
149 episodes

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.
-
Wargame Lessons | Revising Fantasy Medieval Campaigns | Wandering DMs S05 E17
Paul & Dan reflect on lessons we've learned for our D&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 & Dragons set, subtitled Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, was written by Gary Gygax and Dave Arneson, and was published by TSR in 1974 as a digest-sized boxed set in a brown wood-grain box. The set included three digest-sized books: the 36-page "Volume 1: Men & Magic", the 40-page "Volume 2: Monsters & Treasure", and the 36-page "Volume 3: The Underworld & Wilderness Adventures". The set also included six reference sheets of tables and charts.
A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational wargames only need to be as realistic as it pleases the players, so in most recreational wargames the emphasis is on verisimilitude, i.e. the satisfactory appearance of realism. In any case, no wargame can be perfectly realistic. A wargame's design must make trade-offs between realism, playability, and fun, and function within the constraints of its medium.
Fantasy wargames arguably stretch the definition of wargaming by representing fictional or anachronistic armaments, but they may still be called wargames if they resemble real warfare to the satisfaction of the players. For example, Warhammer Fantasy Battle has wizards and dragons, but the bulk of the armaments are taken from medieval warfare (spearmen, knights, archers, etc.).
Validation is the process by which a given wargame is proven to be realistic. For historical wargames, this usually means being able to accurately recreate a certain historical battle. Validating military wargames is sometimes tricky as they are typically used to simulate hypothetical future scenarios.
This description uses material from the Wikipedia articles "Dungeons & Dragons (1974)" and "Wargame", which is released under the Creative Commons Attribution-Share-Alike License 3.0. -
Morale in D&D | Let’s Get Out of Here!? | Wandering DMs S05 E16
Dan & Paul discuss the large variety of different morale rules in classic D&D -- and its roots in related wargaming. Which method is best? What would be most believable? What makes the best gameplay? What's easiest for the DM to manage?
Clausewitz stresses the importance of morale and will for both the soldier and the commander. The soldier's first requirement is moral and physical courage, both the acceptance of responsibility and the suppression of fear. In order to survive the horror of combat, he must have an invincible martial spirit, which can be attained only through military victory and hardship. The soldier has but one purpose: "The end for which a soldier is recruited, clothed, armed and trained, the whole object of his sleeping, eating, drinking, and marching is simply that he should fight at the right place and the right time.
Military morale is in a large sense inseparable from civilian morale because each reacts upon the other and both are in large measure based on fidelity to a cause. But there is a certain kind of morale that is distinctly military. It begins with the soldier's attitude toward duty. It develops with the soldier's command over himself. It is a spirit that becomes dominant in the individual and also in the group. Whether the soldier has physical comforts or suffers physical hardships may be a factor but is seldom the determining factor in making or unmaking his morale. A cause known and believed in; knowledge that substantial justice governs discipline; the individual's confidence and pride in himself, his comrades, his leaders; the unit's pride in its own will; these basic things, supplemented by intelligent welfare and recreation measures and brought to life by a spirit of mutual respect and co-operation, combine to weld a seasoned fighting force capable of defending the nation.
This description uses material from the Wikipedia article "Morale", which is released under the Creative Commons Attribution-Share-Alike License 3.0. -
d6 vs. d8 | What’s Best for Core D&D? | Wandering DMs S05 E15
Paul & Dan discuss the history of what counts as the "standard" die in D&D used for hit dice, damage, miscellaneous checks, and more. Was switching from the six-sided to the eight-sided die really such a great idea?
Various shapes like two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and the Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times.
The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames, and since have been employed extensively in role-playing games and trading card games.
This description uses material from the Wikipedia article "Dice", which is released under the Creative Commons Attribution-Share-Alike License 3.0. -
Wights, Wraiths, and Spectres | The Unholy Trinity | Wandering DMs S05 E14
Dan & Paul reconsider some of the most feared undead in D&D -- wights, wraiths, and spectres. You know: the types that are most likely to drain your character's XP. How do you like your level draining best?
The undead are beings in mythology, legend, or fiction that are deceased but behave as if alive. Most commonly the term refers to corporeal forms of formerly alive humans, such as mummies, vampires, and zombies, who have been reanimated by supernatural means, technology, or disease. In some cases (for example in Dungeons & Dragons) the term also includes incorporeal forms of the dead, such as ghosts.
The undead are featured in the belief systems of most cultures, and appear in many works of fantasy and horror fiction. The term is also occasionally used for real-life attempts to resurrect the dead with science and technology, from early experiments like Robert E. Cornish's to future sciences such as "chemical brain preservation" and "cryonics."
Rob Bricken of io9 identified some of these types as among "The 12 Most Obnoxious Dungeons & Dragons Monsters".
Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&D little brown books to cutting-edge releases for 5E D&D today, we broadcast live on YouTube and Twitch so we can take viewer questions and comments on the topic of the day. Live every Sunday at 1 PM Eastern time.
This description uses material from the Wikipedia article "Undead", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Thumbnail image courtesy of Midjourney. -
Pinkerton Goons vs. WOTC Fans | Game Company Gaffes | Wandering DMs S05 E13
Did you know that the Pinkerton National Detective Agency -- famed protector of Abraham Lincoln in the 1800's, and union-busting goon squad in the 1900's -- is still around? And they have time to chase down Magic: the Gathering fans for using prohibited card sets? It's true: Dan & 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 & Co, and finally the Pinkerton National Detective Agency. It is currently a subsidiary of Swedish-based Securitas AB. Pinkerton became famous when he claimed to have foiled the Baltimore Plot to assassinate president-elect Abraham Lincoln in 1861. Lincoln later hired Pinkerton agents to conduct espionage against the Confederacy and act as his personal security during the American Civil War.
The Pinkerton National Detective Agency hired women and minorities from its founding because they were useful as spies, a practice uncommon at the time. At the height of their power, the Pinkerton Detective Agency was the largest private law enforcement organization in the world.
Following the Civil War, the Pinkertons began conducting operations against organized labor. During the labor strikes of the late 19th and early 20th centuries, businesses hired the Pinkerton Agency to infiltrate unions, supply guards, keep strikers and suspected unionists out of factories, and recruit goon squads to intimidate workers. During the Homestead Strike of 1892, Pinkerton agents were called in to reinforce the strikebreaking measures of industrialist Henry Clay Frick, who was acting on behalf of Andrew Carnegie, the head of Carnegie Steel. Tensions between the workers and strikebreakers erupted into violence which led to the deaths of three Pinkerton agents and nine steelworkers. During the late nineteenth century, the Pinkertons were also hired as guards in coal, iron, and lumber disputes in Illinois, Michigan, New York, Pennsylvania, and West Virginia. Pinkertons were also involved in other strikes such as the Great Railroad Strike of 1877.
During the 20th century, Pinkerton rebranded itself into a personal security and risk management firm. The company has continued to exist in various forms through to the present day, and is now a division of the Swedish security company Securitas AB, operating as "Pinkerton Consulting & Investigations, Inc. d.b.a. Pinkerton Corporate Risk Management". The former Government Services division, PGS, now operates as "Securitas Critical Infrastructure Services, Inc.".
Read the Gizmodo news on the incident here
And see an update here
This description uses material from the Wikipedia article "Pinkerton (detective agency)", which is released under the Creative Commons Attribution-Share-Alike License 3.0. -
Matt Finch | Swords & Wizardry Complete Revised | Wandering DMs S05 E12
Paul & Dan get to chat with Matt Finch about his new full-blown edition to the Swords & Wizardry D&D retroclone, now on Kickstarter!
Since 2008, Swords & Wizardry has been the hallmark game for tabletop fantasy roleplaying using the 1978 ruleset, with less focus on rules, more focus on your friends and the epic adventures you're embarking on together!
Swords & Wizardry is the ENNIE award-winning retro-clone of the original 1974-1978 rules for Dungeons & Dragons, an edition usually called Original D&D or "OD&D." (Note that Mythmere Games isn't affiliated with Wizards of the Coast, the publishers and trademark holders of D&D, and that Swords & Wizardry isn't compatible or designed for use with modern D&D -- it replicates a MUCH older version of the D&D game rules).
This is a complete game, with rules for character generation, monsters, magic items, encounter tables -- the whole works.
Join the Swords & Wizardry Complete Revised edition on Kickstarter
Follow Matt and Mythmere games on Twitter
Wandering DMs Paul Siegel and Dan “Delta” Collins host thoughtful discussions on D&D and other TTRPGs every week. Comparing the pros and cons of every edition from the 1974 Original D&D little brown books to cutting-edge releases for 5E D&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.
Customer Reviews
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
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
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.