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		<title>Wandering DMs Season 05</title>
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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>
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	<description><![CDATA[Paul &#38; Dan look back at the year in old-school D&#38;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&#8217;s strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&#38;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&#8217; medical GoFundMe here]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan look back at the year in old-school D&#38;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 ]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan look back at the year in old-school D&#38;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&#8217;s strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&#38;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&#8217; medical GoFundMe here]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &#38; Dan look back at the year in old-school D&#38;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&#8217;s strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&#38;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&#8217; medical GoFundMe here]]></itunes:summary>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &#38; Dan look back at the year in old-school D&#38;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&#8217;s strengths lies in its ability to foster a sense ]]></googleplay:description>
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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>
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	<description><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&#38;D. How did the role of mentors help the spread of D&#38;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren&#8217;t furtunate enough to have this kind of personal introduction? The word mentor was inspired by the character Mentor in Homer&#8217;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 &#8220;Mentorship&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&#38;D. How did the role of mentors help the spread of D&#38;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[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&#38;D. How did the role of mentors help the spread of D&#38;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren&#8217;t furtunate enough to have this kind of personal introduction? The word mentor was inspired by the character Mentor in Homer&#8217;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 &#8220;Mentorship&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&#38;D. How did the role of mentors help the spread of D&#38;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren&#8217;t furtunate enough to have this kind of personal introduction? The word mentor was inspired by the character Mentor in Homer&#8217;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 &#8220;Mentorship&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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	<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&#38;D. How did the role of mentors help the spread of D&#38;D in the early days? How has that changed over the years? And how does the game present itself to new players who aren&#8217;t furtunate enough to have this kind of personal introduction? The word mentor was inspired by the character Mentor in Homer&#8217;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]]></googleplay:description>
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<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>
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	<description><![CDATA[Dan &#38; Paul reflect on the history of rules for flying in D&#38;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 &#8212; 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&#8217;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 &#8220;Idea of Flight&#8220;.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul reflect on the history of rules for flying in D&#38;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 &#8212; and]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul reflect on the history of rules for flying in D&#38;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 &#8212; 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&#8217;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 &#8220;Idea of Flight&#8220;.]]></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 &#38; Paul reflect on the history of rules for flying in D&#38;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 &#8212; 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&#8217;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 &#8220;Idea of Flight&#8220;.]]></itunes:summary>
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	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:05</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul reflect on the history of rules for flying in D&#38;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 &#8212; 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&#8217;s greatest inventor]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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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>
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	<description><![CDATA[Paul and Dan reflect on Dan&#8217;s epic saga playing through the AD&#38;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 &#38; Dragons module that was based on the &#8220;Gold Box&#8221; 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 &#8220;Zeb&#8221; Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book. This description uses material from the Wikipedia article &#8220;Ruins of Adventure&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul and Dan reflect on Dan&#8217;s epic saga playing through the AD&#38;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 ]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul and Dan reflect on Dan&#8217;s epic saga playing through the AD&#38;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 &#38; Dragons module that was based on the &#8220;Gold Box&#8221; 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 &#8220;Zeb&#8221; Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book. This description uses material from the Wikipedia article &#8220;Ruins of Adventure&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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&#8217;s epic saga playing through the AD&#38;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 &#38; Dragons module that was based on the &#8220;Gold Box&#8221; 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 &#8220;Zeb&#8221; Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book. This description uses material from the Wikipedia article &#8220;Ruins of Adventure&#8220;, 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&#8217;s epic saga playing through the AD&#38;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 &#38; Dragons module that was based on the &#8220;Gold Box&#8221; 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 fo]]></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[Dan and Paul discuss money in D&#38;D, and how they&#8217;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&#38;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&#8217;s blog comparing original D&#38;D to historical prices This description uses material from the Wikipedia article &#8220;Money&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Dan and Paul discuss money in D&#38;D, and how they&#8217;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 W]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan and Paul discuss money in D&#38;D, and how they&#8217;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&#38;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&#8217;s blog comparing original D&#38;D to historical prices This description uses material from the Wikipedia article &#8220;Money&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/5282/money-in-dd-more-treasure-more-problems-wandering-dms-s05-e36.mp3" length="86324743" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan and Paul discuss money in D&#38;D, and how they&#8217;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&#38;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&#8217;s blog comparing original D&#38;D to historical prices This description uses material from the Wikipedia article &#8220;Money&#8220;, 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 discuss money in D&#38;D, and how they&#8217;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&#38;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 tie]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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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[Paul &#38; Dan discuss Werewolf and Mafia-style games &#8212; 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&#38;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&#8217; 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 &#8216;Mafia&#8217; and &#8216;Murderer&#8217; 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 &#8220;Mafia (party game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan discuss Werewolf and Mafia-style games &#8212; 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 o]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan discuss Werewolf and Mafia-style games &#8212; 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&#38;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&#8217; 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 &#8216;Mafia&#8217; and &#8216;Murderer&#8217; 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 &#8220;Mafia (party game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &#38; Dan discuss Werewolf and Mafia-style games &#8212; 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&#38;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&#8217; 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 &#8216;Mafia&#8217; and &#8216;Murderer&#8217; 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 &#8220;Mafia (party game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Werewolf Games &#124; The Monstrous Mafia &#124; Wandering DMs S05 E35</title>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &#38; Dan discuss Werewolf and Mafia-style games &#8212; 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&#38;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 co]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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	<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[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&#8217;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]]></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 syste]]></itunes:subtitle>
	<content:encoded><![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&#8217;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]]></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&#8217;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]]></itunes:summary>
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	<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&#8217;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]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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	<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[Dan &#38; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&#38;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt&#8217;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). This description uses material from the Wikipedia article &#8220;Hardware random number generator&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&#38;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt&#8217;s new app for the Fantasy Adventure Bui]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&#38;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt&#8217;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). This description uses material from the Wikipedia article &#8220;Hardware random number generator&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#38; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&#38;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt&#8217;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). This description uses material from the Wikipedia article &#8220;Hardware random number generator&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Diceless Devices &#124; With Matt Finch &#124; Wandering DMs S05 E33</title>
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	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:28</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&#38;D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt&#8217;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-rotati]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e33-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<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[Dan &#38; 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&#38;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 &#38; 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!]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; 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&#38;D and other RPGs. What tricks work well? What things should you av]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; 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&#38;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 &#38; 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!]]></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 &#38; 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&#38;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 &#38; 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!]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e32-1.0.1.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e32-1.0.1.jpg</url>
		<title>Adapting Content &#124; With the Alexandrian &#124; Wandering DMs S05 E32</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:11</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; 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&#38;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 &#38; Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you g]]></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[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&#8217;s upcoming horror RPG Fearful Ends. John Stavropoulos, creator of X-Card, said on why to use this safety tool: &#8220;The X-card creates a specific mood at the table. It says &#8220;We&#8217;re here together. If you need to stop, we&#8217;ll stop. The people playing are more important than the game we are playing.&#8221; … Just having the X-Card present can increase the group&#8217;s heightened awareness of everyone&#8217;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.&#8221; 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 &#8220;positive experience in convention-based play&#8221; with strangers, however, many online commentators assumed &#8220;play takes place within stable, pre-existing groups&#8221; which is &#8220;an important distinction in understanding the issue&#8221;. Some felt the X-Card &#8220;more or less obviously implies curtailing the range of normal activity at the table&#8221; and the tool was subject to ridicule while others &#8220;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&#8221;. In 2013, Baker felt that X-card was an &#8220;unnecessary or harmful&#8221; game hack counter to the intentions of the game designer as &#8220;competent game designers&#8221; would be deliberate about including or excluding &#8220;emotional safety mechanisms&#8221;. This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since &#8220;completely reversed&#8221; his position and stated &#8220;my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important&#8221;. This description uses material from the Wikipedia article &#8220;X-Card&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 Paul&]]></itunes:subtitle>
	<content:encoded><![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&#8217;s upcoming horror RPG Fearful Ends. John Stavropoulos, creator of X-Card, said on why to use this safety tool: &#8220;The X-card creates a specific mood at the table. It says &#8220;We&#8217;re here together. If you need to stop, we&#8217;ll stop. The people playing are more important than the game we are playing.&#8221; … Just having the X-Card present can increase the group&#8217;s heightened awareness of everyone&#8217;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.&#8221; 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 &#8220;positive experience in convention-based play&#8221; with strangers, however, many online commentators assumed &#8220;play takes place within stable, pre-existing groups&#8221; which is &#8220;an important distinction in understanding the issue&#8221;. Some felt the X-Card &#8220;more or less obviously implies curtailing the range of normal activity at the table&#8221; and the tool was subject to ridicule while others &#8220;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&#8221;. In 2013, Baker felt that X-card was an &#8220;unnecessary or harmful&#8221; game hack counter to the intentions of the game designer as &#8220;competent game designers&#8221; would be deliberate about including or excluding &#8220;emotional safety mechanisms&#8221;. This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since &#8220;completely reversed&#8221; his position and stated &#8220;my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important&#8221;. This description uses material from the Wikipedia article &#8220;X-Card&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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&#8217;s upcoming horror RPG Fearful Ends. John Stavropoulos, creator of X-Card, said on why to use this safety tool: &#8220;The X-card creates a specific mood at the table. It says &#8220;We&#8217;re here together. If you need to stop, we&#8217;ll stop. The people playing are more important than the game we are playing.&#8221; … Just having the X-Card present can increase the group&#8217;s heightened awareness of everyone&#8217;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.&#8221; 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 &#8220;positive experience in convention-based play&#8221; with strangers, however, many online commentators assumed &#8220;play takes place within stable, pre-existing groups&#8221; which is &#8220;an important distinction in understanding the issue&#8221;. Some felt the X-Card &#8220;more or less obviously implies curtailing the range of normal activity at the table&#8221; and the tool was subject to ridicule while others &#8220;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&#8221;. In 2013, Baker felt that X-card was an &#8220;unnecessary or harmful&#8221; game hack counter to the intentions of the game designer as &#8220;competent game designers&#8221; would be deliberate about including or excluding &#8220;emotional safety mechanisms&#8221;. This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since &#8220;completely reversed&#8221; his position and stated &#8220;my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important&#8221;. This description uses material from the Wikipedia article &#8220;X-Card&#8220;, 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&#8217;s upcoming horror RPG Fearful Ends. John Stavropoulos, creator of X-Card, said on why to use this safety tool: &#8220;The X-card creates a specific mood at the table. It says &#8220;We&#8217;re here together. If you need to stop, we&#8217;ll stop. The people playing are more important than the game we are playing.&#8221; … Just having the X-Card present can increase the group&#8217;s heightened awareness of everyone&#8217;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.&#8221; William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on ]]></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>
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<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[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 &#8220;play to fail&#8221;, 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&#8217;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&#8217;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&#8217;s meaning. However, because of the world&#8217;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&#8217;s lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man&#8217;s existence since there is nothing to be discovered. This description uses material from the Wikipedia articles &#8220;Autonomy&#8221; and &#8220;Existentialism&#8220;, which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#8220;play to fail&#8221;, and how d]]></itunes:subtitle>
	<content:encoded><![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 &#8220;play to fail&#8221;, 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&#8217;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&#8217;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&#8217;s meaning. However, because of the world&#8217;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&#8217;s lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man&#8217;s existence since there is nothing to be discovered. This description uses material from the Wikipedia articles &#8220;Autonomy&#8221; and &#8220;Existentialism&#8220;, which are released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#8220;play to fail&#8221;, 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&#8217;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&#8217;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&#8217;s meaning. However, because of the world&#8217;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&#8217;s lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man&#8217;s existence since there is nothing to be discovered. This description uses material from the Wikipedia articles &#8220;Autonomy&#8221; and &#8220;Existentialism&#8220;, which are 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-s05e30-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/10/thumbnail-s05e30-1.0.1.png</url>
		<title>Impossible Odds &#124; Player Autonomy vs Overwhelming Opposition &#124; Wandering DMs S05 E30</title>
	</image>
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	<itunes:block>no</itunes:block>
	<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 &#8220;play to fail&#8221;, 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&#8217;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&#8217;s everyday life. Fearful Ends is a horor roleplaying game about existential tragedy.]]></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>
</item>

<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[Without magic, how fast does a character heal in D&#38;D? It may surprise you how much the answer has changed over the editions! Dan &#38; Paul debate which rule is best. And what are hit points, anyway? Wound healing refers to a living organism&#8217;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. This description uses material from the Wikipedia article &#8220;Wound healing&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Without magic, how fast does a character heal in D&#38;D? It may surprise you how much the answer has changed over the editions! Dan &#38; Paul debate which rule is best. And what are hit points, anyway? Wound healing refers to a living organism&#8217;s ]]></itunes:subtitle>
	<content:encoded><![CDATA[Without magic, how fast does a character heal in D&#38;D? It may surprise you how much the answer has changed over the editions! Dan &#38; Paul debate which rule is best. And what are hit points, anyway? Wound healing refers to a living organism&#8217;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. This description uses material from the Wikipedia article &#8220;Wound healing&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4946/natural-healing-in-dd-wandering-dms-s05-e29.mp3" length="61529197" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Without magic, how fast does a character heal in D&#38;D? It may surprise you how much the answer has changed over the editions! Dan &#38; Paul debate which rule is best. And what are hit points, anyway? Wound healing refers to a living organism&#8217;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. This description uses material from the Wikipedia article &#8220;Wound healing&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e29-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e29-1.0.1.png</url>
		<title>Natural Healing in D&#038;D &#124; Wandering DMs S05 E29</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:17</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Without magic, how fast does a character heal in D&#38;D? It may surprise you how much the answer has changed over the editions! Dan &#38; Paul debate which rule is best. And what are hit points, anyway? Wound healing refers to a living organism&#8217;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>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e29-1.0.1.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<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[Assassins were prominently available for hire in the earliest edition of Dungeons &#38; Dragons, and they became a core character class of their own in 1st Edition Advanced D&#38;D. Where did they sneak off to since then? What&#8217;s the best way to handle PC&#8217;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&#8217;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 &#8220;Assassination&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &#38; Dragons, and they became a core character class of their own in 1st Edition Advanced D&#38;D. Where did they sneak off to since then? What&#8217;s the best way to han]]></itunes:subtitle>
	<content:encoded><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &#38; Dragons, and they became a core character class of their own in 1st Edition Advanced D&#38;D. Where did they sneak off to since then? What&#8217;s the best way to handle PC&#8217;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&#8217;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 &#8220;Assassination&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#38; Dragons, and they became a core character class of their own in 1st Edition Advanced D&#38;D. Where did they sneak off to since then? What&#8217;s the best way to handle PC&#8217;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&#8217;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 &#8220;Assassination&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e28-1.0.1.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e28-1.0.1.png</url>
		<title>Assassins in D&#038;D &#124; Wandering DMs S05 E28</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:17</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Assassins were prominently available for hire in the earliest edition of Dungeons &#38; Dragons, and they became a core character class of their own in 1st Edition Advanced D&#38;D. Where did they sneak off to since then? What&#8217;s the best way to handle PC&#8217;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&#8217;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 ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e28-1.0.1.png"></googleplay:image>
	<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[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what&#8217;s the best way to keep tabs on your character&#8217;s most important details now? Original Edition Dungeons &#38; 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&#8217;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&#8217;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&#8217;s “official” offerings. This description uses material from the Wikipedia article &#8220;Character Sheet&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 what&#8217;s the best way to keep tabs on your character&#8217;s most important details now? Original Edition Dunge]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what&#8217;s the best way to keep tabs on your character&#8217;s most important details now? Original Edition Dungeons &#38; 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&#8217;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&#8217;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&#8217;s “official” offerings. This description uses material from the Wikipedia article &#8220;Character Sheet&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4842/dd-character-sheets-setting-the-record-straight-wandering-dms-s05-e27.mp3" length="87386319" type="audio/mpeg"></enclosure>
	<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&#8217;s the best way to keep tabs on your character&#8217;s most important details now? Original Edition Dungeons &#38; 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&#8217;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&#8217;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&#8217;s “official” offerings. This description uses material from the Wikipedia article &#8220;Character Sheet&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e27.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e27.png</url>
		<title>D&#038;D Character Sheets &#124; Setting the Record Straight &#124; Wandering DMs S05 E27</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[Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what&#8217;s the best way to keep tabs on your character&#8217;s most important details now? Original Edition Dungeons &#38; 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&#8217;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&#8217;s main rul]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/09/thumbnail-s05e27.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<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[Join Dan and Paul as they discuss the use of mazes in D&#38;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 (&#8220;unicursal&#8221;) 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 &#8220;standard&#8221;, or &#8220;perfect&#8221; 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 &#8220;Maze&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Join Dan and Paul as they discuss the use of mazes in D&#38;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 maz]]></itunes:subtitle>
	<content:encoded><![CDATA[Join Dan and Paul as they discuss the use of mazes in D&#38;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 (&#8220;unicursal&#8221;) 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 &#8220;standard&#8221;, or &#8220;perfect&#8221; 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 &#8220;Maze&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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&#38;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 (&#8220;unicursal&#8221;) 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 &#8220;standard&#8221;, or &#8220;perfect&#8221; 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 &#8220;Maze&#8220;, 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-s05e26-1.0.1.png"></itunes:image>
	<image>
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		<title>Mazes in D&#038;D &#124; Getting Lost is Half the Fun &#124; Wandering DMs S05 E26</title>
	</image>
	<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&#38;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 (&#8220;unicursal&#8221;) 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 &#8220;standard&#8221;, or &#8220;perfect&#8221; mazes, and are equivalent to a tree in gra]]></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>
</item>

<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[Paul &#38; Dan chat about the huge influence that tales set on Mars (Burroughs&#8217; John Carter Barsoom stories) had on the design of early Dungeons &#38; Dragons. Did you know that original D&#38;D had a built-in table for Martian encounters in the core books? That Gygax released a &#8220;Warriors of Mars&#8221; book almost simultaneously with D&#38;D? We&#8217;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 &#38; 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 &#38; Dragons, where he paid homage to Burroughs in the last paragraph of the &#8220;Preface&#8221;: &#8220;Those wargamers who lack imagination, those who don&#8217;t care for Burroughs&#8217; Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste.&#8221; This description uses material from the Wikipedia article &#8220;Warriors of Mars (game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan chat about the huge influence that tales set on Mars (Burroughs&#8217; John Carter Barsoom stories) had on the design of early Dungeons &#38; Dragons. Did you know that original D&#38;D had a built-in table for Martian encounters in the co]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan chat about the huge influence that tales set on Mars (Burroughs&#8217; John Carter Barsoom stories) had on the design of early Dungeons &#38; Dragons. Did you know that original D&#38;D had a built-in table for Martian encounters in the core books? That Gygax released a &#8220;Warriors of Mars&#8221; book almost simultaneously with D&#38;D? We&#8217;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 &#38; 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 &#38; Dragons, where he paid homage to Burroughs in the last paragraph of the &#8220;Preface&#8221;: &#8220;Those wargamers who lack imagination, those who don&#8217;t care for Burroughs&#8217; Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste.&#8221; This description uses material from the Wikipedia article &#8220;Warriors of Mars (game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#38; Dan chat about the huge influence that tales set on Mars (Burroughs&#8217; John Carter Barsoom stories) had on the design of early Dungeons &#38; Dragons. Did you know that original D&#38;D had a built-in table for Martian encounters in the core books? That Gygax released a &#8220;Warriors of Mars&#8221; book almost simultaneously with D&#38;D? We&#8217;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 &#38; 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 &#38; Dragons, where he paid homage to Burroughs in the last paragraph of the &#8220;Preface&#8221;: &#8220;Those wargamers who lack imagination, those who don&#8217;t care for Burroughs&#8217; Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste.&#8221; This description uses material from the Wikipedia article &#8220;Warriors of Mars (game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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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:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:45</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &#38; Dan chat about the huge influence that tales set on Mars (Burroughs&#8217; John Carter Barsoom stories) had on the design of early Dungeons &#38; Dragons. Did you know that original D&#38;D had a built-in table for Martian encounters in the core books? That Gygax released a &#8220;Warriors of Mars&#8221; book almost simultaneously with D&#38;D? We&#8217;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 &#38; 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 f]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/08/thumbnail-s05e25-1.0.2.png"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<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[Dan &#38; Paul chat about using the world around them to create D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul chat about using the world around them to create D&#38;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[Dan &#38; Paul chat about using the world around them to create D&#38;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.]]></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 &#38; Paul chat about using the world around them to create D&#38;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>
		<title>Real World Inspirations &#124; Creating D&#038;D Adventures From What&#8217;s Around You &#124; Wandering DMs S05 E24</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:46</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul chat about using the world around them to create D&#38;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>
</item>

<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[Dan &#38; Paul chat about different weather systems for D&#38;D they&#8217;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. This description uses material from the Wikipedia article &#8220;Numerical weather prediction&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul chat about different weather systems for D&#38;D they&#8217;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? Numerica]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul chat about different weather systems for D&#38;D they&#8217;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. This description uses material from the Wikipedia article &#8220;Numerical weather prediction&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#38; Paul chat about different weather systems for D&#38;D they&#8217;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. This description uses material from the Wikipedia article &#8220;Numerical weather prediction&#8220;, 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/s05e23-thumbnail-1.0.2.png"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/08/s05e23-thumbnail-1.0.2.png</url>
		<title>Weather in D&#038;D &#124; What Can You Do About It? &#124; Wandering DMs S05 E23</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:58</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul chat about different weather systems for D&#38;D they&#8217;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[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&#8217;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&#8217;s humor is derived from the players&#8217; (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer&#8217;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 &#8220;Paranoia (role-playing game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 dystopi]]></itunes:subtitle>
	<content:encoded><![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&#8217;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&#8217;s humor is derived from the players&#8217; (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer&#8217;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 &#8220;Paranoia (role-playing game)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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&#8217;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&#8217;s humor is derived from the players&#8217; (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer&#8217;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 &#8220;Paranoia (role-playing game)&#8220;, 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>
		<url>https://wanderingdms.com/wp-content/uploads/2023/07/s05e22-thumbnail.png</url>
		<title>Paranoia RPGs &#124; Mandatory Fun &#124; Wandering DMs S05 E22</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<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&#8217;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&#8217;s humor is derived from the players&#8217; (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer&#8217;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 i]]></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[Paul&#8217;s acquired an ancient treasure: A copy of M.A.R. Barker&#8217;s 1975 &#8220;War of Wizards&#8221; game, still in the shrink wrap, from Gary Gygax&#8217;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&#38;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 &#38; Paul make sense of them within an hour? War of Wizards is a board game published by TSR in 1975. It was TSR&#8217;s first publication for M. A. R. Barker&#8217;s world of Tékumel. David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker &#8220;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&#8217;s wargaming club, and after Michael Mornard showed him Dungeons &#38; 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.&#8221; Originally published by TSR in 1975, it was reprinted by Tita&#8217;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. This description uses material from the Wikipedia article &#8220;War of Wizards&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul&#8217;s acquired an ancient treasure: A copy of M.A.R. Barker&#8217;s 1975 &#8220;War of Wizards&#8221; game, still in the shrink wrap, from Gary Gygax&#8217;s personal collection no less! This is the first-ever publication set in Tékumel, the world]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul&#8217;s acquired an ancient treasure: A copy of M.A.R. Barker&#8217;s 1975 &#8220;War of Wizards&#8221; game, still in the shrink wrap, from Gary Gygax&#8217;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&#38;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 &#38; Paul make sense of them within an hour? War of Wizards is a board game published by TSR in 1975. It was TSR&#8217;s first publication for M. A. R. Barker&#8217;s world of Tékumel. David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker &#8220;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&#8217;s wargaming club, and after Michael Mornard showed him Dungeons &#38; 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.&#8221; Originally published by TSR in 1975, it was reprinted by Tita&#8217;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. This description uses material from the Wikipedia article &#8220;War of Wizards&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[Paul&#8217;s acquired an ancient treasure: A copy of M.A.R. Barker&#8217;s 1975 &#8220;War of Wizards&#8221; game, still in the shrink wrap, from Gary Gygax&#8217;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&#38;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 &#38; Paul make sense of them within an hour? War of Wizards is a board game published by TSR in 1975. It was TSR&#8217;s first publication for M. A. R. Barker&#8217;s world of Tékumel. David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker &#8220;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&#8217;s wargaming club, and after Michael Mornard showed him Dungeons &#38; 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.&#8221; Originally published by TSR in 1975, it was reprinted by Tita&#8217;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. This description uses material from the Wikipedia article &#8220;War of Wizards&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Unboxing War of Wizards (1975) &#124; Wandering DMs S02 E21</title>
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	<itunes:duration>1:31:39</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul&#8217;s acquired an ancient treasure: A copy of M.A.R. Barker&#8217;s 1975 &#8220;War of Wizards&#8221; game, still in the shrink wrap, from Gary Gygax&#8217;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&#38;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 &#38; Paul make sense of them within an hour? War of Wizards is a board game published by TSR in 1975. It was TSR&#8217;s first publication for M. A. R. Barker&#8217;s world of Tékumel. David M. Ewalt, in his book Of Dice and Men, described how University of Minnesota professor M. A. R. Barker &#8220;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 la]]></googleplay:description>
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<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[Dan &#38; Paul chat about the complications of invisibility in D&#38;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: 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 &#8220;Invisibility&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul chat about the complications of invisibility in D&#38;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 invisib]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul chat about the complications of invisibility in D&#38;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: 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 &#8220;Invisibility&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[Dan &#38; Paul chat about the complications of invisibility in D&#38;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: 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 &#8220;Invisibility&#8220;, 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 &#38; Paul chat about the complications of invisibility in D&#38;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: 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 &#8220;Invisibility&#8220;, which is released under the Creative Commons Attribution-Share-Alik]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<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[Paul &#38; 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&#38;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&#8217;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. This description uses material from the Wikipedia article &#8220;Unicorn&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; 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[Paul &#38; 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&#38;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&#8217;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. This description uses material from the Wikipedia article &#8220;Unicorn&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &#38; 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&#38;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&#8217;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. This description uses material from the Wikipedia article &#8220;Unicorn&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Unicorns in D&#038;D &#124; What&#8217;s the Point? &#124; Wandering DMs S05 E19</title>
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	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &#38; 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&#38;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&#8217;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 ]]></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[Paul &#38; Dan reflect on lessons we&#8217;ve learned for our D&#38;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 &#38; 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 &#8220;Volume 1: Men &#38; Magic&#8221;, the 40-page &#8220;Volume 2: Monsters &#38; Treasure&#8221;, and the 36-page &#8220;Volume 3: The Underworld &#38; Wilderness Adventures&#8221;. 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&#8217;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 &#8220;Dungeons &#38; Dragons (1974)&#8221; and &#8220;Wargame&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan reflect on lessons we&#8217;ve learned for our D&#38;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 &#38; Dragons set, subtitled Rules for Fan]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan reflect on lessons we&#8217;ve learned for our D&#38;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 &#38; 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 &#8220;Volume 1: Men &#38; Magic&#8221;, the 40-page &#8220;Volume 2: Monsters &#38; Treasure&#8221;, and the 36-page &#8220;Volume 3: The Underworld &#38; Wilderness Adventures&#8221;. 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&#8217;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 &#8220;Dungeons &#38; Dragons (1974)&#8221; and &#8220;Wargame&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#38; Dan reflect on lessons we&#8217;ve learned for our D&#38;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 &#38; 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 &#8220;Volume 1: Men &#38; Magic&#8221;, the 40-page &#8220;Volume 2: Monsters &#38; Treasure&#8221;, and the 36-page &#8220;Volume 3: The Underworld &#38; Wilderness Adventures&#8221;. 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&#8217;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 &#8220;Dungeons &#38; Dragons (1974)&#8221; and &#8220;Wargame&#8220;, 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 &#38; Dan reflect on lessons we&#8217;ve learned for our D&#38;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 &#38; 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 &#8220;Volume 1: Men &#38; Magic&#8221;, the 40-page &#8220;Volume 2: Monsters &#38; Treasure&#8221;, and the 36-page &#8220;Volume 3: The Underworld &#38; Wilderness Adventures&#8221;. 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 offi]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<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[Dan &#38; Paul discuss the large variety of different morale rules in classic D&#38;D &#8212; and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What&#8217;s easiest for the DM to manage? Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier&#8217;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: &#8220;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&#8217;s attitude toward duty. It develops with the soldier&#8217;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&#8217;s confidence and pride in himself, his comrades, his leaders; the unit&#8217;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 &#8220;Morale&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul discuss the large variety of different morale rules in classic D&#38;D &#8212; and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What&#8217;s easiest for the DM to manage]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul discuss the large variety of different morale rules in classic D&#38;D &#8212; and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What&#8217;s easiest for the DM to manage? Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier&#8217;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: &#8220;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&#8217;s attitude toward duty. It develops with the soldier&#8217;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&#8217;s confidence and pride in himself, his comrades, his leaders; the unit&#8217;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 &#8220;Morale&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
	<enclosure url="https://wanderingdms.com/podcast-download/4254/morale-in-dd-lets-get-out-of-here-wandering-dms-s05-e16.mp3" length="49384344" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan &#38; Paul discuss the large variety of different morale rules in classic D&#38;D &#8212; and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What&#8217;s easiest for the DM to manage? Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier&#8217;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: &#8220;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&#8217;s attitude toward duty. It develops with the soldier&#8217;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&#8217;s confidence and pride in himself, his comrades, his leaders; the unit&#8217;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 &#8220;Morale&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
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		<title>Morale in D&#038;D &#124; Let&#8217;s Get Out of Here!? &#124; Wandering DMs S05 E16</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>48:02</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul discuss the large variety of different morale rules in classic D&#38;D &#8212; and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What&#8217;s easiest for the DM to manage? Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier&#8217;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: &#8220;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 ]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/05/s05e16-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<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[Paul &#38; Dan discuss the history of what counts as the &#8220;standard&#8221; die in D&#38;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 &#8220;Dice&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan discuss the history of what counts as the &#8220;standard&#8221; die in D&#38;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 lik]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan discuss the history of what counts as the &#8220;standard&#8221; die in D&#38;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 &#8220;Dice&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></content:encoded>
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	<itunes:summary><![CDATA[Paul &#38; Dan discuss the history of what counts as the &#8220;standard&#8221; die in D&#38;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 &#8220;Dice&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></itunes:summary>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/05/s05e15-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/05/s05e15-featured-image.jpg</url>
		<title>d6 vs. d8 &#124; What&#8217;s Best for Core D&#038;D? &#124; Wandering DMs S05 E15</title>
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	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:20</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Paul &#38; Dan discuss the history of what counts as the &#8220;standard&#8221; die in D&#38;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 &#8220;Dice&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/05/s05e15-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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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[Dan &#38; Paul reconsider some of the most feared undead in D&#38;D &#8212; wights, wraiths, and spectres. You know: the types that are most likely to drain your character&#8217;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 &#38; 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&#8217;s to future sciences such as &#8220;chemical brain preservation&#8221; and &#8220;cryonics.&#8221; Rob Bricken of io9 identified some of these types as among &#8220;The 12 Most Obnoxious Dungeons &#38; Dragons Monsters&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Undead&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Midjourney.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul reconsider some of the most feared undead in D&#38;D &#8212; wights, wraiths, and spectres. You know: the types that are most likely to drain your character&#8217;s XP. How do you like your level draining best? The undead are beings in myt]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul reconsider some of the most feared undead in D&#38;D &#8212; wights, wraiths, and spectres. You know: the types that are most likely to drain your character&#8217;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 &#38; 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&#8217;s to future sciences such as &#8220;chemical brain preservation&#8221; and &#8220;cryonics.&#8221; Rob Bricken of io9 identified some of these types as among &#8220;The 12 Most Obnoxious Dungeons &#38; Dragons Monsters&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Undead&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Midjourney.]]></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 &#38; Paul reconsider some of the most feared undead in D&#38;D &#8212; wights, wraiths, and spectres. You know: the types that are most likely to drain your character&#8217;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 &#38; 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&#8217;s to future sciences such as &#8220;chemical brain preservation&#8221; and &#8220;cryonics.&#8221; Rob Bricken of io9 identified some of these types as among &#8220;The 12 Most Obnoxious Dungeons &#38; Dragons Monsters&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Undead&#8220;, 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 &#38; Paul reconsider some of the most feared undead in D&#38;D &#8212; wights, wraiths, and spectres. You know: the types that are most likely to drain your character&#8217;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 &#38; 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&#8217;s to future sciences such as &#8220;chemical brain preservation&#8221; and &#8220;cr]]></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[Did you know that the Pinkerton National Detective Agency &#8212; famed protector of Abraham Lincoln in the 1800&#8217;s, and union-busting goon squad in the 1900&#8217;s &#8212; is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It&#8217;s true: Dan &#38; 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 &#38; 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 &#8220;Pinkerton Consulting &#38; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management&#8221;. The former Government Services division, PGS, now operates as &#8220;Securitas Critical Infrastructure Services, Inc.&#8221;. This description uses material from the Wikipedia article &#8220;Pinkerton (detective agency)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></description>
	<itunes:subtitle><![CDATA[Did you know that the Pinkerton National Detective Agency &#8212; famed protector of Abraham Lincoln in the 1800&#8217;s, and union-busting goon squad in the 1900&#8217;s &#8212; is still around? And they have time to chase down Magic: the Gathering fans]]></itunes:subtitle>
	<content:encoded><![CDATA[Did you know that the Pinkerton National Detective Agency &#8212; famed protector of Abraham Lincoln in the 1800&#8217;s, and union-busting goon squad in the 1900&#8217;s &#8212; is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It&#8217;s true: Dan &#38; 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 &#38; 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 &#8220;Pinkerton Consulting &#38; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management&#8221;. The former Government Services division, PGS, now operates as &#8220;Securitas Critical Infrastructure Services, Inc.&#8221;. This description uses material from the Wikipedia article &#8220;Pinkerton (detective agency)&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0.]]></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 &#8212; famed protector of Abraham Lincoln in the 1800&#8217;s, and union-busting goon squad in the 1900&#8217;s &#8212; is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It&#8217;s true: Dan &#38; 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 &#38; 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 &#8220;Pinkerton Consulting &#38; Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management&#8221;. The former Government Services division, PGS, now operates as &#8220;Securitas Critical Infrastructure Services, Inc.&#8221;. This description uses material from the Wikipedia article &#8220;Pinkerton (detective agency)&#8220;, 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>
		<url>https://wanderingdms.com/wp-content/uploads/2023/04/s05e13-featured-image.jpg</url>
		<title>Pinkerton Goons vs. WOTC Fans &#124; Game Company Gaffes &#124; Wandering DMs S05 E13</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<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 &#8212; famed protector of Abraham Lincoln in the 1800&#8217;s, and union-busting goon squad in the 1900&#8217;s &#8212; is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It&#8217;s true: Dan &#38; 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 &#38; 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 Con]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/04/s05e13-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<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[Paul &#38; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &#38; Wizardry D&#38;D retroclone, now on Kickstarter! Since 2008, Swords &#38; 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&#8217;re embarking on together! Swords &#38; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &#38; Dragons, an edition usually called Original D&#38;D or &#8220;OD&#38;D.&#8221; (Note that Mythmere Games isn&#8217;t affiliated with Wizards of the Coast, the publishers and trademark holders of D&#38;D, and that Swords &#38; Wizardry isn&#8217;t compatible or designed for use with modern D&#38;D &#8212; it replicates a MUCH older version of the D&#38;D game rules). This is a complete game, with rules for character generation, monsters, magic items, encounter tables &#8212; the whole works. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &#38; Wizardry D&#38;D retroclone, now on Kickstarter! Since 2008, Swords &#38; Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &#38; Wizardry D&#38;D retroclone, now on Kickstarter! Since 2008, Swords &#38; 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&#8217;re embarking on together! Swords &#38; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &#38; Dragons, an edition usually called Original D&#38;D or &#8220;OD&#38;D.&#8221; (Note that Mythmere Games isn&#8217;t affiliated with Wizards of the Coast, the publishers and trademark holders of D&#38;D, and that Swords &#38; Wizardry isn&#8217;t compatible or designed for use with modern D&#38;D &#8212; it replicates a MUCH older version of the D&#38;D game rules). This is a complete game, with rules for character generation, monsters, magic items, encounter tables &#8212; the whole works. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &#38; Wizardry D&#38;D retroclone, now on Kickstarter! Since 2008, Swords &#38; 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&#8217;re embarking on together! Swords &#38; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &#38; Dragons, an edition usually called Original D&#38;D or &#8220;OD&#38;D.&#8221; (Note that Mythmere Games isn&#8217;t affiliated with Wizards of the Coast, the publishers and trademark holders of D&#38;D, and that Swords &#38; Wizardry isn&#8217;t compatible or designed for use with modern D&#38;D &#8212; it replicates a MUCH older version of the D&#38;D game rules). This is a complete game, with rules for character generation, monsters, magic items, encounter tables &#8212; the whole works. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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/s05e12-featured-image.jpg"></itunes:image>
	<image>
		<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 &#38; Dan get to chat with Matt Finch about his new full-blown edition to the Swords &#38; Wizardry D&#38;D retroclone, now on Kickstarter! Since 2008, Swords &#38; 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&#8217;re embarking on together! Swords &#38; Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons &#38; Dragons, an edition usually called Original D&#38;D or &#8220;OD&#38;D.&#8221; (Note that Mythmere Games isn&#8217;t affiliated with Wizards of the Coast, the publishers and trademark holders of D&#38;D, and that Swords &#38; Wizardry isn&#8217;t compatible or designed for use with modern D&#38;D &#8212; it replicates a MUCH older version of the D&#38;D game rules). This is a complete game, with rules for character generation, monsters, magic items, encounter tables &#8212; the whole works. Wandering DMs P]]></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>
</item>

<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[Dan &#38; 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&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; 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[Dan &#38; 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&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; 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&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#38; 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&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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[Paul &#38; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What&#8217;s it like to start a new game con today? And can leveraging the better part of a decade&#8217;s experience in professional DM&#8217;ing help out? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What&#8217;s it like to start a new game con today? And can leveraging the better part of a decade&#8217;s experience in professional DM&#8217;i]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What&#8217;s it like to start a new game con today? And can leveraging the better part of a decade&#8217;s experience in professional DM&#8217;ing help out? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What&#8217;s it like to start a new game con today? And can leveraging the better part of a decade&#8217;s experience in professional DM&#8217;ing help out? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#38; Dan chat with Scott Legault, chair of the new Rising Phoenix Game Con in Massachusetts this April! What&#8217;s it like to start a new game con today? And can leveraging the better part of a decade&#8217;s experience in professional DM&#8217;ing help out? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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[This week, Paul &#38; 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 &#38; 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&#38;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&#38;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &#38; Legends on Gary Con&#8217;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. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[This week, Paul &#38; 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 &#38; Dragons co-creator Gary Gygax and Founder of Gary Con. He literally grew up at the gamin]]></itunes:subtitle>
	<content:encoded><![CDATA[This week, Paul &#38; 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 &#38; 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&#38;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&#38;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &#38; Legends on Gary Con&#8217;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. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; 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 &#38; 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&#38;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&#38;D games, interviews, and is the producer for The Gaxx Pack, as well as host of Founders &#38; Legends on Gary Con&#8217;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. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#38; 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 &#38; 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&#38;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]]></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[Dan &#38; Paul discuss our personal, customized version of D&#38;D: Original Edition Delta! Initially, Paul &#38; Dan preferred different editions of Dungeons &#38; 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 &#8212; 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&#8217;s new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&#38;D rules? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul discuss our personal, customized version of D&#38;D: Original Edition Delta! Initially, Paul &#38; Dan preferred different editions of Dungeons &#38; Dragon, with some personalized house-rule modifications made for each. Over time, we real]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul discuss our personal, customized version of D&#38;D: Original Edition Delta! Initially, Paul &#38; Dan preferred different editions of Dungeons &#38; 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 &#8212; 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&#8217;s new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&#38;D rules? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; Paul discuss our personal, customized version of D&#38;D: Original Edition Delta! Initially, Paul &#38; Dan preferred different editions of Dungeons &#38; 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 &#8212; 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&#8217;s new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&#38;D rules? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#38; Paul discuss our personal, customized version of D&#38;D: Original Edition Delta! Initially, Paul &#38; Dan preferred different editions of Dungeons &#38; 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 &#8212; 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&#8217;s new recently? What upcoming games are we looking forward to running? And hat lessons can you take for your own customized D&#38;D rules? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brow]]></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[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&#8217;re busy like we are? What&#8217;s the best way to boost your save vs. con crud? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 you&#8217;re busy like we are? What&#8217;s the best way to boost your save vs. con cru]]></itunes:subtitle>
	<content:encoded><![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&#8217;re busy like we are? What&#8217;s the best way to boost your save vs. con crud? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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&#8217;re busy like we are? What&#8217;s the best way to boost your save vs. con crud? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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&#8217;re busy like we are? What&#8217;s the best way to boost your save vs. con crud? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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[Paul &#38; Dan reflect on the legacy of digital tools for D&#38;D from Wizard of the Coast, and what the prospects are for what&#8217;s next! Read the analysis by Janelle Jaquays on Facebook Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></description>
	<itunes:subtitle><![CDATA[Paul &#38; Dan reflect on the legacy of digital tools for D&#38;D from Wizard of the Coast, and what the prospects are for what&#8217;s next! Read the analysis by Janelle Jaquays on Facebook Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtf]]></itunes:subtitle>
	<content:encoded><![CDATA[Paul &#38; Dan reflect on the legacy of digital tools for D&#38;D from Wizard of the Coast, and what the prospects are for what&#8217;s next! Read the analysis by Janelle Jaquays on Facebook Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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 &#38; Dan reflect on the legacy of digital tools for D&#38;D from Wizard of the Coast, and what the prospects are for what&#8217;s next! Read the analysis by Janelle Jaquays on Facebook Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/02/s05e06-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/02/s05e06-featured-image.jpg</url>
		<title>The Legacy of Digital D&#038;D &#124; Ware of the Wizards &#124; Wandering DMs S05 E06</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[Paul &#38; Dan reflect on the legacy of digital tools for D&#38;D from Wizard of the Coast, and what the prospects are for what&#8217;s next! Read the analysis by Janelle Jaquays on Facebook Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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>
	<googleplay:block>no</googleplay:block>
</item>

<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[Dan &#38; Paul hash over the benefits &#38; flaws of working with other people in your TTRPG design, DM&#8217;ing, nd play! Collaboration (from Latin com- &#8220;with&#8221; + laborare &#8220;to labor&#8221;, &#8220;to work&#8221;) 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, &#8220;(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome.&#8221; Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Collaboration&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; Paul hash over the benefits &#38; flaws of working with other people in your TTRPG design, DM&#8217;ing, nd play! Collaboration (from Latin com- &#8220;with&#8221; + laborare &#8220;to labor&#8221;, &#8220;to work&#8221;) is the process of two ]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; Paul hash over the benefits &#38; flaws of working with other people in your TTRPG design, DM&#8217;ing, nd play! Collaboration (from Latin com- &#8220;with&#8221; + laborare &#8220;to labor&#8221;, &#8220;to work&#8221;) 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, &#8220;(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome.&#8221; Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Collaboration&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></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 &#38; Paul hash over the benefits &#38; flaws of working with other people in your TTRPG design, DM&#8217;ing, nd play! Collaboration (from Latin com- &#8220;with&#8221; + laborare &#8220;to labor&#8221;, &#8220;to work&#8221;) 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, &#8220;(a) collaboration is a purposeful relationship in which all parties strategically choose to cooperate in order to accomplish a shared outcome.&#8221; Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Collaboration&#8220;, 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/2023/02/s05e05-featured-image.jpg"></itunes:image>
	<image>
		<url>https://wanderingdms.com/wp-content/uploads/2023/02/s05e05-featured-image.jpg</url>
		<title>Collaborations &#124; Party-Based Design for D&#038;D &#124; Wandering DMs S05 E05</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:17</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; Paul hash over the benefits &#38; flaws of working with other people in your TTRPG design, DM&#8217;ing, nd play! Collaboration (from Latin com- &#8220;with&#8221; + laborare &#8220;to labor&#8221;, &#8220;to work&#8221;) 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 i]]></googleplay:description>
	<googleplay:image href="https://wanderingdms.com/wp-content/uploads/2023/02/s05e05-featured-image.jpg"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<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[Dan &#38; 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&#8217;s been used for D&#38;D-compatible and other games for over 20 years &#8212; 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&#38;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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. 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 &#38; 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 &#8220;no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial&#8221;. The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be &#8220;irrevocable, although there&#8217;s still a severability clause should a part of the license is held to be unenforceable or invalid&#8221;. 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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></description>
	<itunes:subtitle><![CDATA[Dan &#38; 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&#8217;s been used for D&#38;D-compatible and other games for over 20 years &#8212; and su]]></itunes:subtitle>
	<content:encoded><![CDATA[Dan &#38; 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&#8217;s been used for D&#38;D-compatible and other games for over 20 years &#8212; 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&#38;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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. 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 &#38; 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 &#8220;no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial&#8221;. The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be &#8220;irrevocable, although there&#8217;s still a severability clause should a part of the license is held to be unenforceable or invalid&#8221;. 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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></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 &#38; 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&#8217;s been used for D&#38;D-compatible and other games for over 20 years &#8212; 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&#38;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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizards of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. 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 &#38; 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 &#8220;no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial&#8221;. The proposed OGL 1.2 does de-authorize the OGL1.0a; it would also be &#8220;irrevocable, although there&#8217;s still a severability clause should a part of the license is held to be unenforceable or invalid&#8221;. 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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, 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:duration>1:01:16</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Dan &#38; 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&#8217;s been used for D&#38;D-compatible and other games for over 20 years &#8212; 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&#38;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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;according to attorneys consulted for this article, the new language may indicate that Wizards of the Coast is rendering any future use of the orig]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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	<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[Are you currently looking for an alternative the the D&#38;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &#38; Paul review the current top retroclones on the market &#8212; and what what the state of affairs going forward may be if the Open Game License is thrown into disarray! Some D&#38;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&#38;D while fixing some of the perceived rules issues of older versions. Castles &#38; 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 &#38; Crusades, serving as editor of the Player&#8217;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 &#38; 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 &#38; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &#38; Wizardry, a retro-clone of the original Dungeons &#38; Dragons game. Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Dungeons &#38; Dragons retro-clones&#8221;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Image by Diacritica, CC BY-SA 4.0, via Wikimedia Commons.]]></description>
	<itunes:subtitle><![CDATA[Are you currently looking for an alternative the the D&#38;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &#38; Paul review the current top retroclones on the market &#8212; and what what the state of affairs going forwar]]></itunes:subtitle>
	<content:encoded><![CDATA[Are you currently looking for an alternative the the D&#38;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &#38; Paul review the current top retroclones on the market &#8212; and what what the state of affairs going forward may be if the Open Game License is thrown into disarray! Some D&#38;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&#38;D while fixing some of the perceived rules issues of older versions. Castles &#38; 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 &#38; Crusades, serving as editor of the Player&#8217;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 &#38; 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 &#38; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &#38; Wizardry, a retro-clone of the original Dungeons &#38; Dragons game. Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Dungeons &#38; Dragons retro-clones&#8221;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Image by Diacritica, CC BY-SA 4.0, via Wikimedia Commons.]]></content:encoded>
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	<itunes:summary><![CDATA[Are you currently looking for an alternative the the D&#38;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &#38; Paul review the current top retroclones on the market &#8212; and what what the state of affairs going forward may be if the Open Game License is thrown into disarray! Some D&#38;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&#38;D while fixing some of the perceived rules issues of older versions. Castles &#38; 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 &#38; Crusades, serving as editor of the Player&#8217;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 &#38; 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 &#38; Dragons Basic Set and its accompanying Expert Set. The following year, Finch announced the release of Swords &#38; Wizardry, a retro-clone of the original Dungeons &#38; Dragons game. Many variants have appeared since the original release of OSRIC, as well as restatements of other editions of D&#38;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&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Dungeons &#38; Dragons retro-clones&#8221;, 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>
	<itunes:image href="https://wanderingdms.com/wp-content/uploads/2023/01/s05e03-featured-image.jpg"></itunes:image>
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		<url>https://wanderingdms.com/wp-content/uploads/2023/01/s05e03-featured-image.jpg</url>
		<title>Retroclone Roundup &#124; Alternatives to D&#038;D &#124; Wandering DMs S05 E03</title>
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	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Wandering DMs]]></itunes:author>	<googleplay:description><![CDATA[Are you currently looking for an alternative the the D&#38;D roleplaying gaming? But still committed to medieval-style fantasy gaming? Dan &#38; Paul review the current top retroclones on the market &#8212; and what what the state of affairs going forward may be if the Open Game License is thrown into disarray! Some D&#38;D fans prefer earlier editions, and new games address the perceived inability of newer editions to preserve the tone of classic D&#38;D while fixing some of the perceived rules issues of older versions. Castles &#38; 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 &#38; Crusades, serving as editor of the Player&#8217;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 ]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<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[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&#8217;s been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What&#8217;s Justin&#8217;s outlook for the future of Open Gaming and Atlas Games? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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[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&#8217;s been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What&#8217;s Justin&#8217;s outlook for the future of Open Gaming and Atlas Games? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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.]]></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&#8217;s been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What&#8217;s Justin&#8217;s outlook for the future of Open Gaming and Atlas Games? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<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&#8217;s been following the drama with WOTC trying to break the OGL 1.0 as close as anyone. What&#8217;s Justin&#8217;s outlook for the future of Open Gaming and Atlas Games? Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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>
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<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[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&#38;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 &#38; Dragons under the One D&#38;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &#38; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: &#8220;We will continue to support the thousands of creators making third-party D&#38;D content with the release of One D&#38;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we&#8217;re too early in the development of One D&#38;D to give more specifics on the OGL or System Reference Document (SRD) at this time&#8221;. Following concerns raised by third-party Dungeons &#38; 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 &#8220;printed media or static electronic files (like epubs and PDFs)&#8221; and &#8220;only covers material created for use in or as TTRPGs&#8221;; 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 &#8220;to put an official OGL badge on their products&#8221;. 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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></description>
	<itunes:subtitle><![CDATA[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&#38;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[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&#38;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 &#38; Dragons under the One D&#38;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &#38; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: &#8220;We will continue to support the thousands of creators making third-party D&#38;D content with the release of One D&#38;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we&#8217;re too early in the development of One D&#38;D to give more specifics on the OGL or System Reference Document (SRD) at this time&#8221;. Following concerns raised by third-party Dungeons &#38; 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 &#8220;printed media or static electronic files (like epubs and PDFs)&#8221; and &#8220;only covers material created for use in or as TTRPGs&#8221;; 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 &#8220;to put an official OGL badge on their products&#8221;. 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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></content:encoded>
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	<itunes:summary><![CDATA[Word has leaked that WOTC aims to terminate the OGL license used for 3rd-party D&#38;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 &#38; Dragons under the One D&#38;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &#38; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: &#8220;We will continue to support the thousands of creators making third-party D&#38;D content with the release of One D&#38;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we&#8217;re too early in the development of One D&#38;D to give more specifics on the OGL or System Reference Document (SRD) at this time&#8221;. Following concerns raised by third-party Dungeons &#38; 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 &#8220;printed media or static electronic files (like epubs and PDFs)&#8221; and &#8220;only covers material created for use in or as TTRPGs&#8221;; 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 &#8220;to put an official OGL badge on their products&#8221;. 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 &#8220;perpetual, worldwide, non-exclusive license&#8221; it also included language around authorized versions of the license – &#8220;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&#8221;. The document also states that the intention of the OGL was not &#8220;to fund major competitors and it wasn&#8217;t intended to allow people to make D&#38;D apps, videos, or anything other than printed (or printable) materials for use while gaming&#8221;. In a statement to EN World, Dancey – former VP of Wizard of the Coast and the architect of OGL1.0 – said, &#8220;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&#8221;. Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&#38;D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&#38;D little brown books to cutting-edge releases for 5E D&#38;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 &#8220;Open Game License&#8220;, which is released under the Creative Commons Attribution-Share-Alike License 3.0. Thumbnail image courtesy of Craiyon.]]></itunes:summary>
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		<title>Why is Hasbro Nuking the D&#038;D License? &#124; OGL 1.1 &#124; Wandering DMs S05 E01</title>
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	<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&#38;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 &#38; Dragons under the One D&#38;D initiative. In November 2022, there was reported speculation that the OGL would be discontinued for this new iteration of Dungeons &#38; Dragons based on unconfirmed leaks. In response to the speculation, Wizards of the Coast stated in November 2022: &#8220;We will continue to support the thousands of creators making third-party D&#38;D content with the release of One D&#38;D in 2024. While it is certain our Open Game License (OGL) will continue to evolve, just as it has since its inception, we&#8217;re too early in the development of One D&#38;D to give more specifics on the OGL or Syst]]></googleplay:description>
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