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Paul and Dan chat with Luke Gygax on the 50th anniversary of D&D and his new old-school mega-adventure, Wrath of the Sea Lich! Wrath of the Sea Lich is a reimagining of his hit series, "Oculus of Senrahbah" originally created for 5e. Luke and Matt enlisted the help of notable designer Sersa Victory to reengineer the scenario for the critically acclaimed Shadowdark system. Together, they have remastered the entire series, the encounters are rebalanced, and the entire work is reformatted to fit the Old School aesthetic of Shadowdark.
n "Wrath of the Sea Lich", the party sets out to recover the Eye of Chentoufi, an ancient artifact sought by a local treasure hunter. Unknown to all, the artifact is sought by the ancient Ydrissid lich, Ireshkigal, who has been dormant for thousands of years in her watery fortress. As the characters venture across the city, they eventually find their way to a submerged ruins and encounter remnants of a forgotten age. As they begin to understand the implications of Ireshkigal’s return, the sense of urgency to find the artifact mounts. The lich’s revival could bring serious consequences to the world, and the party must decide whether to use the power of the Oculus or find a way to destroy it.
Shadowdark RPG is a modern fantasy role-playing game that seamlessly blends classic tabletop RPG elements with innovative mechanics, creating a new experience for players who have grown up with modern role-playing games. Designed to evoke the nostalgia of early dungeon crawlers while introducing streamlined gameplay, Shadowdark encourages exploration, tactical combat, and rich storytelling. Its flexible system accommodates various play styles, making it accessible for both newcomers and experienced adventurers. The game emphasizes fast-paced action, player agency, and a dark atmosphere that challenges players throughout each game session. It won the 2024 Three Castles Award for best game design, as well as four gold ENNIEs: Product of the Year, Best Game, Best Rules, and Best Layout & Design.
Dan and Paul, the Wandering DMs, discuss the right number of players for D&D and other TTRPGs. How many is too many? How few is too few? What factors play into choosing the right range of party size for your adventure design?
Team size and team composition affect team processes and team outcomes. The optimal size (and composition) of teams is debated and will vary depending on the task at hand. At least one study of problem-solving in groups showed an optimal size of groups at four members. Other works estimate the optimal size between 5–12 members or a number of members that can consume two pizzas.
Writers such as Belbin (1981, 1993), Woodcock (1989), Margerison and McCann (1990), Davis et al. (1992), Parker (1990), and Spencer and Pruss (1992) focused on team roles and how these affected team performance. These studies suggested that team performance was a function of the number and type of roles team members played. The number of roles for optimal performance varied from 15 (Davis et al., 1992) to four (Parker, 1990). This variation has been attributed to how roles were defined.
Regarding composition, all teams will have an element of homogeneity and heterogeneity. The more homogeneous the group, the more cohesive it will be. The more heterogeneous the group, the greater the differences in perspective and increased potential for creativity, but also the greater potential for conflict.
This description uses material from the Wikipedia article "Team", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul and Dan do a deep dive on the state of travel encounters in classic D&D and other games. Should they be based on random wandering tables, or fine-tuned by the DM for the given adventure session? Is the goal to simulate a living world, or to challenge the PCs at the table? Should the DM know in advance what will happen, or share in the surprise?
Travel in the Middle Ages offered hardships and challenges, though it was important to the economy and to society. The wholesale sector depended (for example) on merchants dealing with/through caravans or sea-voyagers, end-user retailing often demanded the services of many itinerant peddlers wandering from village to hamlet, gyrovagues (wandering monks) and wandering friars brought theology and pastoral support to neglected areas, traveling minstrels toured, and armies ranged far and wide in various crusades and in sundry other wars. Pilgrimages were common in both the European and Islamic world and involved streams of travelers both locally and internationally.
In the late 16th century, it became fashionable for young European aristocrats and wealthy upper-class men to travel to significant European cities as part of their education in the arts and literature. This was known as the Grand Tour, and included cities such as London, Paris, Venice, Florence, and Rome. However, the French Revolution brought with it the end of the Grand Tour.
This description uses material from the Wikipedia article "Travel", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan and Paul are joined by special guest Adam "Rutskarn" DeCamp, author of the blog Chocolate Hammer. Rutskarn will share his experience running a highly political campaign using the original TSR Western RPG Boot Hill, first published in 1975. How can a game with zero rules for social interactions and a highly deadly combat system actually encourage play focused on politics, deception, and intrigue?
Boot Hill is a western-themed role-playing game designed by Brian Blume, Gary Gygax, and Don Kaye (although Kaye unexpectedly died before the game was published), and first published in 1975. Boot Hill was TSR's third role-playing game, appearing not long after Dungeons & Dragons (D&D) and Empire of the Petal Throne. Boot Hill focused on gunfighting rather than role-playing. The first edition and second editions were specifically marketed as a miniatures combat game, but even in the third edition, most of the rules concerned combat resolution, with relatively little information about settings and few rules for social interaction.
Combat could be short and deadly, with death often coming from the first gunshot. This lethality did not change over time since, unlike D&D characters, Boot Hill characters did not advance in levels to develop better defenses or advantages over non-player characters; they remained just as likely to die in their hundredth combat as they had been in their first. As a result, most characters had a very short life span, and players generally had little chance to identify with their player character over the long term, as they could with a player character in D&D.
This description uses material from the Wikipedia article "Boot Hill (role-playing game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan and Paul wrap up the most recent Wizards D&D Beyond fumble -- a decision to retract all the items, magic, and spells from the 2014 version of D&D 5th Edition, and replace all content globally with the 2024 revised D&D content (whether players wanted it or not!). After public outcry, WOTC flip-flopped on their decision, but was it a preventable mistake? How hard is it for a game company to make old & new customers both equally happy?
There are several incentives for a company to implement backward compatibility. Backward compatibility can be used to preserve older software that would have otherwise been lost when a manufacturer decides to stop supporting older hardware. Classic video games are a common example used when discussing the value of supporting older software. The cultural impact of video games is a large part of their continued success, and some believe ignoring backward compatibility would cause these titles to disappear. Backward compatibility also acts as a selling point for new hardware, as an existing player base can more affordably upgrade to subsequent generations of a console. This also helps to make up for lack of content at the launch of new systems, as users can pull from the previous console's library of games while developers transition to the new hardware. Moreover, studies in the mid-1990s found that even consumers who never play older games after purchasing a new system consider backward compatibility a highly desirable feature, valuing the mere ability to continue to play an existing collection of games even if they choose never to do so. Backward compatibility with the original PlayStation (PS) software discs and peripherals is considered to have been a key selling point for the PlayStation 2 (PS2) during its early months on the market.
The monetary costs of supporting old software is considered a large drawback to the usage of backward compatibility. The associated costs of backward compatibility are a larger bill of materials if hardware is required to support the legacy systems; increased complexity of the product that may lead to longer time to market, technological hindrances, and slowing innovation; and increased expectations from users in terms of compatibility. Because of this, several console manufacturers phased out backward compatibility toward the end of the console generation in order to reduce cost and briefly reinvigorate sales before the arrival of newer hardware.
Backward compatibility introduces the risk that developers will favor developing games that are compatible with both the old and new systems, since this gives them a larger base of potential buyers, resulting in a dearth of software which uses the advanced features of the new system.
This description uses material from the Wikipedia article "Backward compatibility", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul and Dan discuss creation of pre-generated characters for one-shot roleplaying games. From the fastest and easiest ways to quickly generate stats, to crafting unique back-stories that fit (or fight) with the plot. How does it differ between styles of game, and when, if ever, to let the players create their own characters for one-off and convention style games.
In both tabletop role playing games such as Dungeons & Dragons and role-playing video games such as Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is often of a certain (usually fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies.
Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions. Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step typically taken by the players (as opposed to the gamemaster) in preparation for a game.
This description uses material from the Wikipedia articles "Player Character" and "Character Creation", which are released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan & Paul scope out principles for statting out real people in D&D and other role-playing games. What do the standard ability scores really mean, anyway? How have they varied over editions of D&D across the years? And how can we compare and model real people in other games like Call of Cthulhu, Star Frontiers, and Fearful Ends?
Kinanthropometry is defined as the study of human size, shape, proportion, composition, maturation, and gross function, in order to understand growth, exercise, performance, and nutrition.
It is a scientific discipline that is concerned with the measurement of individuals in a variety of morphological perspectives, its application to movement and those factors which influence movement, including: components of body build, body measurements, proportions, composition, shape and maturation; motor abilities and cardiorespiratory capacities; physical activity including recreational activity as well as highly specialized sports performance. The predominant focus is upon obtaining detailed measurements upon the body composition of a given person.
Kinanthropometry is the interface between human anatomy and movement. It is the application of a series of measurements made on the body and from these we can use the data that we gather directly or perform calculations using the data to produce various indices and body composition predictions and to measure and describe physique.
Read Dan's article on D&D Intelligence and IQ
This description uses material from the Wikipedia article "Kinanthropometry", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan & Paul give a postmortem on running their fourth Dungeon Design Dash product, Creeping Doom of the Pumpkin King, in a co-DM fashion. It's their first DDD wilderness adventure, and surprises abound! What happens when the party pursues mostly social encounters with a dedicated Adversary DM? Can two DMs swap out musical-chairs NPCs without going crazy? Does D&D always revert back to its horror roots?
A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.
An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.
Watch the livestream creation of Creeping Doom of the Pumpkin King here
This description uses material from the Wikipedia articles "Playtest", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
In Part 1 Dan and Paul barely scratched the surface on the differences between Original D&D (1974) and Basic D&D (1981)! Due to popular demand they're back for more. Hopefully this time they'll escape the character creation section and get into combat, monsters, and spells, but who knows? There's the whole sweep attack issue to hammer out first.
The original Dungeons & Dragons (commonly abbreviated D&D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons & Dragons fantasy role-playing game. The original Dungeons & Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.
After the release of the AD&D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&D but instead further away from that ruleset, and thus the basic D&D game became a separate and distinct product line from AD&D. The former was promoted as a continuation of the tone of original D&D, while AD&D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.
This description uses material from the Wikipedia articles "Dungeons & Dragons (1974)" and "Dungeons & Dragons Basic Set", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Let's chat about two of our favorite editions of early D&D -- Original D&D (1974) and Basic D&D (1981)! Dan & Paul run most of D&D in similar ways, but their instincts sometimes differ in which of these traditions they're coming from. What changes were made by the brilliant Tom Moldvay in Basic D&D? Were they for the better, or worse? What should new players start with today for that classic D&D experience?
The original Dungeons & Dragons (commonly abbreviated D&D) boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons & Dragons fantasy role-playing game. The original Dungeons & Dragons boxed set was the first published role-playing game, a fantasy game system modeled on medieval Europe. This set introduced elements which would become standard in later editions, including abilities (such as strength, intelligence, and dexterity); character classes (fighting-man, magic-user, cleric) and character levels; races (human, dwarf, elf, halfling); armor class; monsters and treasure; underground dungeons consisting of halls, rooms, and doors protected by tricks and traps; and magic items, such as intelligent swords.
After the release of the AD&D game, the Basic Set saw a major revision in 1981 by editor Tom Moldvay. The game was not brought in line with AD&D but instead further away from that ruleset, and thus the basic D&D game became a separate and distinct product line from AD&D. The former was promoted as a continuation of the tone of original D&D, while AD&D was an advancement of the mechanics. The revised version of the set included a larger, sixty-four page rule book with a red border and a color cover by Erol Otus, the module B2 The Keep on the Borderlands, six polyhedral dice, and a marking crayon. The book came drilled with holes so that it could be used in a three-ringed binder, and the full set of off-white polyhedral dice came in a heat-sealed bag with a small wax crayon for coloring the numbers on the dice.
This description uses material from the Wikipedia articles "Dungeons & Dragons (1974)" and "Dungeons & Dragons Basic Set", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
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