149 episodes

Dan "Delta" Collins and Paul Siegel host weekly discussions on topics relating to old school D&D, tabletop RPGs, DM advice, and D&D history.

Wandering DMs Wandering DMs

    • Leisure
    • 4.3 • 6 Ratings

Dan "Delta" Collins and Paul Siegel host weekly discussions on topics relating to old school D&D, tabletop RPGs, DM advice, and D&D history.

    Player Secrets in D&D | Achieving a Satisfying Dramatic Reveal | Wandering DMs S06 E15

    Player Secrets in D&D | Achieving a Satisfying Dramatic Reveal | Wandering DMs S06 E15

    Dan and Paul discuss how to play a character in an RPG with a dramatic secret. How can we include the rest of the players in the fun without giving away too much? When do we reveal the secret to create the most satisfying dramatic moment?



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



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



    This description uses material from the Wikipedia articles "Secrecy" and "Anagnorisis", which are released under the Creative Commons Attribution-Share-Alike License 3.0.

    • 1 hr 1 min
    Matt Finch | Swords & Wizardry Expanded! | Wandering DMs S06 E14

    Matt Finch | Swords & Wizardry Expanded! | Wandering DMs S06 E14

    Paul and Dan get to bring back OSR guru Matt Finch to talk about his new Swords & Wizardry: Expansions, Monsters, and More!, currently on Kickstarter. What new things has Matt cooked up? And what updates has he finally made to the revered Quick Primer for Old School Gaming?



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



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



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



    Back the Swords & Wizardry Expanded Kickstarter

    • 1 hr 1 min
    Michael Moorcock | Fantasy Master Chats | Wandering DMs S06 E13

    Michael Moorcock | Fantasy Master Chats | Wandering DMs S06 E13

    Dan and Paul are thrilled to chat live with the master of fantasy, Michael Moorcock. What are his current thoughts on the legacy of his writing Elric, the Eternal Champion, critiques of Tolkien, and so much more?



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



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



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



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

    • 1 hr 7 min
    Mistakes in Original D&D | Critiques & Corrections | Wandering DMs S06 E12

    Mistakes in Original D&D | Critiques & Corrections | Wandering DMs S06 E12

    Dan and Paul reflect on what we think are the biggest mistakes and errors in the first publication of original D&D in 1974. What are the biggest blemishes that troubled the game for decades afterward? What are some of our top house rules to correct the largest problems?



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



    This description uses material from the Wikipedia article "Dungeons & Dragons (1974)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.

    • 1 hr 2 min
    Our D&D House Con 2024 | Playtesting Our Dungeons | Wandering DMs S06 E11

    Our D&D House Con 2024 | Playtesting Our Dungeons | Wandering DMs S06 E11

    Paul and Dan check in on their annual D&D mini-convention with friends in a house on the Massachusetts shore, now in its 15th year. What went well, what could go better, what lessons will feed into our future gaming?




    Find WDM 01 - Asymmetric Monastery of the Deranged Berserkers on DriveThru RPG here!

    • 1 hr 7 min
    Irish Myths in D&D | Feats and Faeries | Wandering DMs S06 E10

    Irish Myths in D&D | Feats and Faeries | Wandering DMs S06 E10

    This St. Patrick's Day, Paul and Dan discuss the rich history of Irish myths, legends, and stories in the D&D game. From Druids and Bards to the Banshees and Firbolg, what are some of the best ways to spice up your game with inspirations from the Emerald Isle?



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



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



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



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

    • 1 hr 1 min

Customer Reviews

4.3 out of 5
6 Ratings

6 Ratings

DiHONdee ,

Nothing Else Like It

The combination of topics, interviews, host publications, and “thought-provoking discussions” make this the greatest show in old-school D&D

Guy Gax ,

Can’t Fast Forward

Not sure what service this pod is using but in most services, I cannot fast forward. Congrats on that… but ANY podcast that disallows fast forward/skip whatever, is dead to me. Will never listen to this show. Bye

MisterMarmalade ,

What is best in life?

…listening to two thoughtful and entertaining friends talking every topic under the twenty-sided sun without any of the grumpy fart-itude that too often accompanies old-school D&D discussion. Paul and Dan light a fire under you to get out your old brown books (or facsimile thereof) and remember what brought you to the hobby in the first place.

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