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Dan and Paul dive into one of the trickiest questions in D&D adventure design: how many magic items should player characters actually have? Looking at classic tournament modules, treasure tables, and real-world convention play, we break down expectations across different level ranges.
Whether you are building pre-generated characters for a con game or trying to balance rewards in your home campaign, we explore how magic item distribution affects challenge, player agency, and overall fun. Are most characters over-equipped? Underpowered? What does the math say - and when should you ignore it?
Join us live as we compare old-school assumptions with modern design and take your questions from chat.
Dan and Paul review the Scarlet Stockade of the Bear Druid, the dungeon they designed live with fans at GaryCon during Dungeon Design Dash #7!
After building the adventure in front of a live audience, both Dan and Paul ran the dungeon for different groups at the convention - with very different results. What worked at the table? What broke? And what final changes are needed before publication?
Join us as we compare playtest experiences, analyze the strengths and weaknesses of the design, and talk through how we refine a crowd-created dungeon into a polished module.
The finished adventure will be released on DriveThruRPG and shared free with our patrons alongside all our Dungeon Design Dashes.
Paul & Dan chat about their amazing experiences at Gary Con XVIII! From playing games with some of their personal heroes, to running a bunch of tournaments, designs sessions, and playtests, to fascinating seminars with the elite of D&D gaming history, we'll share of our favorite moments from this year's premiere convention for classic D&D gaming.
Paul & Dan grapple with the biggest of all monsters in original D&D: Purple Worms and Sea Monsters! Why were these beefy guys picked as the apex predators of D&D? What are some alternative ways they could be represented or used in your Dungeons & Dragons games? And what's the best response when you find yourself swallowed up Noah-style?
Dan and Paul discuss techniques for running tabletop RPG adventures that span large outdoor regions and long journeys. From classic hex crawls and wilderness exploration to point crawls and node-based travel, outdoor campaigns present unique challenges for pacing, mapping, and meaningful player choice across wide geographic areas.
How do different RPG traditions handle wilderness adventure? Why did early D&D split dungeon and wilderness play between the Basic and Expert sets? Join us as we explore frameworks for large-scale adventure design, including hex-based exploration, point-crawl structures, and hybrids that combine open wilderness with structured travel routes, plus practical techniques for keeping long overland journeys engaging at the table.
Paul and Dan pull out and analyze Dave Megarry's famous Dungeon! boardgame, developed at the same time as D&D, published in 1975. How much were the games similar, and were do the differ? What changed in the half-dozen iterations over the years? And does the stripped-down dungeon-crawling game still stand up today?
Dan and Paul tackle a deceptively common table problem: the potato player - someone who shows up, sits quietly, and never quite engages. Coined as shorthand for disengaged play, “potatoing” can look the same from the outside but come from very different places on the inside.
In this episode, we break down the difference between intentional potatoes and accidental ones, passive watchers vs bored or overwhelmed players, and why silence at the table is not always disinterest. We offer practical advice for players who want to participate more confidently, as well as concrete tools for DMs to invite engagement without putting anyone on the spot. Whether you fear becoming a potato yourself or want to help your players stay involved, this episode is about agency, table expectations, and how to help everyone show up to the game.
Paul and Dan chat about the history of Rangers in D&D. Inspired directly by Tolkien, they're one of D&D's earliest and most appealing sub-classes! With abilities to surprise, track, cut down giants, and even cast spells, they're not your normal fighter. How has their appearance evolved over the years? Does their presentation really fit the intended purpose? And how do presentations in other game systems fare?
Dan and Paul revisit one of Wandering DMs’ earliest topics - puzzles in tabletop RPGs - this time with special guest Chris M, aka Directsun. Back in Season 1, we wrestled with why puzzles so often fall flat at the table, becoming roadblocks, immersion breakers, or exercises in frustration. In this episode, we return to that question with Chris, the designer behind The Seer’s Sanctum and Aberrant Reflections, two widely praised puzzle dungeons that treat puzzles not as isolated tricks, but as interconnected systems that teach players how the dungeon works.
We discuss how puzzle design differs from riddles, why failure states matter, how to avoid "guess the GM" moments, and what tabletop designers can learn from escape rooms and video games without losing the soul of TTRPG play. We also look ahead to Chris’s upcoming project, A Familiar Tower, an escape-room-style puzzle dungeon crowdfunding during Zine Month 2026.
Dan & Paul chat about the classic 1980's sci-fi RPG, Star Frontiers, from the makers of D&D. We're still running it today for younger players and having a great time. What are the great things about it that still work, and what places have we found for improvements to change with the times? It's a high-frontier, shoot-em-up, percentile-rolling blast from the past!
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