150 épisodes
- Dan & Paul look back to our favorite covers in classic D&D modules. What makes for a great cover? How well do they balance the tension between showing the most exciting content versus giving away too much of the surprise? Do covers matter in the online streaming environment today?
- Paul and Dan chat about Fatigue rules in D&D and other RPG's. It was a key part of the Chainmail progenitor to D&D, and also an important mechanic in modern 5E rules. But it was absent or overlooked in classic rulesets like AD&D and B/X. Doesn't movement and encumbrance make sense without it? Is it too exhausting to track? Or is there some better way?
Mapping the Dungeon | Communicating Space in Exploration | Wandering DMs S8E30
28/09/2026 | 1 h 1 minDan and Paul talk about mapping the dungeon: how does the DM communicate an unknown physical space to the players as they explore it?
Do you describe the dungeon entirely through words and let the players build a map in their heads? Have one player draw the map as the DM describes each room and corridor? Sketch it out on a battle mat? Use a VTT? Or simply give the players a map and let them figure it out for themselves?
Each approach creates its own challenges. How precise does the DM need to be? How much information should the players get? What happens when the players' map doesn't match the DM's? And when one player becomes the designated mapper, how do we get the rest of the table engaged during exploration?
We'll talk about the practical techniques, tools, and table practices for communicating dungeon layouts, and how those choices affect the experience of the whole group.
Get Paul's code for fogmap projector play here- Paul and Dan chat about the history of poison mechanics in D&D. Is the classic save-or-die a realistic model, or does it make for lousy gaming? Should we distinguish between ingestible poisons versus animal venoms? Should your PCs have access to poisons, or should they be gatekept by alignment or class categories? We'll figure out the best way to handle them!
D&D Campaign Notes | Keeping Track of Long-Running Campaigns | Wandering DMs S8 E28
14/09/2026 | 1 h 1 minDan and Paul dive into the practical problem of keeping notes and records for long-running D&D campaigns.
Paul is gearing up to run a new campaign in the same world and setting he's been developing since 2010, which means digging back through nearly 15 years of old campaign notes, player-generated play reports, maps, and other records. What information is actually useful when you return to a setting years later? And what should we be recording now so that the next version of the campaign has a useful history to draw on?
We'll talk about the process as well as the technology: note-taking systems, three ring binders, wikis and databases, actual play reports, experiments we've tried over the years, what worked, what didn't, and what we've learned about maintaining a campaign's collective memory.
If you're running a campaign that's been going for years - or hoping to make one that lasts that long - this is a look at how to keep its history from disappearing into a pile of forgotten notes.
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À propos de Wandering DMs
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.
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