public comment on January 19. It would put some of the Dungeon &amp; Dragons mechanics under a Creative Commons license, while other material would be covered by OGL 1.2. Unlike the leaked OGL 1.1, the proposed OGL 1.2 contains "no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial". The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be "irrevocable, although there's still a severability clause should a part of the license is held to be unenforceable or invalid". Along with the proposed OGL 1.2, Wizards released a separate virtual tabletop (VTT) policy.



On January 27, 2023, Wizards of the Coast announced that following feedback during the open comment for OGL1.2 they had decided to release the System Reference Document 5.1 (SRD 5.1) under an irrevocable creative commons license (CC-BY-4.0) effect immediately and would no longer pursue deauthorizing the OGL1.0a.



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.




Read Linda's initial story at io9



Read the new story on WOTC reversing course



Follow their Twitter feed for more news




This description uses material from the Wikipedia article "Open Game License", which is released under the Creative Commons Attribution-Share-Alike License 3.0.



Thumbnail image courtesy of Craiyon.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/01/s05e04-featured-image.jpg"></itunes:image>
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		<title>Linda Codega &#038; the OGL &#124; Breakin g the D&#038;D License Story &#124; Wandering DMs S05 E04</title>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul sit down with Linda Codega, the exceptional journalist at io9/Gizmodo who broke the story of WOTC planning to de-authorize the Open Game License that's been used for D&amp;D-compatible and other games for over 20 years -- and subsequently forced a total surrender by WOTC on their sinister plans! How did Linda catch and produce this game-changing story? How does one balance journalism and activism? Will the D&amp;D and indie gaming industry ever be the same?



Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserti]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Retroclone Roundup &#124; Alternatives to D&#038;D &#124; Wandering DMs S05 E03</title>
	<link>https://wanderingdms.com/podcast/retroclone-roundup-alternatives-to-dd-wandering-dms-s05-e03/</link>
	<pubDate>Sun, 29 Jan 2023 17:55:40 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3591</guid>
	<description><![CDATA[<p>Are you currently looking for an alternative the the D&amp;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &amp; Paul review the current top retroclones on the market -- and what what the state of affairs going forward may be if the Open Game License is thrown into disarray!</p>



<p>Some D&amp;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&amp;D while fixing some of the perceived rules issues of older versions. Castles &amp; Crusades is one example, using the unified d20 mechanic from 3rd edition while dropping what the developers perceived as complications (including feats, skills, and prestige classes).</p>



<p>Role-playing game publisher Matthew Finch was involved in the development of Castles &amp; Crusades, serving as editor of the Player's Handbook, and was the initial author of OSRIC, which was afterward taken up by Stuart Marshall and released to the public in 2006 as a retro-clone of the first edition of Advanced Dungeons &amp; Dragons (1977–1989). The release prompted another game designer, Daniel Proctor, to write and release Labyrinth Lord in 2007, a more complete retro-clone of the 1981 version of the Dungeons &amp; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &amp; Wizardry, a retro-clone of the original Dungeons &amp; Dragons game.</p>



<p>Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&amp;D and other adventure role-playing games. The games are fostered and supported online by various forums and blogs, sometimes collectively referred to as the Old School Renaissance (OSR), but are also increasingly finding their way into brick and mortar game stores.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_retro-clones">Dungeons &amp; Dragons retro-clone</a>s", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Image by Diacritica, <a href="https://creativecommons.org/licenses/by-sa/4.0">CC BY-SA 4.0</a>, via Wikimedia Commons.</p>]]></description>
	<itunes:subtitle><![CDATA[Are you currently looking for an alternative the the D&amp;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &amp; Paul review the current top retroclones on the market -- and what what the state of affairs going forward may]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Are you currently looking for an alternative the the D&amp;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &amp; Paul review the current top retroclones on the market -- and what what the state of affairs going forward may be if the Open Game License is thrown into disarray!</p>



<p>Some D&amp;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&amp;D while fixing some of the perceived rules issues of older versions. Castles &amp; Crusades is one example, using the unified d20 mechanic from 3rd edition while dropping what the developers perceived as complications (including feats, skills, and prestige classes).</p>



<p>Role-playing game publisher Matthew Finch was involved in the development of Castles &amp; Crusades, serving as editor of the Player's Handbook, and was the initial author of OSRIC, which was afterward taken up by Stuart Marshall and released to the public in 2006 as a retro-clone of the first edition of Advanced Dungeons &amp; Dragons (1977–1989). The release prompted another game designer, Daniel Proctor, to write and release Labyrinth Lord in 2007, a more complete retro-clone of the 1981 version of the Dungeons &amp; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &amp; Wizardry, a retro-clone of the original Dungeons &amp; Dragons game.</p>



<p>Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&amp;D and other adventure role-playing games. The games are fostered and supported online by various forums and blogs, sometimes collectively referred to as the Old School Renaissance (OSR), but are also increasingly finding their way into brick and mortar game stores.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_retro-clones">Dungeons &amp; Dragons retro-clone</a>s", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>



<p>Image by Diacritica, <a href="https://creativecommons.org/licenses/by-sa/4.0">CC BY-SA 4.0</a>, via Wikimedia Commons.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3591/retroclone-roundup-alternatives-to-dd-wandering-dms-s05-e03.jpg" length="228417" type="image/jpeg"></enclosure>
	<itunes:summary><![CDATA[Are you currently looking for an alternative the the D&amp;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &amp; Paul review the current top retroclones on the market -- and what what the state of affairs going forward may be if the Open Game License is thrown into disarray!



Some D&amp;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&amp;D while fixing some of the perceived rules issues of older versions. Castles &amp; Crusades is one example, using the unified d20 mechanic from 3rd edition while dropping what the developers perceived as complications (including feats, skills, and prestige classes).



Role-playing game publisher Matthew Finch was involved in the development of Castles &amp; Crusades, serving as editor of the Player's Handbook, and was the initial author of OSRIC, which was afterward taken up by Stuart Marshall and released to the public in 2006 as a retro-clone of the first edition of Advanced Dungeons &amp; Dragons (1977–1989). The release prompted another game designer, Daniel Proctor, to write and release Labyrinth Lord in 2007, a more complete retro-clone of the 1981 version of the Dungeons &amp; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &amp; Wizardry, a retro-clone of the original Dungeons &amp; Dragons game.



Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&amp;D and other adventure role-playing games. The games are fostered and supported online by various forums and blogs, sometimes collectively referred to as the Old School Renaissance (OSR), but are also increasingly finding their way into brick and mortar game stores.



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Dungeons &amp; Dragons retro-clones", which is released under the Creative Commons Attribution-Share-Alike License 3.0.



Image by Diacritica, CC BY-SA 4.0, via Wikimedia Commons.]]></itunes:summary>
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Some D&amp;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&amp;D while fixing some of the perceived rules issues of older versions. Castles &amp; Crusades is one example, using the unified d20 mechanic from 3rd edition while dropping what the developers perceived as complications (including feats, skills, and prestige classes).



Role-playing game publisher Matthew Finch was involved in the development of Castles &amp; Crusades, serving as editor of the Player's Handbook, and was the initial author of OSRIC, which was afterward taken up by Stuart Marshall and released to the public in 2006 as a ret]]></googleplay:description>
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	<title>The Alexandrian Takes on the OGL &#124; Justin Alexander &#038; Atlas Games &#124; Wandering DMs S05 E02</title>
	<link>https://wanderingdms.com/podcast/the-alexandrian-takes-on-the-ogl-justin-alexander-atlas-games-wandering-dms-s05-e02/</link>
	<pubDate>Thu, 19 Jan 2023 21:54:43 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3497</guid>
	<description><![CDATA[<p>Justin Alexander is one of the most prolific and insightful RPG writers around. Between his long-running blog at The Alexandrian, his work at Atlas Games, his hundreds of published books and articles, he has among the most in-depth knowledge of what makes for great gaming. And right now he's been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What's Justin's outlook for the future of Open Gaming and Atlas Games?</p>



<ul class="wp-block-list">
<li><a href="https://thealexandrian.net/">Read The Alexandrian blog</a></li>



<li><a href="https://www.youtube.com/TheAlexandrian">Follow Justin on YouTube</a></li>



<li><a href="https://www.atlas-games.com/">Visit Atlas Games</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></description>
	<itunes:subtitle><![CDATA[Justin Alexander is one of the most prolific and insightful RPG writers around. Between his long-running blog at The Alexandrian, his work at Atlas Games, his hundreds of published books and articles, he has among the most in-depth knowledge of what make]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Justin Alexander is one of the most prolific and insightful RPG writers around. Between his long-running blog at The Alexandrian, his work at Atlas Games, his hundreds of published books and articles, he has among the most in-depth knowledge of what makes for great gaming. And right now he's been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What's Justin's outlook for the future of Open Gaming and Atlas Games?</p>



<ul class="wp-block-list">
<li><a href="https://thealexandrian.net/">Read The Alexandrian blog</a></li>



<li><a href="https://www.youtube.com/TheAlexandrian">Follow Justin on YouTube</a></li>



<li><a href="https://www.atlas-games.com/">Visit Atlas Games</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail image courtesy of Craiyon.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3497/the-alexandrian-takes-on-the-ogl-justin-alexander-atlas-games-wandering-dms-s05-e02.mp3" length="85101909" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Justin Alexander is one of the most prolific and insightful RPG writers around. Between his long-running blog at The Alexandrian, his work at Atlas Games, his hundreds of published books and articles, he has among the most in-depth knowledge of what makes for great gaming. And right now he's been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What's Justin's outlook for the future of Open Gaming and Atlas Games?




Read The Alexandrian blog



Follow Justin on YouTube



Visit Atlas Games




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Thumbnail image courtesy of Craiyon.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/01/s05e02-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/01/s05e02-featured-image.jpg</url>
		<title>The Alexandrian Takes on the OGL &#124; Justin Alexander &#038; Atlas Games &#124; Wandering DMs S05 E02</title>
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	<itunes:block>no</itunes:block>
	<itunes:duration>59:06</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Justin Alexander is one of the most prolific and insightful RPG writers around. Between his long-running blog at The Alexandrian, his work at Atlas Games, his hundreds of published books and articles, he has among the most in-depth knowledge of what makes for great gaming. And right now he's been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What's Justin's outlook for the future of Open Gaming and Atlas Games?




Read The Alexandrian blog



Follow Justin on YouTube



Visit Atlas Games




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Thumbnail image courtesy of Craiyon.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/01/s05e02-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Why is Hasbro Nuking the D&#038;D License? &#124; OGL 1.1 &#124; Wandering DMs S05 E01</title>
	<link>https://wanderingdms.com/podcast/why-is-hasbro-nuking-the-dd-license-ogl-1-1-wandering-dms-s05-e01/</link>
	<pubDate>Mon, 09 Jan 2023 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3384</guid>
	<description><![CDATA[<p>Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&amp;D-compatible products for the last 20+ over years. Can they do it? Are all existing 3rd-party products about to be made illegal? What can it mean for the hobby and industry going forward?</p>



<p>In August 2022, Wizards of the Coast launched a public playtest of the next version of Dungeons &amp; Dragons under the One D&amp;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &amp; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: "We will continue to support the thousands of creators making third-party D&amp;D content with the release of One D&amp;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we're too early in the development of One D&amp;D to give more specifics on the OGL or System Reference Document (SRD) at this time".</p>



<p>Following concerns raised by third-party Dungeons &amp; Dragons creators on the potential changes to the OGL, in December 2022, Wizards of the Coast released additional details on the upcoming OGL 1.1 which will go into effect in 2023. This new license will clarify that it only applies to "printed media or static electronic files (like epubs and PDFs)" and "only covers material created for use in or as TTRPGs"; OGL 1.1 will not cover other content such as video games or virtual tabletops (VTTs). Content creators using OGL 1.1 will be required "to put an official OGL badge on their products". Revenue related to OGL content must be reported to Wizards of the Coast if that revenue exceeds $50,000 annually; creators who make at least $750,000 in income annually will be required to pay a royalty starting in 2024.</p>



<p>Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Open_Game_License">Open Game License</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.

Thumbnail image courtesy of Craiyon.</p>]]></description>
	<itunes:subtitle><![CDATA[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&amp;D-compatible products for the last 20+ over years. Can they do it? Are all existing 3rd-party products about to be made illegal? What can it mean for the hobby and indus]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&amp;D-compatible products for the last 20+ over years. Can they do it? Are all existing 3rd-party products about to be made illegal? What can it mean for the hobby and industry going forward?</p>



<p>In August 2022, Wizards of the Coast launched a public playtest of the next version of Dungeons &amp; Dragons under the One D&amp;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &amp; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: "We will continue to support the thousands of creators making third-party D&amp;D content with the release of One D&amp;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we're too early in the development of One D&amp;D to give more specifics on the OGL or System Reference Document (SRD) at this time".</p>



<p>Following concerns raised by third-party Dungeons &amp; Dragons creators on the potential changes to the OGL, in December 2022, Wizards of the Coast released additional details on the upcoming OGL 1.1 which will go into effect in 2023. This new license will clarify that it only applies to "printed media or static electronic files (like epubs and PDFs)" and "only covers material created for use in or as TTRPGs"; OGL 1.1 will not cover other content such as video games or virtual tabletops (VTTs). Content creators using OGL 1.1 will be required "to put an official OGL badge on their products". Revenue related to OGL content must be reported to Wizards of the Coast if that revenue exceeds $50,000 annually; creators who make at least $750,000 in income annually will be required to pay a royalty starting in 2024.</p>



<p>Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Open_Game_License">Open Game License</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.

Thumbnail image courtesy of Craiyon.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3384/why-is-hasbro-nuking-the-dd-license-ogl-1-1-wandering-dms-s05-e01.mp3" length="92153853" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&amp;D-compatible products for the last 20+ over years. Can they do it? Are all existing 3rd-party products about to be made illegal? What can it mean for the hobby and industry going forward?



In August 2022, Wizards of the Coast launched a public playtest of the next version of Dungeons &amp; Dragons under the One D&amp;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &amp; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: "We will continue to support the thousands of creators making third-party D&amp;D content with the release of One D&amp;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we're too early in the development of One D&amp;D to give more specifics on the OGL or System Reference Document (SRD) at this time".



Following concerns raised by third-party Dungeons &amp; Dragons creators on the potential changes to the OGL, in December 2022, Wizards of the Coast released additional details on the upcoming OGL 1.1 which will go into effect in 2023. This new license will clarify that it only applies to "printed media or static electronic files (like epubs and PDFs)" and "only covers material created for use in or as TTRPGs"; OGL 1.1 will not cover other content such as video games or virtual tabletops (VTTs). Content creators using OGL 1.1 will be required "to put an official OGL badge on their products". Revenue related to OGL content must be reported to Wizards of the Coast if that revenue exceeds $50,000 annually; creators who make at least $750,000 in income annually will be required to pay a royalty starting in 2024.



Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega explained that while the original OGL granted a "perpetual, worldwide, non-exclusive license" it also included language around authorized versions of the license – "according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the original OGL void, and asserting that if anyone wants to continue to use Open Game Content of any kind, they will need to abide by the terms of the updated OGL, which is a far more restrictive agreement than the original OGL". The document also states that the intention of the OGL was not "to fund major competitors and it wasn't intended to allow people to make D&amp;D apps, videos, or anything other than printed (or printable) materials for use while gaming". In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, "my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked".



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Open Game License", which is released under the Creative Commons Attribution-Share-Alike License 3.0.

Thumbnail image courtesy of Craiyon.]]></itunes:summary>
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	<itunes:duration>1:04:00</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&amp;D-compatible products for the last 20+ over years. Can they do it? Are all existing 3rd-party products about to be made illegal? What can it mean for the hobby and industry going forward?



In August 2022, Wizards of the Coast launched a public playtest of the next version of Dungeons &amp; Dragons under the One D&amp;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &amp; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: "We will continue to support the thousands of creators making third-party D&amp;D content with the release of One D&amp;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we're too early in the development of One D&amp;D to give more specifics on the OGL or System Refere]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/01/thumbnail-s05e01.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>2022 Year in Review &#124; Wandering DMs Season 4 &#124; Wandering DMs S04 E47</title>
	<link>https://wanderingdms.com/podcast/2022-year-in-review-wandering-dms-season-4-wandering-dms-s04-e47/</link>
	<pubDate>Mon, 12 Dec 2022 17:12:07 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3478</guid>
	<description><![CDATA[<p>Dan &amp; Paul look back at the state of D&amp;D in this past year of 2022, and the 4th season of Wandering DMs. What were your favorites, what were the critical fumbles for the year? What themes were unfolding for the D&amp;D community? We'll share our top memories, and some announcements for what we have in store next!</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/playlist?list=PLiclN_BSxoe-BwjaNYIDBgW-WIbR-j9Kr">Watch the Wandering DMs Season 4 Playlist</a></li>



<li><a href="https://www.youtube.com/playlist?list=PLiclN_BSxoe-9uZET8bhQjROAOIdaeqla">Watch Games from the Elder Times Season 1</a></li>



<li><a href="https://youtube.com/playlist?list=PLiclN_BSxoe-wNzPs0aYV8l11F72_PCAb">Watch Book of War Season 3</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul look back at the state of D&amp;D in this past year of 2022, and the 4th season of Wandering DMs. What were your favorites, what were the critical fumbles for the year? What themes were unfolding for the D&amp;D community? Well share our t]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul look back at the state of D&amp;D in this past year of 2022, and the 4th season of Wandering DMs. What were your favorites, what were the critical fumbles for the year? What themes were unfolding for the D&amp;D community? We'll share our top memories, and some announcements for what we have in store next!</p>



<ul class="wp-block-list">
<li><a href="https://youtube.com/playlist?list=PLiclN_BSxoe-BwjaNYIDBgW-WIbR-j9Kr">Watch the Wandering DMs Season 4 Playlist</a></li>



<li><a href="https://www.youtube.com/playlist?list=PLiclN_BSxoe-9uZET8bhQjROAOIdaeqla">Watch Games from the Elder Times Season 1</a></li>



<li><a href="https://youtube.com/playlist?list=PLiclN_BSxoe-wNzPs0aYV8l11F72_PCAb">Watch Book of War Season 3</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3478/2022-year-in-review-wandering-dms-season-4-wandering-dms-s04-e47.mp3" length="89559566" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul look back at the state of D&amp;D in this past year of 2022, and the 4th season of Wandering DMs. What were your favorites, what were the critical fumbles for the year? What themes were unfolding for the D&amp;D community? We'll share our top memories, and some announcements for what we have in store next!




Watch the Wandering DMs Season 4 Playlist



Watch Games from the Elder Times Season 1



Watch Book of War Season 3




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png</url>
		<title>2022 Year in Review &#124; Wandering DMs Season 4 &#124; Wandering DMs S04 E47</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:12</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul look back at the state of D&amp;D in this past year of 2022, and the 4th season of Wandering DMs. What were your favorites, what were the critical fumbles for the year? What themes were unfolding for the D&amp;D community? We'll share our top memories, and some announcements for what we have in store next!




Watch the Wandering DMs Season 4 Playlist



Watch Games from the Elder Times Season 1



Watch Book of War Season 3




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Jon Peterson &#124; Game Wizards &#124; Wandering DMs S04 E46</title>
	<link>https://wanderingdms.com/podcast/jon-peterson-game-wizards-wandering-dms-s04-e46/</link>
	<pubDate>Mon, 05 Dec 2022 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3167</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat with D&amp;D historian extraordinaire Jon Peterson about his latest book, Game Wizards, on the history of TSR, the makers of D&amp;D, and the turbulent waters of changing creators and editions.</p>



<p>When Dungeons &amp; Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons &amp; Dragons from hobbyist pastime to mass-market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&amp;D and its creators navigated their successes, setbacks, and controversies.</p>



<p>Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the “Satanic Panic” accusations that D&amp;D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&amp;D.</p>



<p>With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons &amp; Dragons can make people remember things a bit differently from the way they actually happened.</p>



<ul class="wp-block-list">
<li><a href="https://mitpress.mit.edu/9780262542951/">Order the Game Wizards from MIT Press</a></li>



<li><a href="http://playingattheworld.blogspot.com/">Read Jon's Playing at the World blog</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat with D&amp;D historian extraordinaire Jon Peterson about his latest book, Game Wizards, on the history of TSR, the makers of D&amp;D, and the turbulent waters of changing creators and editions.



When Dungeons &amp; Dragons was first]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat with D&amp;D historian extraordinaire Jon Peterson about his latest book, Game Wizards, on the history of TSR, the makers of D&amp;D, and the turbulent waters of changing creators and editions.</p>



<p>When Dungeons &amp; Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons &amp; Dragons from hobbyist pastime to mass-market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&amp;D and its creators navigated their successes, setbacks, and controversies.</p>



<p>Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the “Satanic Panic” accusations that D&amp;D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&amp;D.</p>



<p>With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons &amp; Dragons can make people remember things a bit differently from the way they actually happened.</p>



<ul class="wp-block-list">
<li><a href="https://mitpress.mit.edu/9780262542951/">Order the Game Wizards from MIT Press</a></li>



<li><a href="http://playingattheworld.blogspot.com/">Read Jon's Playing at the World blog</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3167/jon-peterson-game-wizards-wandering-dms-s04-e46.mp3" length="91448852" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat with D&amp;D historian extraordinaire Jon Peterson about his latest book, Game Wizards, on the history of TSR, the makers of D&amp;D, and the turbulent waters of changing creators and editions.



When Dungeons &amp; Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons &amp; Dragons from hobbyist pastime to mass-market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&amp;D and its creators navigated their successes, setbacks, and controversies.



Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the “Satanic Panic” accusations that D&amp;D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&amp;D.



With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons &amp; Dragons can make people remember things a bit differently from the way they actually happened.




Order the Game Wizards from MIT Press



Read Jon's Playing at the World blog




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png</url>
		<title>Jon Peterson &#124; Game Wizards &#124; Wandering DMs S04 E46</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:30</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat with D&amp;D historian extraordinaire Jon Peterson about his latest book, Game Wizards, on the history of TSR, the makers of D&amp;D, and the turbulent waters of changing creators and editions.



When Dungeons &amp; Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons &amp; Dragons from hobbyist pastime to mass-market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&amp;D and its creators navigated their successes, setbacks, and controversies.



Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; an]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>D&#038;D Boxed Text? &#124; Magniloquent Monographs &#124; Wandering DMs S04 E45</title>
	<link>https://wanderingdms.com/podcast/dd-boxed-text-magniloquent-monographs-wandering-dms-s04-e45/</link>
	<pubDate>Mon, 28 Nov 2022 17:10:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3126</guid>
	<description><![CDATA[<p>Dan &amp; Paul exchange thoughts on the use of prepared Boxed Text descriptions in D&amp;D adventures. Are they hostile, or benign in your games?</p>



<p>DM Shawn Merwin wrote on D&amp;D Beyond: "If you’ve DMed, read, written, or even played D&amp;D adventures at any point in the game’s existence, you are familiar with boxed text, which is also sometimes referred to as read-aloud text. It got its name from the thin boxed-line that sometimes surrounds the text in an adventure, denoting that it should be read aloud to the players. It’s as much a part of D&amp;D’s history and brand as saving throws, hit points, and armor class…"</p>



<p>"Every couple of years, the topic of boxed text sweeps through the game-design community, opinions are thrown about, battle lines and drawn, and then we all go back to writing our own adventures, usually including boxed text. I wrote about the topic 20 years ago on forums, and 10 years ago in blogs, and now I’ll write about it again. Not much has changed in the conversation, but it’s still one we need to have."</p>



<p>What are your thoughts on the use of boxed text?</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2021/10/early-evolution-of-encounter-text.html">Read Dan's blog on early encounter text</a></li>



<li><a href="https://www.dndbeyond.com/posts/625-lets-design-an-adventure-boxed-text">See Shawn Merwin's full comments at D&amp;D Beyond</a></li>



<li><a href="https://comicbook.com/gaming/news/dungeons-and-dragons-boxed-text-adventures/">Read up on the "fierce debate" at ComicBook.com</a></li>



<li><a href="https://dysonlogos.blog/2013/09/29/the-dreaded-boxed-text/">Check out Dyson Logos thoughts on his blog</a></li>



<li><a href="https://web.archive.org/web/20051215014928/http://www.wizards.com/default.asp?x=dnd/dd/20050916a">Read Jesse Decker's observations at Gen Con 2005 (via Wayback Machine)</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul exchange thoughts on the use of prepared Boxed Text descriptions in D&amp;D adventures. Are they hostile, or benign in your games?



DM Shawn Merwin wrote on D&amp;D Beyond: If you’ve DMed, read, written, or even played D&amp;D adventures]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul exchange thoughts on the use of prepared Boxed Text descriptions in D&amp;D adventures. Are they hostile, or benign in your games?</p>



<p>DM Shawn Merwin wrote on D&amp;D Beyond: "If you’ve DMed, read, written, or even played D&amp;D adventures at any point in the game’s existence, you are familiar with boxed text, which is also sometimes referred to as read-aloud text. It got its name from the thin boxed-line that sometimes surrounds the text in an adventure, denoting that it should be read aloud to the players. It’s as much a part of D&amp;D’s history and brand as saving throws, hit points, and armor class…"</p>



<p>"Every couple of years, the topic of boxed text sweeps through the game-design community, opinions are thrown about, battle lines and drawn, and then we all go back to writing our own adventures, usually including boxed text. I wrote about the topic 20 years ago on forums, and 10 years ago in blogs, and now I’ll write about it again. Not much has changed in the conversation, but it’s still one we need to have."</p>



<p>What are your thoughts on the use of boxed text?</p>



<ul class="wp-block-list">
<li><a href="https://deltasdnd.blogspot.com/2021/10/early-evolution-of-encounter-text.html">Read Dan's blog on early encounter text</a></li>



<li><a href="https://www.dndbeyond.com/posts/625-lets-design-an-adventure-boxed-text">See Shawn Merwin's full comments at D&amp;D Beyond</a></li>



<li><a href="https://comicbook.com/gaming/news/dungeons-and-dragons-boxed-text-adventures/">Read up on the "fierce debate" at ComicBook.com</a></li>



<li><a href="https://dysonlogos.blog/2013/09/29/the-dreaded-boxed-text/">Check out Dyson Logos thoughts on his blog</a></li>



<li><a href="https://web.archive.org/web/20051215014928/http://www.wizards.com/default.asp?x=dnd/dd/20050916a">Read Jesse Decker's observations at Gen Con 2005 (via Wayback Machine)</a></li>
</ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3126/dd-boxed-text-magniloquent-monographs-wandering-dms-s04-e45.mp3" length="92540933" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul exchange thoughts on the use of prepared Boxed Text descriptions in D&amp;D adventures. Are they hostile, or benign in your games?



DM Shawn Merwin wrote on D&amp;D Beyond: "If you’ve DMed, read, written, or even played D&amp;D adventures at any point in the game’s existence, you are familiar with boxed text, which is also sometimes referred to as read-aloud text. It got its name from the thin boxed-line that sometimes surrounds the text in an adventure, denoting that it should be read aloud to the players. It’s as much a part of D&amp;D’s history and brand as saving throws, hit points, and armor class…"



"Every couple of years, the topic of boxed text sweeps through the game-design community, opinions are thrown about, battle lines and drawn, and then we all go back to writing our own adventures, usually including boxed text. I wrote about the topic 20 years ago on forums, and 10 years ago in blogs, and now I’ll write about it again. Not much has changed in the conversation, but it’s still one we need to have."



What are your thoughts on the use of boxed text?




Read Dan's blog on early encounter text



See Shawn Merwin's full comments at D&amp;D Beyond



Read up on the "fierce debate" at ComicBook.com



Check out Dyson Logos thoughts on his blog



Read Jesse Decker's observations at Gen Con 2005 (via Wayback Machine)




Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:16</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul exchange thoughts on the use of prepared Boxed Text descriptions in D&amp;D adventures. Are they hostile, or benign in your games?



DM Shawn Merwin wrote on D&amp;D Beyond: "If you’ve DMed, read, written, or even played D&amp;D adventures at any point in the game’s existence, you are familiar with boxed text, which is also sometimes referred to as read-aloud text. It got its name from the thin boxed-line that sometimes surrounds the text in an adventure, denoting that it should be read aloud to the players. It’s as much a part of D&amp;D’s history and brand as saving throws, hit points, and armor class…"



"Every couple of years, the topic of boxed text sweeps through the game-design community, opinions are thrown about, battle lines and drawn, and then we all go back to writing our own adventures, usually including boxed text. I wrote about the topic 20 years ago on forums, and 10 years ago in blogs, and now I’ll write about it again. Not much has changed in the con]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Keith Ammann &#124; How to Defend Your Lair &#124; Wandering DMs S04 E44</title>
	<link>https://wanderingdms.com/podcast/keith-ammann-how-to-defend-your-lair-wandering-dms-s04-e44/</link>
	<pubDate>Mon, 21 Nov 2022 17:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3074</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat with Keith Ammann ("The Monsters Know What They're Doing") on his newest book of dungeon design principles, "How to Defend Your Lair"!</p>



<p>In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting.</p>



<p>This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders…and to provide thrilling challenges to extraordinary ones.</p>



<p>Including more than a dozen fleshed-out sample strongholds, How to Defend Your Lair is a crucial resource for any RPG gamemaster who wants to push players to think about how to solve problems before running at them head-on.</p>



<p><a href="http://spyandowl.com/ht-defend-your-lair">Order Keith's "How to Defend Your Lair" here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat with Keith Ammann (The Monsters Know What Theyre Doing) on his newest book of dungeon design principles, How to Defend Your Lair!



In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but cruci]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat with Keith Ammann ("The Monsters Know What They're Doing") on his newest book of dungeon design principles, "How to Defend Your Lair"!</p>



<p>In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting.</p>



<p>This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders…and to provide thrilling challenges to extraordinary ones.</p>



<p>Including more than a dozen fleshed-out sample strongholds, How to Defend Your Lair is a crucial resource for any RPG gamemaster who wants to push players to think about how to solve problems before running at them head-on.</p>



<p><a href="http://spyandowl.com/ht-defend-your-lair">Order Keith's "How to Defend Your Lair" here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &amp; Dan chat with Keith Ammann ("The Monsters Know What They're Doing") on his newest book of dungeon design principles, "How to Defend Your Lair"!



In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting.



This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders…and to provide thrilling challenges to extraordinary ones.



Including more than a dozen fleshed-out sample strongholds, How to Defend Your Lair is a crucial resource for any RPG gamemaster who wants to push players to think about how to solve problems before running at them head-on.



Order Keith's "How to Defend Your Lair" here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat with Keith Ammann ("The Monsters Know What They're Doing") on his newest book of dungeon design principles, "How to Defend Your Lair"!



In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting.



This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders…and to provide thrilling challenges to extraordinary ones.



Including more than a dozen fleshed-out sample strongholds, How ]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Location, Location &#124; Where You Play Is How You Play &#124; Wandering DMs S04 E43</title>
	<link>https://wanderingdms.com/podcast/location-location-where-you-play-is-how-you-play-wandering-dms-s04-e43/</link>
	<pubDate>Wed, 16 Nov 2022 14:27:16 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=3000</guid>
	<description><![CDATA[<p>Dan &amp; Paul reflect on their long history of playing RPGs in a wide variety of sometimes unusual locations, and how that can affect the play of your D&amp;D games for better &amp; worse!</p>



<p>Feng shui has found many uses. Landscape ecologists often find traditional feng shui an interesting study. In many cases, the only remaining patches of Asian old forest are "feng shui woods", associated with cultural heritage, historical continuity, and the preservation of various flora and fauna species. Some researchers interpret the presence of these woods as indicators that the "healthy homes", sustainability and environmental components of traditional feng shui should not be easily dismissed. Environmental scientists and landscape architects have researched traditional feng shui and its methodologies. Architects study feng shui as an Asian architectural tradition. Geographers have analyzed the techniques and methods to help locate historical sites in Victoria, British Columbia, Canada, and archaeological sites in the American Southwest, concluding that Native Americans also considered astronomy and landscape features.</p>



<p>Believers use it for healing purposes though there is no empirical evidence that it is in any way effective, to guide their businesses, or create a peaceful atmosphere in their homes. In particular, they use feng shui in the bedroom, where a number of techniques involving colors and arrangement achieve comfort and peaceful sleep. Some users of feng shui may be trying to gain a sense of security or control, such as by choosing auspicious numbers for their phones or favorable house locations. Their motivation is similar to the reasons that some people consult fortune-tellers.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Feng_shui">Feng shui</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul reflect on their long history of playing RPGs in a wide variety of sometimes unusual locations, and how that can affect the play of your D&amp;D games for better &amp; worse!



Feng shui has found many uses. Landscape ecologists often fin]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul reflect on their long history of playing RPGs in a wide variety of sometimes unusual locations, and how that can affect the play of your D&amp;D games for better &amp; worse!</p>



<p>Feng shui has found many uses. Landscape ecologists often find traditional feng shui an interesting study. In many cases, the only remaining patches of Asian old forest are "feng shui woods", associated with cultural heritage, historical continuity, and the preservation of various flora and fauna species. Some researchers interpret the presence of these woods as indicators that the "healthy homes", sustainability and environmental components of traditional feng shui should not be easily dismissed. Environmental scientists and landscape architects have researched traditional feng shui and its methodologies. Architects study feng shui as an Asian architectural tradition. Geographers have analyzed the techniques and methods to help locate historical sites in Victoria, British Columbia, Canada, and archaeological sites in the American Southwest, concluding that Native Americans also considered astronomy and landscape features.</p>



<p>Believers use it for healing purposes though there is no empirical evidence that it is in any way effective, to guide their businesses, or create a peaceful atmosphere in their homes. In particular, they use feng shui in the bedroom, where a number of techniques involving colors and arrangement achieve comfort and peaceful sleep. Some users of feng shui may be trying to gain a sense of security or control, such as by choosing auspicious numbers for their phones or favorable house locations. Their motivation is similar to the reasons that some people consult fortune-tellers.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Feng_shui">Feng shui</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/3000/location-location-where-you-play-is-how-you-play-wandering-dms-s04-e43.mp3" length="89356236" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul reflect on their long history of playing RPGs in a wide variety of sometimes unusual locations, and how that can affect the play of your D&amp;D games for better &amp; worse!



Feng shui has found many uses. Landscape ecologists often find traditional feng shui an interesting study. In many cases, the only remaining patches of Asian old forest are "feng shui woods", associated with cultural heritage, historical continuity, and the preservation of various flora and fauna species. Some researchers interpret the presence of these woods as indicators that the "healthy homes", sustainability and environmental components of traditional feng shui should not be easily dismissed. Environmental scientists and landscape architects have researched traditional feng shui and its methodologies. Architects study feng shui as an Asian architectural tradition. Geographers have analyzed the techniques and methods to help locate historical sites in Victoria, British Columbia, Canada, and archaeological sites in the American Southwest, concluding that Native Americans also considered astronomy and landscape features.



Believers use it for healing purposes though there is no empirical evidence that it is in any way effective, to guide their businesses, or create a peaceful atmosphere in their homes. In particular, they use feng shui in the bedroom, where a number of techniques involving colors and arrangement achieve comfort and peaceful sleep. Some users of feng shui may be trying to gain a sense of security or control, such as by choosing auspicious numbers for their phones or favorable house locations. Their motivation is similar to the reasons that some people consult fortune-tellers.



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Feng shui", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul reflect on their long history of playing RPGs in a wide variety of sometimes unusual locations, and how that can affect the play of your D&amp;D games for better &amp; worse!



Feng shui has found many uses. Landscape ecologists often find traditional feng shui an interesting study. In many cases, the only remaining patches of Asian old forest are "feng shui woods", associated with cultural heritage, historical continuity, and the preservation of various flora and fauna species. Some researchers interpret the presence of these woods as indicators that the "healthy homes", sustainability and environmental components of traditional feng shui should not be easily dismissed. Environmental scientists and landscape architects have researched traditional feng shui and its methodologies. Architects study feng shui as an Asian architectural tradition. Geographers have analyzed the techniques and methods to help locate historical sites in Victoria, British Columbia, Canada, and ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Haunted Houses &#124; Dreadful Dwellings in D&#038;D &#124; Wandering DMs S04 E42</title>
	<link>https://wanderingdms.com/podcast/haunted-houses-dreadful-dwellings-in-dd-wandering-dms-s04-e42/</link>
	<pubDate>Tue, 01 Nov 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2659</guid>
	<description><![CDATA[<p>Paul &amp; Dan look back at their favorite "Haunted House" adventures for D&amp;D games. From Tegel Manor to Saltmarsh to Castle Amber and Ravenloft, we'll assess what works best and what doesn't for a truly terrifying D&amp;D game!</p>



<p>Legends about haunted houses have long appeared in literature. The earliest surviving report of a haunted house comes from a letter written by Pliny the Younger (61 – c. 112 CE) to his patron Lucias Sura, in which he describes a haunted villa in Athens.[50] Nobody would live in the house until the philosopher Athenodorus (c. 74 BCE – 7 CE) arrived in the city. He was tempted by the low rent and undeterred by the house's reputation so he moved in. The ghost, an old man bound with chains, appeared to Athenodorus during the first night and beckoned to him. The apparition vanished once it reached the courtyard, and Athenodorus carefully marked the spot. The following morning he requested the magistrate to have the spot dug up, where the skeleton of an old man bound with chains was discovered. The ghost never appeared again after the skeleton was given a proper burial.</p>



<p>According to Owen Davies, a paranormal historian, hauntings in the British Isles were usually attributed to fairies, but today hauntings are usually associated with ghostly or supernatural encounters. In other cultures around the world, various spirits are said to haunt vacant homes and locations. In Middle Eastern countries, for example, jinn are said to haunt such areas. Historically, since most people died in their homes, whether they were mansions or hovels, these homes became natural places for ghosts to haunt, with bedrooms being the most common rooms to be haunted. Many houses gained a reputation for being haunted after they were empty or derelict. Davies explains that "if people were to fail to occupy a human space, then external forces would move in."</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan look back at their favorite Haunted House adventures for D&amp;D games. From Tegel Manor to Saltmarsh to Castle Amber and Ravenloft, well assess what works best and what doesnt for a truly terrifying D&amp;D game!



Legends about haunted ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan look back at their favorite "Haunted House" adventures for D&amp;D games. From Tegel Manor to Saltmarsh to Castle Amber and Ravenloft, we'll assess what works best and what doesn't for a truly terrifying D&amp;D game!</p>



<p>Legends about haunted houses have long appeared in literature. The earliest surviving report of a haunted house comes from a letter written by Pliny the Younger (61 – c. 112 CE) to his patron Lucias Sura, in which he describes a haunted villa in Athens.[50] Nobody would live in the house until the philosopher Athenodorus (c. 74 BCE – 7 CE) arrived in the city. He was tempted by the low rent and undeterred by the house's reputation so he moved in. The ghost, an old man bound with chains, appeared to Athenodorus during the first night and beckoned to him. The apparition vanished once it reached the courtyard, and Athenodorus carefully marked the spot. The following morning he requested the magistrate to have the spot dug up, where the skeleton of an old man bound with chains was discovered. The ghost never appeared again after the skeleton was given a proper burial.</p>



<p>According to Owen Davies, a paranormal historian, hauntings in the British Isles were usually attributed to fairies, but today hauntings are usually associated with ghostly or supernatural encounters. In other cultures around the world, various spirits are said to haunt vacant homes and locations. In Middle Eastern countries, for example, jinn are said to haunt such areas. Historically, since most people died in their homes, whether they were mansions or hovels, these homes became natural places for ghosts to haunt, with bedrooms being the most common rooms to be haunted. Many houses gained a reputation for being haunted after they were empty or derelict. Davies explains that "if people were to fail to occupy a human space, then external forces would move in."</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2659/haunted-houses-dreadful-dwellings-in-dd-wandering-dms-s04-e42.mp3" length="90678729" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan look back at their favorite "Haunted House" adventures for D&amp;D games. From Tegel Manor to Saltmarsh to Castle Amber and Ravenloft, we'll assess what works best and what doesn't for a truly terrifying D&amp;D game!



Legends about haunted houses have long appeared in literature. The earliest surviving report of a haunted house comes from a letter written by Pliny the Younger (61 – c. 112 CE) to his patron Lucias Sura, in which he describes a haunted villa in Athens.[50] Nobody would live in the house until the philosopher Athenodorus (c. 74 BCE – 7 CE) arrived in the city. He was tempted by the low rent and undeterred by the house's reputation so he moved in. The ghost, an old man bound with chains, appeared to Athenodorus during the first night and beckoned to him. The apparition vanished once it reached the courtyard, and Athenodorus carefully marked the spot. The following morning he requested the magistrate to have the spot dug up, where the skeleton of an old man bound with chains was discovered. The ghost never appeared again after the skeleton was given a proper burial.



According to Owen Davies, a paranormal historian, hauntings in the British Isles were usually attributed to fairies, but today hauntings are usually associated with ghostly or supernatural encounters. In other cultures around the world, various spirits are said to haunt vacant homes and locations. In Middle Eastern countries, for example, jinn are said to haunt such areas. Historically, since most people died in their homes, whether they were mansions or hovels, these homes became natural places for ghosts to haunt, with bedrooms being the most common rooms to be haunted. Many houses gained a reputation for being haunted after they were empty or derelict. Davies explains that "if people were to fail to occupy a human space, then external forces would move in."



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:58</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan look back at their favorite "Haunted House" adventures for D&amp;D games. From Tegel Manor to Saltmarsh to Castle Amber and Ravenloft, we'll assess what works best and what doesn't for a truly terrifying D&amp;D game!



Legends about haunted houses have long appeared in literature. The earliest surviving report of a haunted house comes from a letter written by Pliny the Younger (61 – c. 112 CE) to his patron Lucias Sura, in which he describes a haunted villa in Athens.[50] Nobody would live in the house until the philosopher Athenodorus (c. 74 BCE – 7 CE) arrived in the city. He was tempted by the low rent and undeterred by the house's reputation so he moved in. The ghost, an old man bound with chains, appeared to Athenodorus during the first night and beckoned to him. The apparition vanished once it reached the courtyard, and Athenodorus carefully marked the spot. The following morning he requested the magistrate to have the spot dug up, where the skeleton of an old m]]></googleplay:description>
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<item>
	<title>Jim Davis &#124; Web DM vs. One D&#038;D &#124; Wandering DMs S04 E41</title>
	<link>https://wanderingdms.com/podcast/jim-davis-web-dm-vs-one-dd-wandering-dms-s04-e41/</link>
	<pubDate>Wed, 26 Oct 2022 18:45:13 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2633</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat with Jim Davis, the wizard of Web DM, and get his thoughts on the rules drops so far for One D&amp;D, the playtest for the upcoming next-edition of Dungeons &amp; Dragons!</p>



<p>Jim Davis, the Web DM, creates RPG advice and actual play content on YouTube, Patreon, and Twitch. Through professionally produced, carefully researched conversations about all aspects of tabletop gaming, deep topic podcast dives, and heartfelt actual play streaming, Web DM has become one of the most popular RPG internet content creation companies in the world. They're lifelong friends and D&amp;D players who want to share what inspires us about 5e Dungeons &amp; Dragons to help all gamers love their games as much as we do.</p>



<p>One D&amp;D is the codename for the future of D&amp;D and includes: D&amp;D Rules -- They're updating and expanding the rules of the game, and we’re looking for your feedback to help shape them. D&amp;D Beyond -- The digital toolset joined the Wizards of the Coast family in 2022, and we want to make it even better. Digital D&amp;D Play Experience -- Announced during Wizards Presents, D&amp;D Digital is an immersive tabletop space that is in early development.</p>



<p>What's Jim's take on One D&amp;D? Will the Wandering DMs agree? Tune in and find out!</p>



<ul class="wp-block-list"><li><a href="https://weird-wastelands.backerkit.com/hosted_preorders/343369">Preorder the Web DM Weird Wastelands sourcebook here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat with Jim Davis, the wizard of Web DM, and get his thoughts on the rules drops so far for One D&amp;D, the playtest for the upcoming next-edition of Dungeons &amp; Dragons!



Jim Davis, the Web DM, creates RPG advice and actual play c]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat with Jim Davis, the wizard of Web DM, and get his thoughts on the rules drops so far for One D&amp;D, the playtest for the upcoming next-edition of Dungeons &amp; Dragons!</p>



<p>Jim Davis, the Web DM, creates RPG advice and actual play content on YouTube, Patreon, and Twitch. Through professionally produced, carefully researched conversations about all aspects of tabletop gaming, deep topic podcast dives, and heartfelt actual play streaming, Web DM has become one of the most popular RPG internet content creation companies in the world. They're lifelong friends and D&amp;D players who want to share what inspires us about 5e Dungeons &amp; Dragons to help all gamers love their games as much as we do.</p>



<p>One D&amp;D is the codename for the future of D&amp;D and includes: D&amp;D Rules -- They're updating and expanding the rules of the game, and we’re looking for your feedback to help shape them. D&amp;D Beyond -- The digital toolset joined the Wizards of the Coast family in 2022, and we want to make it even better. Digital D&amp;D Play Experience -- Announced during Wizards Presents, D&amp;D Digital is an immersive tabletop space that is in early development.</p>



<p>What's Jim's take on One D&amp;D? Will the Wandering DMs agree? Tune in and find out!</p>



<ul class="wp-block-list"><li><a href="https://weird-wastelands.backerkit.com/hosted_preorders/343369">Preorder the Web DM Weird Wastelands sourcebook here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2633/jim-davis-web-dm-vs-one-dd-wandering-dms-s04-e41.mp3" length="89987524" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat with Jim Davis, the wizard of Web DM, and get his thoughts on the rules drops so far for One D&amp;D, the playtest for the upcoming next-edition of Dungeons &amp; Dragons!



Jim Davis, the Web DM, creates RPG advice and actual play content on YouTube, Patreon, and Twitch. Through professionally produced, carefully researched conversations about all aspects of tabletop gaming, deep topic podcast dives, and heartfelt actual play streaming, Web DM has become one of the most popular RPG internet content creation companies in the world. They're lifelong friends and D&amp;D players who want to share what inspires us about 5e Dungeons &amp; Dragons to help all gamers love their games as much as we do.



One D&amp;D is the codename for the future of D&amp;D and includes: D&amp;D Rules -- They're updating and expanding the rules of the game, and we’re looking for your feedback to help shape them. D&amp;D Beyond -- The digital toolset joined the Wizards of the Coast family in 2022, and we want to make it even better. Digital D&amp;D Play Experience -- Announced during Wizards Presents, D&amp;D Digital is an immersive tabletop space that is in early development.



What's Jim's take on One D&amp;D? Will the Wandering DMs agree? Tune in and find out!



Preorder the Web DM Weird Wastelands sourcebook here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat with Jim Davis, the wizard of Web DM, and get his thoughts on the rules drops so far for One D&amp;D, the playtest for the upcoming next-edition of Dungeons &amp; Dragons!



Jim Davis, the Web DM, creates RPG advice and actual play content on YouTube, Patreon, and Twitch. Through professionally produced, carefully researched conversations about all aspects of tabletop gaming, deep topic podcast dives, and heartfelt actual play streaming, Web DM has become one of the most popular RPG internet content creation companies in the world. They're lifelong friends and D&amp;D players who want to share what inspires us about 5e Dungeons &amp; Dragons to help all gamers love their games as much as we do.



One D&amp;D is the codename for the future of D&amp;D and includes: D&amp;D Rules -- They're updating and expanding the rules of the game, and we’re looking for your feedback to help shape them. D&amp;D Beyond -- The digital toolset joined the Wizards of the Coast family]]></googleplay:description>
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	<title>Matt Finch &#124; And the Tome of Adventure Design &#124; Wandering DMs S04 E40</title>
	<link>https://wanderingdms.com/podcast/matt-finch-and-the-tome-of-adventure-design-wandering-dms-s04-e40/</link>
	<pubDate>Tue, 18 Oct 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2572</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat with Matt Finch, creator of Swords &amp; Wizardry, about his Revised Tome of Adventure Design!</p>



<p>Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, and can be used with virtually any fantasy game. This book includes random generation tables for almost every step of the design process: locations, villainous plots, designing new monsters, and bizarre environments in strange, unknown planes of existence. Thousands of micro-prompts in the margins add additional brainstorming power to the process, and the book is filled with design advice from award-winning author Matt Finch.</p>



<p>"It’s over 300 pages of randomly selected jolts to the brain. In the introduction, Finch states that the point of incorporating randomness into your adventure writing is “to deliver cryptic results designed to shock the reader’s creativity into filling in the gaps” … Let me emphasize his use of the word “shock” in that passage. It’s perfect. The moment when two, three, or more nonsensical, fragmentary, contradictory notions gel into a coherent and fresh idea is shocking. It’s revelatory. It’s magical. And it’s inspiring…" Steve Winter, Designer &amp; Contributor, Dungeons &amp; Dragons for TSR and Wizards of the Coast</p>



<ul class="wp-block-list"><li><a href="https://www.mythmeregames.com/products/tome-of-adventure-design-pdf">Get the Revised Tome of Adventure Design here</a></li><li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-adventure-design">And see the completed Kickstarter page here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat with Matt Finch, creator of Swords &amp; Wizardry, about his Revised Tome of Adventure Design!



Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-p]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat with Matt Finch, creator of Swords &amp; Wizardry, about his Revised Tome of Adventure Design!</p>



<p>Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, and can be used with virtually any fantasy game. This book includes random generation tables for almost every step of the design process: locations, villainous plots, designing new monsters, and bizarre environments in strange, unknown planes of existence. Thousands of micro-prompts in the margins add additional brainstorming power to the process, and the book is filled with design advice from award-winning author Matt Finch.</p>



<p>"It’s over 300 pages of randomly selected jolts to the brain. In the introduction, Finch states that the point of incorporating randomness into your adventure writing is “to deliver cryptic results designed to shock the reader’s creativity into filling in the gaps” … Let me emphasize his use of the word “shock” in that passage. It’s perfect. The moment when two, three, or more nonsensical, fragmentary, contradictory notions gel into a coherent and fresh idea is shocking. It’s revelatory. It’s magical. And it’s inspiring…" Steve Winter, Designer &amp; Contributor, Dungeons &amp; Dragons for TSR and Wizards of the Coast</p>



<ul class="wp-block-list"><li><a href="https://www.mythmeregames.com/products/tome-of-adventure-design-pdf">Get the Revised Tome of Adventure Design here</a></li><li><a href="https://www.kickstarter.com/projects/adventuredesigntome/tome-of-adventure-design">And see the completed Kickstarter page here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2572/matt-finch-and-the-tome-of-adventure-design-wandering-dms-s04-e40.mp3" length="86730821" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat with Matt Finch, creator of Swords &amp; Wizardry, about his Revised Tome of Adventure Design!



Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, and can be used with virtually any fantasy game. This book includes random generation tables for almost every step of the design process: locations, villainous plots, designing new monsters, and bizarre environments in strange, unknown planes of existence. Thousands of micro-prompts in the margins add additional brainstorming power to the process, and the book is filled with design advice from award-winning author Matt Finch.



"It’s over 300 pages of randomly selected jolts to the brain. In the introduction, Finch states that the point of incorporating randomness into your adventure writing is “to deliver cryptic results designed to shock the reader’s creativity into filling in the gaps” … Let me emphasize his use of the word “shock” in that passage. It’s perfect. The moment when two, three, or more nonsensical, fragmentary, contradictory notions gel into a coherent and fresh idea is shocking. It’s revelatory. It’s magical. And it’s inspiring…" Steve Winter, Designer &amp; Contributor, Dungeons &amp; Dragons for TSR and Wizards of the Coast



Get the Revised Tome of Adventure Design hereAnd see the completed Kickstarter page here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	<itunes:duration>1:00:14</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat with Matt Finch, creator of Swords &amp; Wizardry, about his Revised Tome of Adventure Design!



Tome of Adventure Design is a comprehensive, start-to-finish resource for designing fantasy adventures for your favorite tabletop role-playing game. It is system neutral, and can be used with virtually any fantasy game. This book includes random generation tables for almost every step of the design process: locations, villainous plots, designing new monsters, and bizarre environments in strange, unknown planes of existence. Thousands of micro-prompts in the margins add additional brainstorming power to the process, and the book is filled with design advice from award-winning author Matt Finch.



"It’s over 300 pages of randomly selected jolts to the brain. In the introduction, Finch states that the point of incorporating randomness into your adventure writing is “to deliver cryptic results designed to shock the reader’s creativity into filling in the gaps” … Let me em]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
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	<title>Strongholds in D&#038;D &#124; Unreal Estate for Players &#124; Wandering DMs S04 E39</title>
	<link>https://wanderingdms.com/podcast/strongholds-in-dd-unreal-estate-for-players-wandering-dms-s04-e39/</link>
	<pubDate>Tue, 11 Oct 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2523</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat about bases for player characters in D&amp;D -- strongholds, ships, taverns, houses, and more!</p>



<p>European-style castles originated in the 9th and 10th centuries, after the fall of the Carolingian Empire resulted in its territory being divided among individual lords and princes. These nobles built castles to control the area immediately surrounding them and the castles were both offensive and defensive structures; they provided a base from which raids could be launched as well as offered protection from enemies. Although their military origins are often emphasized in castle studies, the structures also served as centers of administration and symbols of power. Urban castles were used to control the local populace and important travel routes, and rural castles were often situated near features that were integral to life in the community, such as mills, fertile land, or a water source.</p>



<p>Due to the lord's presence in a castle, it was a center of administration from where he controlled his lands. He relied on the support of those below him, as without the support of his more powerful tenants a lord could expect his power to be undermined. Successful lords regularly held court with those immediately below them on the social scale, but absentees could expect to find their influence weakened. Larger lordships could be vast, and it would be impractical for a lord to visit all his properties regularly, so deputies were appointed. This especially applied to royalty, who sometimes owned land in different countries.</p>



<ul class="wp-block-list"><li><a href="https://youtu.be/IdyeM4CmDR8">Watch Dan play the 1993 D&amp;D Stronghold game</a></li><li><a href="https://deltasdnd.blogspot.com/2013/07/more-late-era-lankhmar.html">Read Dan's blog on late-era Fafhrd &amp; the Gray Mouser</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Castle">Castle</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat about bases for player characters in D&amp;D -- strongholds, ships, taverns, houses, and more!



European-style castles originated in the 9th and 10th centuries, after the fall of the Carolingian Empire resulted in its territory bein]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat about bases for player characters in D&amp;D -- strongholds, ships, taverns, houses, and more!</p>



<p>European-style castles originated in the 9th and 10th centuries, after the fall of the Carolingian Empire resulted in its territory being divided among individual lords and princes. These nobles built castles to control the area immediately surrounding them and the castles were both offensive and defensive structures; they provided a base from which raids could be launched as well as offered protection from enemies. Although their military origins are often emphasized in castle studies, the structures also served as centers of administration and symbols of power. Urban castles were used to control the local populace and important travel routes, and rural castles were often situated near features that were integral to life in the community, such as mills, fertile land, or a water source.</p>



<p>Due to the lord's presence in a castle, it was a center of administration from where he controlled his lands. He relied on the support of those below him, as without the support of his more powerful tenants a lord could expect his power to be undermined. Successful lords regularly held court with those immediately below them on the social scale, but absentees could expect to find their influence weakened. Larger lordships could be vast, and it would be impractical for a lord to visit all his properties regularly, so deputies were appointed. This especially applied to royalty, who sometimes owned land in different countries.</p>



<ul class="wp-block-list"><li><a href="https://youtu.be/IdyeM4CmDR8">Watch Dan play the 1993 D&amp;D Stronghold game</a></li><li><a href="https://deltasdnd.blogspot.com/2013/07/more-late-era-lankhmar.html">Read Dan's blog on late-era Fafhrd &amp; the Gray Mouser</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Castle">Castle</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.
</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2523/strongholds-in-dd-unreal-estate-for-players-wandering-dms-s04-e39.mp3" length="90091789" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat about bases for player characters in D&amp;D -- strongholds, ships, taverns, houses, and more!



European-style castles originated in the 9th and 10th centuries, after the fall of the Carolingian Empire resulted in its territory being divided among individual lords and princes. These nobles built castles to control the area immediately surrounding them and the castles were both offensive and defensive structures; they provided a base from which raids could be launched as well as offered protection from enemies. Although their military origins are often emphasized in castle studies, the structures also served as centers of administration and symbols of power. Urban castles were used to control the local populace and important travel routes, and rural castles were often situated near features that were integral to life in the community, such as mills, fertile land, or a water source.



Due to the lord's presence in a castle, it was a center of administration from where he controlled his lands. He relied on the support of those below him, as without the support of his more powerful tenants a lord could expect his power to be undermined. Successful lords regularly held court with those immediately below them on the social scale, but absentees could expect to find their influence weakened. Larger lordships could be vast, and it would be impractical for a lord to visit all his properties regularly, so deputies were appointed. This especially applied to royalty, who sometimes owned land in different countries.



Watch Dan play the 1993 D&amp;D Stronghold gameRead Dan's blog on late-era Fafhrd &amp; the Gray Mouser



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Castle", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:duration>1:02:34</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat about bases for player characters in D&amp;D -- strongholds, ships, taverns, houses, and more!



European-style castles originated in the 9th and 10th centuries, after the fall of the Carolingian Empire resulted in its territory being divided among individual lords and princes. These nobles built castles to control the area immediately surrounding them and the castles were both offensive and defensive structures; they provided a base from which raids could be launched as well as offered protection from enemies. Although their military origins are often emphasized in castle studies, the structures also served as centers of administration and symbols of power. Urban castles were used to control the local populace and important travel routes, and rural castles were often situated near features that were integral to life in the community, such as mills, fertile land, or a water source.



Due to the lord's presence in a castle, it was a center of administration from w]]></googleplay:description>
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	<googleplay:block>no</googleplay:block>
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<item>
	<title>One D&#038;D Expert Classes &#124; Rogues, Rangers, and Bards &#124; Wandering DMs S04 E38</title>
	<link>https://wanderingdms.com/podcast/one-dd-expert-classes-rogues-rangers-and-bards-wandering-dms-s04-e38/</link>
	<pubDate>Tue, 04 Oct 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2486</guid>
	<description><![CDATA[<p>Dan &amp; Paul turn a critical eye to the new One D&amp;D (6E) rules draft on the Expert Class group: Rogues, Rangers, and Bards!</p>



<p>In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively. Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".</p>



<p>In the October 2022 Unearthed Arcana rules draft, the D&amp;D designers unveil the idea of "Class Groups" -- familiar to 1E players as the Primary Classes -- and give details on the revised Rogue, Ranger, and Bard classes. Plus a new shuffle in the Rules Glossary for how the core mechanics work. Are these changes good or bad, from the perspective of veteran old-school players?</p>



<ul class="wp-block-list"><li><a href="https://www.dndbeyond.com/one-dnd">See the new website &amp; video for One D&amp;D here</a></li><li><a href="http://deltasdnd.blogspot.com/2022/09/compleat-character-creation-catalog.html">Read Dan's blog on the classes in 1E Unearthed Arcana here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons">Editions of Dungeons &amp; Dragons</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul turn a critical eye to the new One D&amp;D (6E) rules draft on the Expert Class group: Rogues, Rangers, and Bards!



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the O]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul turn a critical eye to the new One D&amp;D (6E) rules draft on the Expert Class group: Rogues, Rangers, and Bards!</p>



<p>In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively. Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".</p>



<p>In the October 2022 Unearthed Arcana rules draft, the D&amp;D designers unveil the idea of "Class Groups" -- familiar to 1E players as the Primary Classes -- and give details on the revised Rogue, Ranger, and Bard classes. Plus a new shuffle in the Rules Glossary for how the core mechanics work. Are these changes good or bad, from the perspective of veteran old-school players?</p>



<ul class="wp-block-list"><li><a href="https://www.dndbeyond.com/one-dnd">See the new website &amp; video for One D&amp;D here</a></li><li><a href="http://deltasdnd.blogspot.com/2022/09/compleat-character-creation-catalog.html">Read Dan's blog on the classes in 1E Unearthed Arcana here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the Wikipedia article "<a href="https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons">Editions of Dungeons &amp; Dragons</a>", which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2486/one-dd-expert-classes-rogues-rangers-and-bards-wandering-dms-s04-e38.mp3" length="90333137" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul turn a critical eye to the new One D&amp;D (6E) rules draft on the Expert Class group: Rogues, Rangers, and Bards!



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively. Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".



In the October 2022 Unearthed Arcana rules draft, the D&amp;D designers unveil the idea of "Class Groups" -- familiar to 1E players as the Primary Classes -- and give details on the revised Rogue, Ranger, and Bard classes. Plus a new shuffle in the Rules Glossary for how the core mechanics work. Are these changes good or bad, from the perspective of veteran old-school players?



See the new website &amp; video for One D&amp;D hereRead Dan's blog on the classes in 1E Unearthed Arcana here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Editions of Dungeons &amp; Dragons", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>One D&#038;D Expert Classes &#124; Rogues, Rangers, and Bards &#124; Wandering DMs S04 E38</title>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul turn a critical eye to the new One D&amp;D (6E) rules draft on the Expert Class group: Rogues, Rangers, and Bards!



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to]]></googleplay:description>
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<item>
	<title>Griffith Morgan &#124; Exploring Tonisborg &#124; Wandering DMs S04 E37</title>
	<link>https://wanderingdms.com/podcast/griffith-morgan-exploring-tonisborg-wandering-dms-s04-e37/</link>
	<pubDate>Sat, 01 Oct 2022 12:50:30 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2474</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat with Griffith Morgan about the new upcoming Kickstarter for the Lost Dungeons of Tonisborg!</p>



<p>In 1971, Greg Svenson and his friends took part in the very first dungeon adventure game, Blackmoor, created by their friend, Dave Arneson. Then, in the summer of 1973, as Dave Arneson and Gary Gygax worked to complete the manuscript for Dungeons &amp; Dragons, Greg was given a play-test copy of this novel new game. He used these rules to create his own adventure dungeon, The Dungeons of Tonisborg.</p>



<p>One day, Greg loaned his maps to a friend to make copies. An unexpected disaster struck: the maps, stowed in an old magazine, were thrown away. All ten original map levels of Greg's epic mega-dungeon were thought lost forever. This lost map set came to be known as The Lost Dungeons of Tonisborg among the "Blackmoor Bunch."</p>



<p>Thirty-five years later, during the making of the documentary film, Secrets of Blackmoor, a mysterious set of photocopied dungeon maps was unearthed. D. H. Boggs emailed copies to Greg Svenson, who instantly recognized his own handwriting, declaring that these old photocopies were indeed copies of his original Tonisborg Dungeon. Now published with extensive background information, The Lost Dungeons of Tonisborg is not like any RPG Game Module you've ever encountered before.</p>



<p><a href="https://www.tfott.com/the-lost-dungeons-of-tonisborg-book">Read more on the Lost Dungeons of Tonisborg here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail images courtesy of Craiyon.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat with Griffith Morgan about the new upcoming Kickstarter for the Lost Dungeons of Tonisborg!



In 1971, Greg Svenson and his friends took part in the very first dungeon adventure game, Blackmoor, created by their friend, Dave Arneson.]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat with Griffith Morgan about the new upcoming Kickstarter for the Lost Dungeons of Tonisborg!</p>



<p>In 1971, Greg Svenson and his friends took part in the very first dungeon adventure game, Blackmoor, created by their friend, Dave Arneson. Then, in the summer of 1973, as Dave Arneson and Gary Gygax worked to complete the manuscript for Dungeons &amp; Dragons, Greg was given a play-test copy of this novel new game. He used these rules to create his own adventure dungeon, The Dungeons of Tonisborg.</p>



<p>One day, Greg loaned his maps to a friend to make copies. An unexpected disaster struck: the maps, stowed in an old magazine, were thrown away. All ten original map levels of Greg's epic mega-dungeon were thought lost forever. This lost map set came to be known as The Lost Dungeons of Tonisborg among the "Blackmoor Bunch."</p>



<p>Thirty-five years later, during the making of the documentary film, Secrets of Blackmoor, a mysterious set of photocopied dungeon maps was unearthed. D. H. Boggs emailed copies to Greg Svenson, who instantly recognized his own handwriting, declaring that these old photocopies were indeed copies of his original Tonisborg Dungeon. Now published with extensive background information, The Lost Dungeons of Tonisborg is not like any RPG Game Module you've ever encountered before.</p>



<p><a href="https://www.tfott.com/the-lost-dungeons-of-tonisborg-book">Read more on the Lost Dungeons of Tonisborg here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>Thumbnail images courtesy of Craiyon.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2474/griffith-morgan-exploring-tonisborg-wandering-dms-s04-e37.mp3" length="90768586" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul chat with Griffith Morgan about the new upcoming Kickstarter for the Lost Dungeons of Tonisborg!



In 1971, Greg Svenson and his friends took part in the very first dungeon adventure game, Blackmoor, created by their friend, Dave Arneson. Then, in the summer of 1973, as Dave Arneson and Gary Gygax worked to complete the manuscript for Dungeons &amp; Dragons, Greg was given a play-test copy of this novel new game. He used these rules to create his own adventure dungeon, The Dungeons of Tonisborg.



One day, Greg loaned his maps to a friend to make copies. An unexpected disaster struck: the maps, stowed in an old magazine, were thrown away. All ten original map levels of Greg's epic mega-dungeon were thought lost forever. This lost map set came to be known as The Lost Dungeons of Tonisborg among the "Blackmoor Bunch."



Thirty-five years later, during the making of the documentary film, Secrets of Blackmoor, a mysterious set of photocopied dungeon maps was unearthed. D. H. Boggs emailed copies to Greg Svenson, who instantly recognized his own handwriting, declaring that these old photocopies were indeed copies of his original Tonisborg Dungeon. Now published with extensive background information, The Lost Dungeons of Tonisborg is not like any RPG Game Module you've ever encountered before.



Read more on the Lost Dungeons of Tonisborg here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



Thumbnail images courtesy of Craiyon.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat with Griffith Morgan about the new upcoming Kickstarter for the Lost Dungeons of Tonisborg!



In 1971, Greg Svenson and his friends took part in the very first dungeon adventure game, Blackmoor, created by their friend, Dave Arneson. Then, in the summer of 1973, as Dave Arneson and Gary Gygax worked to complete the manuscript for Dungeons &amp; Dragons, Greg was given a play-test copy of this novel new game. He used these rules to create his own adventure dungeon, The Dungeons of Tonisborg.



One day, Greg loaned his maps to a friend to make copies. An unexpected disaster struck: the maps, stowed in an old magazine, were thrown away. All ten original map levels of Greg's epic mega-dungeon were thought lost forever. This lost map set came to be known as The Lost Dungeons of Tonisborg among the "Blackmoor Bunch."



Thirty-five years later, during the making of the documentary film, Secrets of Blackmoor, a mysterious set of photocopied dungeon maps was unearthed. D]]></googleplay:description>
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	<title>Alyssa Faden &#124; Maps the D&#038;D Universe &#124; Wandering DMs S04 E36</title>
	<link>https://wanderingdms.com/podcast/alyssa-faden-maps-the-dd-universe-wandering-dms-s04-e36/</link>
	<pubDate>Tue, 20 Sep 2022 19:30:45 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2339</guid>
	<description><![CDATA[<p>Dan chats with Alyssa Faden, mapmaker extraordinaire, about her projects mapping the worlds of Greyhawk and the rest of the D&amp;D cosmos!</p>



<p>Alyssa has been a professional cartographer and GenCon panelist since 2012. Her clientele includes Monte Cook Games, Kobold Press, Profantasy Software, Gygax Magazine, Golden Goblin Press, and Frog God Games. Her style is unique and self-taught, with influences from the lovely ink work of such greats as Jeff Laubenstein and Jeff Easley. And she's a long time Blue/Red box gamer with a passion for tabletop gaming and game mastering, and these decades of imagination and storytelling come through in her artwork.</p>



<p>Her passion (and the thing she's best known for) is incredibly detailed, insane, hand-drawn maps. Be they cities and towns, nautical ship deck plans, or the sprawling Tegel Manor drawn at massive 14'x12' — her hallmark is and will always be incredible detail and personality.</p>



<ul class="wp-block-list"><li><a href="https://www.alyssafaden.com/">Check out Alyssa's website here</a></li><li><a href="https://www.youtube.com/c/AlyssaFadenStudios">And watch Alyssa mapping live on her YouTube channel</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan chats with Alyssa Faden, mapmaker extraordinaire, about her projects mapping the worlds of Greyhawk and the rest of the D&amp;D cosmos!



Alyssa has been a professional cartographer and GenCon panelist since 2012. Her clientele includes Monte Cook G]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan chats with Alyssa Faden, mapmaker extraordinaire, about her projects mapping the worlds of Greyhawk and the rest of the D&amp;D cosmos!</p>



<p>Alyssa has been a professional cartographer and GenCon panelist since 2012. Her clientele includes Monte Cook Games, Kobold Press, Profantasy Software, Gygax Magazine, Golden Goblin Press, and Frog God Games. Her style is unique and self-taught, with influences from the lovely ink work of such greats as Jeff Laubenstein and Jeff Easley. And she's a long time Blue/Red box gamer with a passion for tabletop gaming and game mastering, and these decades of imagination and storytelling come through in her artwork.</p>



<p>Her passion (and the thing she's best known for) is incredibly detailed, insane, hand-drawn maps. Be they cities and towns, nautical ship deck plans, or the sprawling Tegel Manor drawn at massive 14'x12' — her hallmark is and will always be incredible detail and personality.</p>



<ul class="wp-block-list"><li><a href="https://www.alyssafaden.com/">Check out Alyssa's website here</a></li><li><a href="https://www.youtube.com/c/AlyssaFadenStudios">And watch Alyssa mapping live on her YouTube channel</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2339/alyssa-faden-maps-the-dd-universe-wandering-dms-s04-e36.mp3" length="90186823" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan chats with Alyssa Faden, mapmaker extraordinaire, about her projects mapping the worlds of Greyhawk and the rest of the D&amp;D cosmos!



Alyssa has been a professional cartographer and GenCon panelist since 2012. Her clientele includes Monte Cook Games, Kobold Press, Profantasy Software, Gygax Magazine, Golden Goblin Press, and Frog God Games. Her style is unique and self-taught, with influences from the lovely ink work of such greats as Jeff Laubenstein and Jeff Easley. And she's a long time Blue/Red box gamer with a passion for tabletop gaming and game mastering, and these decades of imagination and storytelling come through in her artwork.



Her passion (and the thing she's best known for) is incredibly detailed, insane, hand-drawn maps. Be they cities and towns, nautical ship deck plans, or the sprawling Tegel Manor drawn at massive 14'x12' — her hallmark is and will always be incredible detail and personality.



Check out Alyssa's website hereAnd watch Alyssa mapping live on her YouTube channel



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:38</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan chats with Alyssa Faden, mapmaker extraordinaire, about her projects mapping the worlds of Greyhawk and the rest of the D&amp;D cosmos!



Alyssa has been a professional cartographer and GenCon panelist since 2012. Her clientele includes Monte Cook Games, Kobold Press, Profantasy Software, Gygax Magazine, Golden Goblin Press, and Frog God Games. Her style is unique and self-taught, with influences from the lovely ink work of such greats as Jeff Laubenstein and Jeff Easley. And she's a long time Blue/Red box gamer with a passion for tabletop gaming and game mastering, and these decades of imagination and storytelling come through in her artwork.



Her passion (and the thing she's best known for) is incredibly detailed, insane, hand-drawn maps. Be they cities and towns, nautical ship deck plans, or the sprawling Tegel Manor drawn at massive 14'x12' — her hallmark is and will always be incredible detail and personality.



Check out Alyssa's website hereAnd watch Alyssa mapping live]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Slimes in D&#038;D &#124; Calling the Cleanup Crew &#124; Wandering DMs S04 E35</title>
	<link>https://wanderingdms.com/podcast/slimes-in-dd-calling-the-cleanup-crew-wandering-dms-s04-e35/</link>
	<pubDate>Wed, 14 Sep 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2208</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat about slimes, molds, oozes, and deadly gelatinous horrors in D&amp;D. Gross!</p>



<p>Slime mold or slime mould is an informal name given to several kinds of unrelated eukaryotic organisms with a life cycle that includes a free-living single-celled stage and the formation of spores. Spores are often produced in macroscopic multicellular or multinucleate fruiting bodies which may be formed through aggregation or fusion. Slime molds were formerly classified as fungi but are no longer considered part of that kingdom. Although not forming a single monophyletic clade, they are grouped within the paraphyletic group, Protista.</p>



<p>More than 900 species of slime mold occur globally. Their common name refers to part of some of these organisms' life cycles where they can appear as gelatinous "slime". This is mostly seen with the Myxogastria, which are the only macroscopic slime molds. Most slime molds are smaller than a few centimetres, but some species may reach sizes up to several square metres and masses up to 20 kilograms.</p>



<p>They feed on microorganisms that live in any type of dead plant material. They contribute to the decomposition of dead vegetation, and feed on bacteria and fungi. For this reason, slime molds are usually found in soil, lawns, and on the forest floor, commonly on deciduous logs. In tropical areas they are also common on inflorescences and fruits, and in aerial situations (e.g., in the canopy of trees). In urban areas, they are found on mulch or in the leaf mold in rain gutters, and also grow in air conditioners, especially when the drain is blocked.</p>



<p>The "clean-up crew" of slimes, oozes, molds, and deadly puddings appear at the end of the monster roster in Original D&amp;D (1974), and arguably are the only new creation type not found in classic mythology of Tolkien. Why do they get so much mindshare? Why were they important to Gygax &amp; company at the outset? And how can you best use them in your games today?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from <a href="https://en.wikipedia.org/wiki/Slime_mold">the Wikipedia article "Slime mold"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat about slimes, molds, oozes, and deadly gelatinous horrors in D&amp;D. Gross!



Slime mold or slime mould is an informal name given to several kinds of unrelated eukaryotic organisms with a life cycle that includes a free-living singl]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat about slimes, molds, oozes, and deadly gelatinous horrors in D&amp;D. Gross!</p>



<p>Slime mold or slime mould is an informal name given to several kinds of unrelated eukaryotic organisms with a life cycle that includes a free-living single-celled stage and the formation of spores. Spores are often produced in macroscopic multicellular or multinucleate fruiting bodies which may be formed through aggregation or fusion. Slime molds were formerly classified as fungi but are no longer considered part of that kingdom. Although not forming a single monophyletic clade, they are grouped within the paraphyletic group, Protista.</p>



<p>More than 900 species of slime mold occur globally. Their common name refers to part of some of these organisms' life cycles where they can appear as gelatinous "slime". This is mostly seen with the Myxogastria, which are the only macroscopic slime molds. Most slime molds are smaller than a few centimetres, but some species may reach sizes up to several square metres and masses up to 20 kilograms.</p>



<p>They feed on microorganisms that live in any type of dead plant material. They contribute to the decomposition of dead vegetation, and feed on bacteria and fungi. For this reason, slime molds are usually found in soil, lawns, and on the forest floor, commonly on deciduous logs. In tropical areas they are also common on inflorescences and fruits, and in aerial situations (e.g., in the canopy of trees). In urban areas, they are found on mulch or in the leaf mold in rain gutters, and also grow in air conditioners, especially when the drain is blocked.</p>



<p>The "clean-up crew" of slimes, oozes, molds, and deadly puddings appear at the end of the monster roster in Original D&amp;D (1974), and arguably are the only new creation type not found in classic mythology of Tolkien. Why do they get so much mindshare? Why were they important to Gygax &amp; company at the outset? And how can you best use them in your games today?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from <a href="https://en.wikipedia.org/wiki/Slime_mold">the Wikipedia article "Slime mold"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2208/slimes-in-dd-calling-the-cleanup-crew-wandering-dms-s04-e35.mp3" length="88217480" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat about slimes, molds, oozes, and deadly gelatinous horrors in D&amp;D. Gross!



Slime mold or slime mould is an informal name given to several kinds of unrelated eukaryotic organisms with a life cycle that includes a free-living single-celled stage and the formation of spores. Spores are often produced in macroscopic multicellular or multinucleate fruiting bodies which may be formed through aggregation or fusion. Slime molds were formerly classified as fungi but are no longer considered part of that kingdom. Although not forming a single monophyletic clade, they are grouped within the paraphyletic group, Protista.



More than 900 species of slime mold occur globally. Their common name refers to part of some of these organisms' life cycles where they can appear as gelatinous "slime". This is mostly seen with the Myxogastria, which are the only macroscopic slime molds. Most slime molds are smaller than a few centimetres, but some species may reach sizes up to several square metres and masses up to 20 kilograms.



They feed on microorganisms that live in any type of dead plant material. They contribute to the decomposition of dead vegetation, and feed on bacteria and fungi. For this reason, slime molds are usually found in soil, lawns, and on the forest floor, commonly on deciduous logs. In tropical areas they are also common on inflorescences and fruits, and in aerial situations (e.g., in the canopy of trees). In urban areas, they are found on mulch or in the leaf mold in rain gutters, and also grow in air conditioners, especially when the drain is blocked.



The "clean-up crew" of slimes, oozes, molds, and deadly puddings appear at the end of the monster roster in Original D&amp;D (1974), and arguably are the only new creation type not found in classic mythology of Tolkien. Why do they get so much mindshare? Why were they important to Gygax &amp; company at the outset? And how can you best use them in your games today?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Slime mold", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png</url>
		<title>Slimes in D&#038;D &#124; Calling the Cleanup Crew &#124; Wandering DMs S04 E35</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:16</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat about slimes, molds, oozes, and deadly gelatinous horrors in D&amp;D. Gross!



Slime mold or slime mould is an informal name given to several kinds of unrelated eukaryotic organisms with a life cycle that includes a free-living single-celled stage and the formation of spores. Spores are often produced in macroscopic multicellular or multinucleate fruiting bodies which may be formed through aggregation or fusion. Slime molds were formerly classified as fungi but are no longer considered part of that kingdom. Although not forming a single monophyletic clade, they are grouped within the paraphyletic group, Protista.



More than 900 species of slime mold occur globally. Their common name refers to part of some of these organisms' life cycles where they can appear as gelatinous "slime". This is mostly seen with the Myxogastria, which are the only macroscopic slime molds. Most slime molds are smaller than a few centimetres, but some species may reach sizes up to severa]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Fantasy Languages &#124; Watcha Talkin&#8217; About? &#124; Wandering DMs S04 E34</title>
	<link>https://wanderingdms.com/podcast/fantasy-languages-watcha-talkin-about-wandering-dms-s04-e34/</link>
	<pubDate>Fri, 09 Sep 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2125</guid>
	<description><![CDATA[<p>Dan &amp; Paul chat about the state of languages in D&amp;D and other fantasy RPGs.</p>



<p>Tolkien was of the opinion that the invention of an artistic language in order to be convincing and pleasing must include not only the language's historical development, but also the history of its speakers, and especially the mythology associated with both the language and the speakers. It was this idea that an "Elvish language" must be associated with a complex history and mythology of the Elves that was at the core of the development of Tolkien's legendarium.</p>



<p>Tolkien wrote in one of his letters -- "what I think is a primary 'fact' about my work, that it is all of a piece, and fundamentally linguistic in inspiration. … It is not a 'hobby', in the sense of something quite different from one's work, taken up as a relief-outlet. The invention of languages is the foundation. The 'stories' were made rather to provide a world for the languages than the reverse. To me a name comes first and the story follows. I should have preferred to write in 'Elvish'. But, of course, such a work as The Lord of the Rings has been edited and only as much 'language' has been left in as I thought would be stomached by readers. (I now find that many would have liked more.) … It is to me, anyway, largely an essay in 'linguistic aesthetic', as I sometimes say to people who ask me 'what is it all about'."</p>



<p>While the Elvish languages remained at the center of Tolkien's attention, the requirements of the narratives associated with Middle-earth also necessitated the development at least superficially of the languages of other races, especially of Dwarves and Men, but also the Black Speech designed by Sauron, the main antagonist in The Lord of the Rings. This latter language was designed to be the ostensible antithesis of the ideal of an artistic language pursued with the development of Quenya, the Black Speech representing a dystopian parody of an international auxiliary language just as Sauron's rule over the Orcs is a dystopian parody of a totalitarian state.</p>



<p>Flowing from Tolkien's primary interest, the need to handle various languages has long been a key part of D&amp;D and other fantasy games. Does D&amp;D do a good job at it? How can it be improved?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Languages_constructed_by_J._R._R._Tolkien">Wikipedia article "Languages constructed by J. R. R. Tolkien"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul chat about the state of languages in D&amp;D and other fantasy RPGs.



Tolkien was of the opinion that the invention of an artistic language in order to be convincing and pleasing must include not only the languages historical development]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul chat about the state of languages in D&amp;D and other fantasy RPGs.</p>



<p>Tolkien was of the opinion that the invention of an artistic language in order to be convincing and pleasing must include not only the language's historical development, but also the history of its speakers, and especially the mythology associated with both the language and the speakers. It was this idea that an "Elvish language" must be associated with a complex history and mythology of the Elves that was at the core of the development of Tolkien's legendarium.</p>



<p>Tolkien wrote in one of his letters -- "what I think is a primary 'fact' about my work, that it is all of a piece, and fundamentally linguistic in inspiration. … It is not a 'hobby', in the sense of something quite different from one's work, taken up as a relief-outlet. The invention of languages is the foundation. The 'stories' were made rather to provide a world for the languages than the reverse. To me a name comes first and the story follows. I should have preferred to write in 'Elvish'. But, of course, such a work as The Lord of the Rings has been edited and only as much 'language' has been left in as I thought would be stomached by readers. (I now find that many would have liked more.) … It is to me, anyway, largely an essay in 'linguistic aesthetic', as I sometimes say to people who ask me 'what is it all about'."</p>



<p>While the Elvish languages remained at the center of Tolkien's attention, the requirements of the narratives associated with Middle-earth also necessitated the development at least superficially of the languages of other races, especially of Dwarves and Men, but also the Black Speech designed by Sauron, the main antagonist in The Lord of the Rings. This latter language was designed to be the ostensible antithesis of the ideal of an artistic language pursued with the development of Quenya, the Black Speech representing a dystopian parody of an international auxiliary language just as Sauron's rule over the Orcs is a dystopian parody of a totalitarian state.</p>



<p>Flowing from Tolkien's primary interest, the need to handle various languages has long been a key part of D&amp;D and other fantasy games. Does D&amp;D do a good job at it? How can it be improved?</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Languages_constructed_by_J._R._R._Tolkien">Wikipedia article "Languages constructed by J. R. R. Tolkien"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &amp; Paul chat about the state of languages in D&amp;D and other fantasy RPGs.



Tolkien was of the opinion that the invention of an artistic language in order to be convincing and pleasing must include not only the language's historical development, but also the history of its speakers, and especially the mythology associated with both the language and the speakers. It was this idea that an "Elvish language" must be associated with a complex history and mythology of the Elves that was at the core of the development of Tolkien's legendarium.



Tolkien wrote in one of his letters -- "what I think is a primary 'fact' about my work, that it is all of a piece, and fundamentally linguistic in inspiration. … It is not a 'hobby', in the sense of something quite different from one's work, taken up as a relief-outlet. The invention of languages is the foundation. The 'stories' were made rather to provide a world for the languages than the reverse. To me a name comes first and the story follows. I should have preferred to write in 'Elvish'. But, of course, such a work as The Lord of the Rings has been edited and only as much 'language' has been left in as I thought would be stomached by readers. (I now find that many would have liked more.) … It is to me, anyway, largely an essay in 'linguistic aesthetic', as I sometimes say to people who ask me 'what is it all about'."



While the Elvish languages remained at the center of Tolkien's attention, the requirements of the narratives associated with Middle-earth also necessitated the development at least superficially of the languages of other races, especially of Dwarves and Men, but also the Black Speech designed by Sauron, the main antagonist in The Lord of the Rings. This latter language was designed to be the ostensible antithesis of the ideal of an artistic language pursued with the development of Quenya, the Black Speech representing a dystopian parody of an international auxiliary language just as Sauron's rule over the Orcs is a dystopian parody of a totalitarian state.



Flowing from Tolkien's primary interest, the need to handle various languages has long been a key part of D&amp;D and other fantasy games. Does D&amp;D do a good job at it? How can it be improved?



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Languages constructed by J. R. R. Tolkien", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul chat about the state of languages in D&amp;D and other fantasy RPGs.



Tolkien was of the opinion that the invention of an artistic language in order to be convincing and pleasing must include not only the language's historical development, but also the history of its speakers, and especially the mythology associated with both the language and the speakers. It was this idea that an "Elvish language" must be associated with a complex history and mythology of the Elves that was at the core of the development of Tolkien's legendarium.



Tolkien wrote in one of his letters -- "what I think is a primary 'fact' about my work, that it is all of a piece, and fundamentally linguistic in inspiration. … It is not a 'hobby', in the sense of something quite different from one's work, taken up as a relief-outlet. The invention of languages is the foundation. The 'stories' were made rather to provide a world for the languages than the reverse. To me a name comes first and the story ]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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	<title>What&#8217;s Up With One D&#038;D &#124; Threat or Menace? &#124; Wandering DMs S04 E33</title>
	<link>https://wanderingdms.com/podcast/whats-up-with-one-dd-threat-or-menace-wandering-dms-s04-e33/</link>
	<pubDate>Wed, 07 Sep 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2124</guid>
	<description><![CDATA[<p>Paul &amp; Dan assess the information so far on the next edition of D&amp;D after 5E.</p>



<p>In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively.Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".</p>



<p>What do you think of these proposed ideas for the edition of D&amp;D to come after 5E? Would you be more or less likely to play the game? And do they threaten to erase old-school play, or support it?</p>



<ul class="wp-block-list"><li><a href="https://www.dndbeyond.com/one-dnd">See the new website &amp; video for One D&amp;D here</a></li><li><a href="http://deltasdnd.blogspot.com/2022/08/previous-next-d.html">Read Dan's comparison with the 5E announcement here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons">Wikipedia article "Editions of Dungeons &amp; Dragons"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan assess the information so far on the next edition of D&amp;D after 5E.



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a publi]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan assess the information so far on the next edition of D&amp;D after 5E.</p>



<p>In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively.Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".</p>



<p>What do you think of these proposed ideas for the edition of D&amp;D to come after 5E? Would you be more or less likely to play the game? And do they threaten to erase old-school play, or support it?</p>



<ul class="wp-block-list"><li><a href="https://www.dndbeyond.com/one-dnd">See the new website &amp; video for One D&amp;D here</a></li><li><a href="http://deltasdnd.blogspot.com/2022/08/previous-next-d.html">Read Dan's comparison with the 5E announcement here</a></li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons">Wikipedia article "Editions of Dungeons &amp; Dragons"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2124/whats-up-with-one-dd-threat-or-menace-wandering-dms-s04-e33.mp3" length="87911056" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan assess the information so far on the next edition of D&amp;D after 5E.



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll is natural 20 or 1, respectively.Hoffer wrote that the "backwards compatible" One D&amp;D release proposes "significant changes to backgrounds and races, two of the core building blocks when creating player characters. The rules also introduce several new backgrounds, new tiefling variants, and a brand new race […]. Most notably, the proposed rules shift Ability Score Increases from being a racial trait to a Background trait".



What do you think of these proposed ideas for the edition of D&amp;D to come after 5E? Would you be more or less likely to play the game? And do they threaten to erase old-school play, or support it?



See the new website &amp; video for One D&amp;D hereRead Dan's comparison with the 5E announcement here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Editions of Dungeons &amp; Dragons", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan assess the information so far on the next edition of D&amp;D after 5E.



In August 2022, Wizards announced that the next phase of major changes for Dungeons &amp; Dragons would occur under the One D&amp;D initiative which includes a public playtest of the next version of Dungeons &amp; Dragons. Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024. The first public playtest, Unearthed Arcana: Character Origins, was released on D&amp;D Beyond on August 18. Samantha Nelson, for Polygon, commented that public playtest material should not be "considered final". Nelson wrote that spells are now grouped by "arcane, divine, or primal" power sources – terms that were previously used in 4th edition's magic system. Xavier Johnson, for Dot eSports, and Christian Hoffer, for Comicbook.com, both highlighted that this playtest release updates the critical roll mechanic to an automatic success or failure if a roll i]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>D&#038;D Stat Generation &#124; Methods &#038; Measures &#124; Wandering DMs S04 E32</title>
	<link>https://wanderingdms.com/podcast/dd-stat-generation-methods-measures-wandering-dms-s04-e32/</link>
	<pubDate>Mon, 05 Sep 2022 17:55:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2122</guid>
	<description><![CDATA[<p>Dan &amp; Paul survey the different options across the years for D&amp;D PC ability score generation.</p>



<p>Which is best for your D&amp;D game? What are the advantages and disadvantages of each? Dan &amp; Paul get into the nitty-gritty in this episode.</p>



<p>In original D&amp;D, ability scores were determined by "roll[ing] three six-sided dice in order to rate each [character] as to various abilities". This had a significant impact on later character creations as "certain classes could only be taken up by characters with the right combination of statistics. As a result, players often" re-rolled characters until they ended up with the combination of ability scores they desired. The point buy system was originally added as an optional ruleset in the second edition supplement Player's Option: Skills &amp; Powers (1995) and while it is "largely incompatible with most of the other books released for AD&amp;D second edition" it still "proved very popular among fans". "A point system to ensure total player control over the character's attributes while at the same time limiting just how powerful the character could become […] [was] formalized in the third edition".</p>



<p>There are now several methods of determining a character's initial ability scores during character creation:</p>



<ul class="wp-block-list"><li>Rolling dice (3d6): This is the standard method for the original edition. For each ability score, the player rolls 3d6, and adds the values, resulting in scores ranging from three to eighteen, averaging between 10 and 11.</li><li>Rolling dice (4d6, keep 3): This is the standard method since 1st edition AD&amp;D. For each ability score, the player rolls 4d6, and adds the three highest values, resulting in scores ranging from three to eighteen, skewed towards higher numbers, averaging 12.2446, though the most probable result is 13.</li><li>Predetermined array of scores: Each player uses the same set of numbers, choosing which ability score to apply them to.</li><li>Point buy: In the point buy system, a player has a certain number of points to spend on ability scores, and each score has a certain point cost affixed to it, where higher scores cost more points than lower ones.</li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_gameplay">Wikipedia article "Dungeons &amp; Dragons gameplay"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan &amp; Paul survey the different options across the years for D&amp;D PC ability score generation.



Which is best for your D&amp;D game? What are the advantages and disadvantages of each? Dan &amp; Paul get into the nitty-gritty in this episode.



]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Dan &amp; Paul survey the different options across the years for D&amp;D PC ability score generation.</p>



<p>Which is best for your D&amp;D game? What are the advantages and disadvantages of each? Dan &amp; Paul get into the nitty-gritty in this episode.</p>



<p>In original D&amp;D, ability scores were determined by "roll[ing] three six-sided dice in order to rate each [character] as to various abilities". This had a significant impact on later character creations as "certain classes could only be taken up by characters with the right combination of statistics. As a result, players often" re-rolled characters until they ended up with the combination of ability scores they desired. The point buy system was originally added as an optional ruleset in the second edition supplement Player's Option: Skills &amp; Powers (1995) and while it is "largely incompatible with most of the other books released for AD&amp;D second edition" it still "proved very popular among fans". "A point system to ensure total player control over the character's attributes while at the same time limiting just how powerful the character could become […] [was] formalized in the third edition".</p>



<p>There are now several methods of determining a character's initial ability scores during character creation:</p>



<ul class="wp-block-list"><li>Rolling dice (3d6): This is the standard method for the original edition. For each ability score, the player rolls 3d6, and adds the values, resulting in scores ranging from three to eighteen, averaging between 10 and 11.</li><li>Rolling dice (4d6, keep 3): This is the standard method since 1st edition AD&amp;D. For each ability score, the player rolls 4d6, and adds the three highest values, resulting in scores ranging from three to eighteen, skewed towards higher numbers, averaging 12.2446, though the most probable result is 13.</li><li>Predetermined array of scores: Each player uses the same set of numbers, choosing which ability score to apply them to.</li><li>Point buy: In the point buy system, a player has a certain number of points to spend on ability scores, and each score has a certain point cost affixed to it, where higher scores cost more points than lower ones.</li></ul>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>



<p>This description uses material from the <a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_gameplay">Wikipedia article "Dungeons &amp; Dragons gameplay"</a>, which is released under the <a href="https://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-Share-Alike License 3.0</a>.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2122/dd-stat-generation-methods-measures-wandering-dms-s04-e32.mp3" length="86042510" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &amp; Paul survey the different options across the years for D&amp;D PC ability score generation.



Which is best for your D&amp;D game? What are the advantages and disadvantages of each? Dan &amp; Paul get into the nitty-gritty in this episode.



In original D&amp;D, ability scores were determined by "roll[ing] three six-sided dice in order to rate each [character] as to various abilities". This had a significant impact on later character creations as "certain classes could only be taken up by characters with the right combination of statistics. As a result, players often" re-rolled characters until they ended up with the combination of ability scores they desired. The point buy system was originally added as an optional ruleset in the second edition supplement Player's Option: Skills &amp; Powers (1995) and while it is "largely incompatible with most of the other books released for AD&amp;D second edition" it still "proved very popular among fans". "A point system to ensure total player control over the character's attributes while at the same time limiting just how powerful the character could become […] [was] formalized in the third edition".



There are now several methods of determining a character's initial ability scores during character creation:



Rolling dice (3d6): This is the standard method for the original edition. For each ability score, the player rolls 3d6, and adds the values, resulting in scores ranging from three to eighteen, averaging between 10 and 11.Rolling dice (4d6, keep 3): This is the standard method since 1st edition AD&amp;D. For each ability score, the player rolls 4d6, and adds the three highest values, resulting in scores ranging from three to eighteen, skewed towards higher numbers, averaging 12.2446, though the most probable result is 13.Predetermined array of scores: Each player uses the same set of numbers, choosing which ability score to apply them to.Point buy: In the point buy system, a player has a certain number of points to spend on ability scores, and each score has a certain point cost affixed to it, where higher scores cost more points than lower ones.



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.



This description uses material from the Wikipedia article "Dungeons &amp; Dragons gameplay", which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></itunes:image>
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		<title>D&#038;D Stat Generation &#124; Methods &#038; Measures &#124; Wandering DMs S04 E32</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:45</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &amp; Paul survey the different options across the years for D&amp;D PC ability score generation.



Which is best for your D&amp;D game? What are the advantages and disadvantages of each? Dan &amp; Paul get into the nitty-gritty in this episode.



In original D&amp;D, ability scores were determined by "roll[ing] three six-sided dice in order to rate each [character] as to various abilities". This had a significant impact on later character creations as "certain classes could only be taken up by characters with the right combination of statistics. As a result, players often" re-rolled characters until they ended up with the combination of ability scores they desired. The point buy system was originally added as an optional ruleset in the second edition supplement Player's Option: Skills &amp; Powers (1995) and while it is "largely incompatible with most of the other books released for AD&amp;D second edition" it still "proved very popular among fans". "A point system to ensure to]]></googleplay:description>
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<item>
	<title>Jason Morningstar &#124; Playing at Desperation &#124; Wandering DMs S04 E31</title>
	<link>https://wanderingdms.com/podcast/jason-morningstar-playing-at-desperation-wandering-dms-s04-e31/</link>
	<pubDate>Mon, 22 Aug 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2020</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat with Jason Morningstar, creator of Fiasco, Desperation, and other great RPGs.</p>



<p>Jason Morningstar is an American indie role-playing game designer, publishing mostly through Bully Pulpit Games. Morningstar's games often lack a Game Master and are often set in situations that quickly go unfortunately for the player characters. Grey Ranks (2007), for example, is about doomed child soldiers in the 1944 Warsaw Uprising, and Fiasco (2009) is about impulsive crooks pulling heists that are sure to go terribly wrong. With these two games, Morningstar became the only named person to have won the Diana Jones award twice as of 2013. Morningstar also works with academia and industry, consulting on using games for teaching and learning in education, with a focus on health sciences.</p>



<p>Now, Jason's newest production provides "games of survival horror, often without the survival". Desperation is the engine that powers two unique and chilling experiences, built on the same dark tone
and mechanics, that are truly pick-up-and-play experiences for you and your friends. The Desperation Engine is different because you don’t decide what is said—you decide who says it. And in a small community, who says “I burned a house down with the family trapped inside” makes all the difference in the world.
The cards for each game include an entire claustrophobic world of characters that form a web of
relationships you will then apply agonizing pressure to and, in most cases, destroy.</p>



<p><a href="https://bpglink.com/desperation">Find out more about Jason Morningstar's Desperation game here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat with Jason Morningstar, creator of Fiasco, Desperation, and other great RPGs.



Jason Morningstar is an American indie role-playing game designer, publishing mostly through Bully Pulpit Games. Morningstars games often lack a Game Mas]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat with Jason Morningstar, creator of Fiasco, Desperation, and other great RPGs.</p>



<p>Jason Morningstar is an American indie role-playing game designer, publishing mostly through Bully Pulpit Games. Morningstar's games often lack a Game Master and are often set in situations that quickly go unfortunately for the player characters. Grey Ranks (2007), for example, is about doomed child soldiers in the 1944 Warsaw Uprising, and Fiasco (2009) is about impulsive crooks pulling heists that are sure to go terribly wrong. With these two games, Morningstar became the only named person to have won the Diana Jones award twice as of 2013. Morningstar also works with academia and industry, consulting on using games for teaching and learning in education, with a focus on health sciences.</p>



<p>Now, Jason's newest production provides "games of survival horror, often without the survival". Desperation is the engine that powers two unique and chilling experiences, built on the same dark tone
and mechanics, that are truly pick-up-and-play experiences for you and your friends. The Desperation Engine is different because you don’t decide what is said—you decide who says it. And in a small community, who says “I burned a house down with the family trapped inside” makes all the difference in the world.
The cards for each game include an entire claustrophobic world of characters that form a web of
relationships you will then apply agonizing pressure to and, in most cases, destroy.</p>



<p><a href="https://bpglink.com/desperation">Find out more about Jason Morningstar's Desperation game here</a></p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2020/jason-morningstar-playing-at-desperation-wandering-dms-s04-e31.mp3" length="91069260" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat with Jason Morningstar, creator of Fiasco, Desperation, and other great RPGs.



Jason Morningstar is an American indie role-playing game designer, publishing mostly through Bully Pulpit Games. Morningstar's games often lack a Game Master and are often set in situations that quickly go unfortunately for the player characters. Grey Ranks (2007), for example, is about doomed child soldiers in the 1944 Warsaw Uprising, and Fiasco (2009) is about impulsive crooks pulling heists that are sure to go terribly wrong. With these two games, Morningstar became the only named person to have won the Diana Jones award twice as of 2013. Morningstar also works with academia and industry, consulting on using games for teaching and learning in education, with a focus on health sciences.



Now, Jason's newest production provides "games of survival horror, often without the survival". Desperation is the engine that powers two unique and chilling experiences, built on the same dark tone
and mechanics, that are truly pick-up-and-play experiences for you and your friends. The Desperation Engine is different because you don’t decide what is said—you decide who says it. And in a small community, who says “I burned a house down with the family trapped inside” makes all the difference in the world.
The cards for each game include an entire claustrophobic world of characters that form a web of
relationships you will then apply agonizing pressure to and, in most cases, destroy.



Find out more about Jason Morningstar's Desperation game here



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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		<title>Jason Morningstar &#124; Playing at Desperation &#124; Wandering DMs S04 E31</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:14</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &amp; Dan chat with Jason Morningstar, creator of Fiasco, Desperation, and other great RPGs.



Jason Morningstar is an American indie role-playing game designer, publishing mostly through Bully Pulpit Games. Morningstar's games often lack a Game Master and are often set in situations that quickly go unfortunately for the player characters. Grey Ranks (2007), for example, is about doomed child soldiers in the 1944 Warsaw Uprising, and Fiasco (2009) is about impulsive crooks pulling heists that are sure to go terribly wrong. With these two games, Morningstar became the only named person to have won the Diana Jones award twice as of 2013. Morningstar also works with academia and industry, consulting on using games for teaching and learning in education, with a focus on health sciences.



Now, Jason's newest production provides "games of survival horror, often without the survival". Desperation is the engine that powers two unique and chilling experiences, built on the same dark to]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2022/01/wdms-season4-featured-image.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Death of the DM &#124; Wandering DMs S04 E30</title>
	<link>https://wanderingdms.com/podcast/death-of-the-dm-wandering-dms-s04-e30/</link>
	<pubDate>Sat, 20 Aug 2022 16:12:00 +0000</pubDate>
	<dc:creator><![CDATA[Wandering DMs]]></dc:creator>
	<guid isPermaLink="false">https://wanderingdms.com/?post_type=podcast&#038;p=2018</guid>
	<description><![CDATA[<p>Paul &amp; Dan chat about the history of attempts to remove the DM from D&amp;D games.</p>



<p>The Dungeon Master (DM) assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules.</p>



<p>The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback. In storyteller role, the DM is responsible for describing the events of the D&amp;D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree that is followed by the players, and a customized version can require several hours of preparation for each hour spent playing the game.</p>



<p>The DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them. The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign.</p>



<p>Given all that -- it can be hard work to be a DM, and sometimes harder still to find a good one! The history of Dungeons &amp; Dragons is littered with attempts to find ways to play without DM. We'll discuss the Blackmoor group's Dungeon! game, game books, computer games, DM-less games, and more.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul &amp; Dan chat about the history of attempts to remove the DM from D&amp;D games.



The Dungeon Master (DM) assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, and what effects ]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>Paul &amp; Dan chat about the history of attempts to remove the DM from D&amp;D games.</p>



<p>The Dungeon Master (DM) assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules.</p>



<p>The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback. In storyteller role, the DM is responsible for describing the events of the D&amp;D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree that is followed by the players, and a customized version can require several hours of preparation for each hour spent playing the game.</p>



<p>The DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them. The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign.</p>



<p>Given all that -- it can be hard work to be a DM, and sometimes harder still to find a good one! The history of Dungeons &amp; Dragons is littered with attempts to find ways to play without DM. We'll discuss the Blackmoor group's Dungeon! game, game books, computer games, DM-less games, and more.</p>



<p>Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.</p>]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/2018/death-of-the-dm-wandering-dms-s04-e30.mp3" length="84790412" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul &amp; Dan chat about the history of attempts to remove the DM from D&amp;D games.



The Dungeon Master (DM) assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules.



The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback. In storyteller role, the DM is responsible for describing the events of the D&amp;D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree that is followed by the players, and a customized version can require several hours of preparation for each hour spent playing the game.



The DM serves as the arbiter of the rules, both in teaching the rules to the players and in enforcing them. The rules provide game mechanics for resolving the outcome of events, including how the player's characters interact with the game world. Although the rules exist to provide a balanced game environment, the DM is free to ignore the rules as needed. The DM can modify, remove, or create entirely new rules in order to fit the rules to the current campaign.



Given all that -- it can be hard work to be a DM, and sometimes harder still to find a good one! The history of Dungeons &amp; Dragons is littered with attempts to find ways to play without DM. We'll discuss the Blackmoor group's Dungeon! game, game books, computer games, DM-less games, and more.



Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&amp;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&amp;D little brown books to cutting-edge releases for 5E D&amp;D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.]]></itunes:summary>
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The Dungeon Master (DM) assumes the role of the game master or referee and describes for other players what they perceive in this imaginary world, and what effects their actions have. That person is responsible for preparing each game session, and must have a thorough understanding of the game rules.



The DM is responsible for narrative flow, creating the scenario and setting in which the game takes place, maintaining the pace and providing dynamic feedback. In storyteller role, the DM is responsible for describing the events of the D&amp;D game session and making rulings about game situations and effects based on the decisions made by the players. The DM can develop the adventure plot and setting in which these PCs participate or use a preexisting module. This is typically designed as a type of decision tree that is followed by the players, and a customized version can require several hours of]]></googleplay:description>
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