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Dan and Paul, the Wandering DMs, are joined by Kelsey Dionne, creator of the award-winning Shadowdark RPG.
Shadowdark has become one of the most talked-about fantasy RPGs in recent years, winning over both old-school gamers and players coming from modern editions of D&D. How did the game come to be? What were the guiding design principles behind it? And how does Shadowdark blend the fast-paced, high-stakes feel of the OSR with the accessibility and familiarity that modern D&D players expect?
Join us as we talk with Kelsey about the origins of Shadowdark, its design philosophy, and why the game has resonated with so many tables.
Find out more official Shadowdark info at Kelsey's site, The Arcane Library
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Dan and Paul discuss the many ways they've brought tactical combat to life at the tabletop over decades of running Dungeons & Dragons and other RPGs. From classic wet-erase mats and gaming paper to elaborate 3D terrain, projector systems, and modern digital battle mats, every solution comes with its own strengths, weaknesses, and surprises.
What makes a battle mat worth using? When is detailed terrain worth the setup time? Are digital displays finally practical for in-person games? How much tactical detail do you really need to run exciting encounters? We'll compare the tools we've used over the years, share lessons learned, and talk about what works best for different styles of play.
Dan and Paul discuss diseases in D&D and other fantasy roleplaying games. From the surprisingly extensive disease rules found in the earliest editions of D&D to the colorful afflictions found in Warhammer Fantasy Roleplay, how have RPGs handled sickness over the years?
Does disease create interesting gameplay, meaningful worldbuilding, or just another hazard for adventurers to avoid? Join us live as we explore diseases, plagues, contagions, and other afflictions in tabletop roleplaying games.
Paul & Dan are joined by Matt Finch of Mythmere Games to chat about the competing motivations when using legendary references from the real world in your fantasy campaign world. How much do we want players to feel a deep-seated sense of recognition from our shared languages and legends? But, how much can we disentangle those mythological elements from the real-world people and places that spawned them? Plus, a peek at Matt's new upcoming releases for his World of Jordoba fantasy setting!
Dan and Paul discuss the role of physical size in D&D. From adventures set in giant-sized environments to scenarios where player characters are magically shrunk, changing scale can completely alter how players experience the game world.
How have classic D&D adventures used size as a central theme? What happens when spells and magic items like Enlarge or Potions of Diminution change a character's physical presence? How do small ancestries such as halflings and dwarves affect our perception of the fantasy world? And what makes creatures like pixies, giants, and other extreme-sized monsters so memorable at the table?
We'll also tackle one of the trickiest challenges for Dungeon Masters: communicating size and scale in a shared imaginary space. How can DMs help players truly appreciate the difference between tiny and colossal creatures, vast environments, and impossible proportions? What techniques make scale feel meaningful instead of just another number on a character sheet?
Paul and Dan review the 3rd supplement to Original D&D from May 1976: Eldritch Wizardry! An exotic mix of new and challenging ideas for Dungeons & Dragons from a variety of creators, shaped by editor Tim Kask. Introducing options for Psionics, Demons, Artifacts, and Druids as a playable class. Plus a super-detailed segment-breakdown approach to movement and combat. How much of it stood the test of time, how much do we use, and what approaches would we take to the same problems at the time?
Dan and Paul dive into the D&D adventures they would happily run again and again. From classic tournament modules to sprawling campaign epics, what adventures stand the test of time? Which modules keep surprising players, reveal new depths on repeat play, and remain endlessly rewarding for Dungeon Masters?
Join us as we discuss the adventures we'd revisit forever, what makes a module replayable, and the design qualities that turn a good scenario into a timeless classic.
Paul and Dan review all the different editions of the D&D XP advancement tables for player characters, and assess which was best. Is it better to have tables customized for each class, or one universal table for all? Should there be an easy-to-recall formula behind them, or careful customization at each level step? Which classes outstrip the others? And were XP points ever really a good idea in the first place?
Dan and Paul dig into the many ways the humble d6 powers classic Dungeons & Dragons. From opening doors and hearing noises to wandering monsters, surprise, morale, and reaction rolls, early D&D is full of small bespoke mechanics built around simple dice checks. Why are some rolls 1d6 while others are 2d6? When do ability modifiers apply - and when don't they? Are these disconnected systems part of old-school D&D's charm, or would the game benefit from a more unified mechanic?
Along the way, we'll explore how these rules evolved across OD&D and early editions, how house rules try to smooth the edges, and whether modern ability check systems lose something by standardizing everything. Join Dan and Paul live as they wander through one of the strangest and most foundational design spaces in classic RPGs.
Dan and Paul review how their live dungeon design dash turned out at Rising Phoenix Game Con, and how the resulting adventures played at the table. Both ran Pleasure Palace of the Pirate Prince, created live during a Friday night panel and inspired by RPGCon's dress-like-a-pirate day. What worked, what surprised us, and what we'd change next time?
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