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Paul & Dan dig into the buried fossils of original D&D -- like the hidden encounter table for Ice Age adventures in the original boxed set. Where else can you get to use Cave Bears, Woolly Mammoths, and Saber-Toothed Tigers in your fantasy RPG? Pour a cup of hot cocoa and bundle up for this one.
In the Late Pleistocene, both marine and continental faunas were essentially modern but with many more large land mammals such as Mammoths, Mastodons, Diprotodons, Smilodons, tigers, lions, Aurochs, short-faced bears, giant sloths, species within Gigantopithecus and others. Isolated landmasses such as Australia, Madagascar, New Zealand and islands in the Pacific saw the evolution of large birds and even reptiles such as the Elephant bird, moa, Haast's eagle, Quinkana, Megalania and Meiolania.
The severe climatic changes during the Ice Age had major impacts on the fauna and flora. With each advance of the ice, large areas of the continents became depopulated, and plants and animals retreating southwards in front of the advancing glacier faced tremendous stress. The most severe stress resulted from drastic climatic changes, reduced living space, and curtailed food supply. A major extinction event of large mammals (megafauna), which included mammoths, mastodons, saber-toothed cats, glyptodons, the woolly rhinoceros, various giraffids, such as the Sivatherium; ground sloths, Irish elk, cave lions, cave bears, Gomphotheres, American lions, dire wolves, and short-faced bears, began late in the Pleistocene and continued into the Holocene. Neanderthals also became extinct during this period. At the end of the last ice age, cold-blooded animals, smaller mammals like wood mice, migratory birds, and swifter animals like whitetail deer had replaced the megafauna and migrated north. Late Pleistocene bighorn sheep were more slender and had longer legs than their descendants today. Scientists believe that the change in predator fauna after the late Pleistocene extinctions resulted in a change of body shape as the species adapted for increased power rather than speed.
This description uses material from the Wikipedia article "Pleistocene", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Cover image by Mauricio Antón from an article by Caitlin Sedwick (1 April 2008): "What Killed the Woolly Mammoth?". PLoS Biology 6 (4): e99. DOI:10.1371/journal.pbio.0060099 2008 Public Library of Science. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Dan & Paul take a look back at published adventures for D&D in the 70's -- at the time, a revolutionary and controversial idea! And also take a look back at the pioneering contributions of Jennell Jaquays (creator of Dark Tower, Caverns of Thracia, and many more), and our other favorite early adventures.
The first published Dungeons & Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons & Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog for the D&D Expert set rules (TSR, 1986).
The first stand-alone Dungeons & Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".
Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons & Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth (TSR, 1982).
Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of the Hill Giant Chief, used as a tournament module for Origins '78. Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons & Dragons module actually produced and published by TSR. TSR Hobbies published a series of six adventures in 1978 that had been used previously only in tournaments. The company initiated its practice of assigning a code to each module published at the time, assigning the "G1" code to Steading of the Hill Giant Chief. TSR's practice of coding modules into various series would continue into the 1990s.
This description uses material from the Wikipedia article "Adventure (Dungeons & Dragons)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul & Dan kick of season 6 with an examination of the physical shape of RPG books. How does the choice of number of books, size, binding, and layout impact the overall design of the game? How did the three book format of D&D come to be, and why is it the one design aspect that has persisted throughout every edition?
The layout and binding of a role-playing game are integral aspects that significantly influence its overall design and user experience. A well-thought-out layout enhances readability, guiding players through rules, character creation, and gameplay mechanics seamlessly. Consistent and intuitive page organization can reduce the learning curve for players and game masters alike, fostering a more enjoyable and accessible experience. Additionally, the visual presentation in the layout plays a vital role in setting the tone and atmosphere of the game, contributing to the immersion of players in the fantasy world.
The choice of binding determines how well the book holds up to frequent use and reference. Regardless of whether a book is bound with a hardcover or bound with a paperback cover, the binding of the signatures determines the durability of the book-as-artefact. The binding affects how the book lays open on the table, impacting the practicality of referencing rules while playing. The spine of the book is an important aspect in book design, especially in cover design. When the books are stacked up or stored in a shelf, what is on the spine is the only visible information about the book. In a bookstore, the details on the spine are what initially attract attention.
The combination of thoughtful layout and appropriate binding in an RPG not only enhances the visual appeal but also contributes significantly to the overall functionality and usability of the game system.
This description uses material from the Wikipedia article "Bookbinding", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul & Dan look back at the year in old-school D&D for 2023. And moreover, the first 5 years on Wandering DMs! What were your favorite encounters of the year? And what can we expect in the future?
The Wandering DMs YouTube channel has been a hub for tabletop gaming enthusiasts, offering a diverse range of content related to dungeon mastering, role-playing games (RPGs), and tabletop gaming culture. Over the past few years, the channel has gained recognition for its unique approach and commitment to fostering a supportive community.
One of the standout features of the Wandering DMs channel is its rich variety of content. From in-depth discussions on Dungeon Mastering techniques to insightful analyses of popular RPGs, the channel caters to both seasoned dungeon masters and newcomers to the world of tabletop gaming. Special series, such as The Big Bad, have become staples for fans seeking engaging content.
One of the channel's strengths lies in its ability to foster a sense of community among its viewers. Regular live streams, Q&A sessions, and active participation in online forums allow fans to engage directly with the hosts and fellow viewers. The Wandering DMs community has become a valuable resource for exchanging ideas, tips, and experiences in the world of tabletop gaming.
Donate to Jennell Jaquays' medical GoFundMe here
In this episode of Wandering DMs, Dan and Paul discuss the role of mentorship in teaching D&D. How did the role of mentors help the spread of D&D in the early days? How has that changed over the years? And how does the game present itself to new players who aren't furtunate enough to have this kind of personal introduction?
The word mentor was inspired by the character Mentor in Homer's Odyssey. Although the Mentor in the story is portrayed as a somewhat ineffective old man, the goddess Athena assumes his appearance to guide young Telemachus in his time of difficulty.
A meta-analysis of 112 individual research studies found mentoring has significant behavioral, attitudinal, health-related, relational, motivational, and career benefits. For a learner, these benefits depend on the different functions being performed by the mentor. Originally, the concept of mentoring functions developed from qualitative research in an organizational context with functions that belong under two major factors: psychosocial support (e.g. role modeling, friendship, emotional support, encouragement) and career-related support (e.g. providing advice, discussing goals). An early quantitative approach found role modeling to be a distinct third factor. In mentoring for college success, a fourth function concerning knowledge transfer was additionally identified, which was also discovered in the context of mentoring creativity.
This description uses material from the Wikipedia article "Mentorship", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan & Paul reflect on the history of rules for flying in D&D. How easy and powerful should it be to achieve? Does it make castles and climbing skills useless? Is the standard spell sufficient, or should your PCs seek out flying mounts -- and what rules provide a market for that?
From the earliest days, humans have dreamed of flying and have attempted to achieve it. Greek and Roman mythology have examples of gods who were gifted with flight. Daedalus and Icarus flew through the air, and Icarus died when he flew too close to the sun. Religions relate stories of chariots that fly through the air and winged angels that join humans in the heavens. Flying creatures that were half human and half beast appear in legends. Birds and fantastic winged creatures pulled boats and other vehicles through the air. The ancient Chinese invented spinning toys that were the earliest helicopters and their designs may have influenced Leonardo da Vinci, one of the world's greatest inventors, artists, and visionaries.
Chinese records describe human attempts to sail through the air by attaching themselves to kites-one of the most significant inventions leading to flight which, with its inclined wing, evolved into the airfoil. Da Vinci discovered and analyzed several of the basic principles of aerodynamics and physics and designed machines (but, in most cases, did not fly them) that applied these principles. He wrote prolifically, and it was only because his written works were lost for centuries that his influence on other inventors was not greater than it was. His writings included hundred of sketches that illustrated his observations of flight in nature and the inventions he designed. He wrote and drew on key problems of aeronautics, including action and reaction; the structure of wings, carrying surfaces, and landing gear; and even devices for directional control.
This description uses material from the U.S. National Park Service article "Idea of Flight".
Paul and Dan reflect on Dan's epic saga playing through the AD&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 & Dragons module that was based on the "Gold Box" role-playing video game Pool of Radiance, published in 1988 by Strategic Simulations, Inc. (SSI). Mike Breault stated that TSR chose him, Winter, Cook, and Ward to work on the design and writing for Pool of Radiance, indicating that the material was originally created for the game. However, according to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. The plot loosely tracks that of the computer game.
Ruins of Adventure contains four short Forgotten Realms adventure scenarios which are connected and adapted from the Pool of Radiance computer game, and take place in the devastated town of Phlan. The adventurers are hired to remove evil forces from Phlan, presumably by killing them. They hear rumor of a Boss controlling them and seek him out. This Boss proves to be a worthy adversary, but in the end the adventurers defeat him.
Ruins of Adventure was written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault, with a cover by Clyde Caldwell, and was published by TSR in 1988 as a 96-page book.
This description uses material from the Wikipedia article "Ruins of Adventure", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan and Paul discuss money in D&D, and how they've both independently arrived at the need for a silver standard. From measuring encumbrance in coins to stocking dungeons with treasure, to how to drain the players of their inflated wealth, the Wandering DMs will cover everything numismatic in your D&D game.
Many cultures around the world eventually developed the use of commodity money. The Mesopotamian shekel was a unit of weight, and relied on the mass of something like 160 grains of barley. The first usage of the term came from Mesopotamia circa 3000 BC. Societies in the Americas, Asia, Africa and Australia used shell money—often, the shells of the cowry (Cypraea moneta L. or C. annulus L.). According to Herodotus, the Lydians were the first people to introduce the use of gold and silver coins. It is thought by modern scholars that these first stamped coins were minted around 650 to 600 BC.
In most major economies using coinage, copper, silver, and gold formed three tiers of coins. Gold coins were used for large purchases, payment of the military, and backing of state activities. Silver coins were used for midsized transactions, and as a unit of account for taxes, dues, contracts, and fealty, while copper coins represented the coinage of common transaction. This system had been used in ancient India since the time of the Mahajanapadas. In Europe, this system worked through the medieval period because there was virtually no new gold, silver, or copper introduced through mining or conquest. Thus the overall ratios of the three coinages remained roughly equivalent.
Read Dan's blog comparing original D&D to historical prices
This description uses material from the Wikipedia article "Money", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul & Dan discuss Werewolf and Mafia-style games -- party-style games with secret roles assigned, including a hidden evil faction, and a group of mostly-innocent civilians trying to survive and uncover the adversaries. What different variants of this game work the best? What psychological lessons can we take away? And what elements can be worked into your D&D and other role-playing games?
Mafia, also known as Werewolf, is a Russian social deduction game created by Dimitry Davidoff in 1986. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: first, a night-phase, during which those with night-killing-powers may covertly kill other players, and second, a day-phase, in which all surviving players debate and vote to eliminate a suspect. The game continues until a faction achieves its win-condition; for the village, this usually means eliminating the evil minority, while for the minority, this usually means reaching numerical parity with the village and eliminating any rival evil groups.
Andrew Plotkin gave the rules a werewolf theme in 1997, arguing that the mafia had less cultural resonance, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime. Mafia and a variant called Thing have been played at science fiction writers' workshops since 1998, and have become an integral part of the annual Clarion and Viable Paradise workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and South By Southwest. In 1998 the Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role-playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach reading body language and nonverbal signals. In September 1998 Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed. The werewolf theme was also incorporated in the French adaption of Mafia, The Werewolves of Millers Hollow.
Mafia is one of the 50 most historically and culturally significant tabletop games since 1800 according to about.com.
This description uses material from the Wikipedia article "Mafia (party game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan hosts a watch party for the Fearful Ends actual play, as we roll into Halloween and the last few days of the Fearful Ends Kickstarter. Join us and watch along with Dan for the first time!
Fearful Ends is a rules-light, story-centric roleplaying system for horror themed games. It features nihilistic stories about characters discovering impossible horrors. It aims to allow players to roleplay characters that experience mental or emotional collapse in a safe play environment that neither stigmatizes nor sensationalizes mental illness.
Giving each player at a full table a satisfying story arc for their character can be a difficult task for the GM to monitor, especially with a full table of players. Putting this power into the player's hand distributes the load and ensures each individual character will meet a satisfying, though likely unpleasant end. One player may even find a way to maintain their grip on reality and make it through the game unscathed, though it will
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