<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="https://feeds.captivate.fm/style.xsl" type="text/xsl"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:podcast="https://podcastindex.org/namespace/1.0"><channel><atom:link href="https://feeds.captivate.fm/3-wise-dms/" rel="self" type="application/rss+xml"/><title><![CDATA[3 Wise DMs]]></title><podcast:guid>70f77f7f-d347-51c5-8358-7ef2dc680910</podcast:guid><lastBuildDate>Sun, 01 Mar 2026 14:00:37 +0000</lastBuildDate><generator>Captivate.fm</generator><language><![CDATA[en]]></language><copyright><![CDATA[Copyright 2026 The 3 Wise DMs]]></copyright><managingEditor>The 3 Wise DMs</managingEditor><itunes:summary><![CDATA[3 Wise DMs is a podcast for dungeon masters (for Dungeons & Dragons) and game masters (any other RPG) with problems. And when we say problems, we don’t mean the kind of things you find answers for in the gamebooks. Think of it as a gaming philosophy show with a strong emphasis on applied knowledge. We all want to be great DMs, so what do we do to try to get there?]]></itunes:summary><image><url>https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg</url><title>3 Wise DMs</title><link><![CDATA[https://3wisedms.com/]]></link></image><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><itunes:owner><itunes:name>The 3 Wise DMs</itunes:name></itunes:owner><itunes:author>The 3 Wise DMs</itunes:author><description>3 Wise DMs is a podcast for dungeon masters (for Dungeons &amp; Dragons) and game masters (any other RPG) with problems. And when we say problems, we don’t mean the kind of things you find answers for in the gamebooks. Think of it as a gaming philosophy show with a strong emphasis on applied knowledge. We all want to be great DMs, so what do we do to try to get there?</description><link>https://3wisedms.com/</link><atom:link href="https://pubsubhubbub.appspot.com" rel="hub"/><itunes:subtitle><![CDATA[An Advice Podcast for Dungeon Masters With Problems]]></itunes:subtitle><itunes:explicit>true</itunes:explicit><itunes:type>episodic</itunes:type><itunes:category text="Leisure"><itunes:category text="Games"/></itunes:category><itunes:category text="Leisure"><itunes:category text="Hobbies"/></itunes:category><itunes:category text="Education"><itunes:category text="How To"/></itunes:category><podcast:locked>no</podcast:locked><podcast:medium>podcast</podcast:medium><item><title>Elevate Your TTRPG: Discover New Dimensions of Magic!</title><itunes:title>Elevate Your TTRPG: Discover New Dimensions of Magic!</itunes:title><description><![CDATA[<p>One of the easiest ways to make your campaign and your setting feel real, immersive, and unique is by taking away the certitude that magic is always going to act the same way. This mysterious, world-altering energy should not ever be completely understood by your characters, as the discovery of it is a big part of the fun.</p><p>In this episode, Tony, Chris, and Dave sit down to respond to a listener question about their homebrewed idea of making magic work differently in different areas of their world. They ask how we might approach it in <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our ever-growing, crowdsourced Boomtown campaign setting. </a></p><p>1:35 Our listener question from The OMG Father, Wyman!</p><p>3:15 Simple ways to approach making magic change, altering Difficulty Classes and Damage output.</p><p><br></p><p>4:15 DM Chris harkens back to the Green Lantern Corps and leans into our use of Components as trackable resources.</p><p><br></p><p>6:05 How DM Dave altered magic in the world in our recent <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance campaign.</a></p><p><br></p><p>8:05 Making the zones of magic random, and DM Chris’ concern of specifically targeting arcane casters.</p><p><br></p><p>10:25 Motivating players to adventure by seeking tech.</p><p><br></p><p>12:12 Employing more narratively focused elements by having the player and DM work together to create something new.</p><p><br></p><p>16:45 Leaning into the resource management for spellcasting.</p><p><br></p><p>21:45 Allowing the tech to be utilized by any character. A Gunslinger with a Staff of Healing? Why not?</p><p><br></p><p>25:25 Good stories come from the characters having to struggle. Always beating the monsters is fun in a one-shot, but makes for a really boring campaign.</p><p><br></p><p>26:35 DM Tony asks what the tech looks like in Boomtown?</p><p><br></p><p>31:10 Charging up mundane tech… the Battery of the planet Oa and bringing in a usable Craft Item skill.</p><p><br></p><p>35:50 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>One of the easiest ways to make your campaign and your setting feel real, immersive, and unique is by taking away the certitude that magic is always going to act the same way. This mysterious, world-altering energy should not ever be completely understood by your characters, as the discovery of it is a big part of the fun.</p><p>In this episode, Tony, Chris, and Dave sit down to respond to a listener question about their homebrewed idea of making magic work differently in different areas of their world. They ask how we might approach it in <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our ever-growing, crowdsourced Boomtown campaign setting. </a></p><p>1:35 Our listener question from The OMG Father, Wyman!</p><p>3:15 Simple ways to approach making magic change, altering Difficulty Classes and Damage output.</p><p><br></p><p>4:15 DM Chris harkens back to the Green Lantern Corps and leans into our use of Components as trackable resources.</p><p><br></p><p>6:05 How DM Dave altered magic in the world in our recent <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance campaign.</a></p><p><br></p><p>8:05 Making the zones of magic random, and DM Chris’ concern of specifically targeting arcane casters.</p><p><br></p><p>10:25 Motivating players to adventure by seeking tech.</p><p><br></p><p>12:12 Employing more narratively focused elements by having the player and DM work together to create something new.</p><p><br></p><p>16:45 Leaning into the resource management for spellcasting.</p><p><br></p><p>21:45 Allowing the tech to be utilized by any character. A Gunslinger with a Staff of Healing? Why not?</p><p><br></p><p>25:25 Good stories come from the characters having to struggle. Always beating the monsters is fun in a one-shot, but makes for a really boring campaign.</p><p><br></p><p>26:35 DM Tony asks what the tech looks like in Boomtown?</p><p><br></p><p>31:10 Charging up mundane tech… the Battery of the planet Oa and bringing in a usable Craft Item skill.</p><p><br></p><p>35:50 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/elevate-your-ttrpg-discover-new-dimensions-of-magic]]></link><guid isPermaLink="false">38c633dd-3052-4a31-8ac0-a5b198eb62c4</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Mar 2026 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/38c633dd-3052-4a31-8ac0-a5b198eb62c4.mp3" length="21254593" type="audio/mpeg"/><itunes:duration>44:17</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>183</itunes:episode><podcast:episode>183</podcast:episode></item><item><title>The Magic Man – Building a D&amp;D 5e Wizard in Boomtown</title><itunes:title>The Magic Man – Building a D&amp;D 5e Wizard in Boomtown</itunes:title><description><![CDATA[<p>We continue to build upon <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">Boomtown - our real-time worldbuilding experiment </a>- armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game,</a> we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss the class that is most effected by the inciting incident of Boomtown – namely, that arcane magic is derived from ancient technology being recovered in the Wastes. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:50 Naming our western Wizard.</p><p><br></p><p>5:55 Do we rename the Wizard class like we changed Clerics to Prophets?</p><p><br></p><p>7:55 We continue to nail down the idea that all classes receive Unarmored Defense.</p><p><br></p><p>13:30 The idea behind low hit points for Wizards.</p><p><br></p><p>16:05 Our customized Saving Throws.</p><p><br></p><p>17:20 The all-important stat rolls.</p><p><br></p><p>20:30 The changes to our Skill list.</p><p><br></p><p>23:00 What do we mean when the technology is “warping”</p><p>people?</p><p><br></p><p>25:00 The Component Pouch.</p><p><br></p><p>30:45 One last Frontier Pack and his starting equipment.</p><p><br></p><p>33:45 We delve into how spellcasting works and some changes to make the Wizard preparing spells.</p><p><br></p><p>45:30 Do Schools of Magic make sense in Boomtown? The idea of Wizards taking a Technology Path.</p><p><br></p><p>53:15 Our 3rd Level Engineer!</p><p><br></p><p>54:05 Final Thoughts.</p><p><br></p><p><br></p>]]></description><content:encoded><![CDATA[<p>We continue to build upon <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">Boomtown - our real-time worldbuilding experiment </a>- armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game,</a> we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss the class that is most effected by the inciting incident of Boomtown – namely, that arcane magic is derived from ancient technology being recovered in the Wastes. We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:50 Naming our western Wizard.</p><p><br></p><p>5:55 Do we rename the Wizard class like we changed Clerics to Prophets?</p><p><br></p><p>7:55 We continue to nail down the idea that all classes receive Unarmored Defense.</p><p><br></p><p>13:30 The idea behind low hit points for Wizards.</p><p><br></p><p>16:05 Our customized Saving Throws.</p><p><br></p><p>17:20 The all-important stat rolls.</p><p><br></p><p>20:30 The changes to our Skill list.</p><p><br></p><p>23:00 What do we mean when the technology is “warping”</p><p>people?</p><p><br></p><p>25:00 The Component Pouch.</p><p><br></p><p>30:45 One last Frontier Pack and his starting equipment.</p><p><br></p><p>33:45 We delve into how spellcasting works and some changes to make the Wizard preparing spells.</p><p><br></p><p>45:30 Do Schools of Magic make sense in Boomtown? The idea of Wizards taking a Technology Path.</p><p><br></p><p>53:15 Our 3rd Level Engineer!</p><p><br></p><p>54:05 Final Thoughts.</p><p><br></p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-magic-man-building-a-dd-5e-wizard-in-boomtown]]></link><guid isPermaLink="false">9da9c6d7-31c3-4316-a5bf-4d359cc6ad1b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 Feb 2026 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/9da9c6d7-31c3-4316-a5bf-4d359cc6ad1b.mp3" length="28335347" type="audio/mpeg"/><itunes:duration>59:02</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>182</itunes:episode><podcast:episode>182</podcast:episode></item><item><title>Prophets of Doom – Reworking the D&amp;D Cleric for Boomtown</title><itunes:title>Prophets of Doom – Reworking the D&amp;D Cleric for Boomtown</itunes:title><description><![CDATA[<p>We continue to build upon <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">Boomtown - our real-time worldbuilding experiment </a>- armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss Clerics in a world where all the magic that is known seems to be technologically-based. We take them from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>4:00 The Name! Always start with the name. Introducing Sister Mercy Cain.</p><p><br></p><p>5:30 Renaming the Cleric: The Prophet Class.</p><p><br></p><p>7:20 Rolling Mercy’s stats.</p><p><br></p><p>10:50 Customizing Saving Throws.</p><p><br></p><p>13:30 A short step back into Sneak Attack and finesse weapons in regards to Firearms.</p><p><br></p><p>16:50 No Plate Mail in the western setting - Unarmored Defense for all classes.</p><p><br></p><p>21:12 Skills and a discussion on a Preach skill instead of Religion.</p><p><br></p><p>28:00 Everyone gets a Frontier Pack! Building out equipment and weapons.</p><p><br></p><p>34:30 We begin to discuss spellcasting for the Prophet class – 3 separate ideas.</p><p><br></p><p>42:50 Leveling Sister Mercy to 2nd level and our discussion on Channel Divinity, Domains, and Deities.</p><p><br></p><p>53:00 Our 3rd Level Prophet!</p><p><br></p><p>53:30 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to build upon <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">Boomtown - our real-time worldbuilding experiment </a>- armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss Clerics in a world where all the magic that is known seems to be technologically-based. We take them from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>4:00 The Name! Always start with the name. Introducing Sister Mercy Cain.</p><p><br></p><p>5:30 Renaming the Cleric: The Prophet Class.</p><p><br></p><p>7:20 Rolling Mercy’s stats.</p><p><br></p><p>10:50 Customizing Saving Throws.</p><p><br></p><p>13:30 A short step back into Sneak Attack and finesse weapons in regards to Firearms.</p><p><br></p><p>16:50 No Plate Mail in the western setting - Unarmored Defense for all classes.</p><p><br></p><p>21:12 Skills and a discussion on a Preach skill instead of Religion.</p><p><br></p><p>28:00 Everyone gets a Frontier Pack! Building out equipment and weapons.</p><p><br></p><p>34:30 We begin to discuss spellcasting for the Prophet class – 3 separate ideas.</p><p><br></p><p>42:50 Leveling Sister Mercy to 2nd level and our discussion on Channel Divinity, Domains, and Deities.</p><p><br></p><p>53:00 Our 3rd Level Prophet!</p><p><br></p><p>53:30 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/prophets-of-doom-reworking-the-dd-cleric-for-boomtown]]></link><guid isPermaLink="false">7c4daa39-f2ee-4f0d-970a-b11b63c92ad5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Feb 2026 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/7c4daa39-f2ee-4f0d-970a-b11b63c92ad5.mp3" length="28013082" type="audio/mpeg"/><itunes:duration>58:22</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>181</itunes:episode><podcast:episode>181</podcast:episode></item><item><title>A Thief in the Night: Building a D&amp;D 5e Rogue in Boomtown</title><itunes:title>A Thief in the Night: Building a D&amp;D 5e Rogue in Boomtown</itunes:title><description><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss what a Rogue would look like in our Boomtown campaign setting.&nbsp; We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:03 What do we call the class? Rogue, Thief, Outlaw, Bandit?</p><p>3:55 Wait, what is this character’s name?</p><p><br></p><p>4:35 DM Tony comes up with an interesting change for Saving Throw proficiencies.</p><p><br></p><p>8:50 DM Chris comes through with John “Maverick” East!</p><p><br></p><p>9:45 John East’s stat roll out.</p><p><br></p><p>11:40 The idea of bringing in Unarmored Defense into the world for everyone.</p><p><br></p><p>14:30 What are his stats? A 6 in Wisdom?!?</p><p><br></p><p>20:25 We put our customizable Saving Throw proficiencies into play.</p><p><br></p><p>21:50 Maverick’s skills.</p><p><br></p><p>25:00 What equipment and weaponry does a Rogue start with in Boomtown?</p><p><br></p><p>26:00 DM Chris introduces the idea of the demolitions expert.</p><p><br></p><p>29:40 We begin discussing the Rogue Features as we level John East up.</p><p><br></p><p>33:25 The Rogue Superpower: Sneak Attack.</p><p><br></p><p>46:45 Rogue Archetypes.</p><p><br></p><p>50:51 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Having been playing through the <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss what a Rogue would look like in our Boomtown campaign setting.&nbsp; We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:03 What do we call the class? Rogue, Thief, Outlaw, Bandit?</p><p>3:55 Wait, what is this character’s name?</p><p><br></p><p>4:35 DM Tony comes up with an interesting change for Saving Throw proficiencies.</p><p><br></p><p>8:50 DM Chris comes through with John “Maverick” East!</p><p><br></p><p>9:45 John East’s stat roll out.</p><p><br></p><p>11:40 The idea of bringing in Unarmored Defense into the world for everyone.</p><p><br></p><p>14:30 What are his stats? A 6 in Wisdom?!?</p><p><br></p><p>20:25 We put our customizable Saving Throw proficiencies into play.</p><p><br></p><p>21:50 Maverick’s skills.</p><p><br></p><p>25:00 What equipment and weaponry does a Rogue start with in Boomtown?</p><p><br></p><p>26:00 DM Chris introduces the idea of the demolitions expert.</p><p><br></p><p>29:40 We begin discussing the Rogue Features as we level John East up.</p><p><br></p><p>33:25 The Rogue Superpower: Sneak Attack.</p><p><br></p><p>46:45 Rogue Archetypes.</p><p><br></p><p>50:51 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/a-thief-in-the-night-building-a-dd-5e-rogue-in-boomtown]]></link><guid isPermaLink="false">ff91647d-ba5c-472e-9518-96b642260f71</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Jan 2026 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/ff91647d-ba5c-472e-9518-96b642260f71.mp3" length="27818098" type="audio/mpeg"/><itunes:duration>57:57</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>180</itunes:episode><podcast:episode>180</podcast:episode></item><item><title>The Gunslinger: Building a D&amp;D Fighter in Boomtown</title><itunes:title>The Gunslinger: Building a D&amp;D Fighter in Boomtown</itunes:title><description><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Having been playing through <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">the Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to build the most classic D&amp;D class, the Fighter, in our Boomtown campaign setting.&nbsp; We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:28 1st level, first things first… what’s their name?</p><p><br></p><p>4:10 Rolling out Roland’s stats.</p><p><br></p><p>6:00 Saving Throws and Proficiencies.</p><p><br></p><p>8:20 Six-shooters and Leather Dusters… cowboys didn’t have full plate armor.</p><p><br></p><p>10:50 The Frontier Pack.</p><p><br></p><p>11:30 Assigning Roland’s attributes.</p><p><br></p><p>16:00 Two changes to the skills list in Boomtown.</p><p><br></p><p>26:45 Equipment and weapons.</p><p><br></p><p>29:45 Fighting Styles.</p><p><br></p><p>40:20 2nd Level… we add to Action Surge.</p><p><br></p><p>46:15 3rd Level… the Martial Archetypes of Boomtown.</p><p><br></p><p>54:10 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Having been playing through <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">the Lord<em> </em>of the Rings Roleplaying Game</a>, we’ve experienced firsthand how alterations to the classes available for players really helps to lend a unique and immersive quality to the campaign setting – setting it apart from all others.</p><p>In this episode, Tony, Chris, and Dave sit down to build the most classic D&amp;D class, the Fighter, in our Boomtown campaign setting.&nbsp; We take him from 1st to 3rd level and, along the way, discuss the changes that reflect our weird west setting. Make sure to Join the Conversation!</p><p>3:28 1st level, first things first… what’s their name?</p><p><br></p><p>4:10 Rolling out Roland’s stats.</p><p><br></p><p>6:00 Saving Throws and Proficiencies.</p><p><br></p><p>8:20 Six-shooters and Leather Dusters… cowboys didn’t have full plate armor.</p><p><br></p><p>10:50 The Frontier Pack.</p><p><br></p><p>11:30 Assigning Roland’s attributes.</p><p><br></p><p>16:00 Two changes to the skills list in Boomtown.</p><p><br></p><p>26:45 Equipment and weapons.</p><p><br></p><p>29:45 Fighting Styles.</p><p><br></p><p>40:20 2nd Level… we add to Action Surge.</p><p><br></p><p>46:15 3rd Level… the Martial Archetypes of Boomtown.</p><p><br></p><p>54:10 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-gunslinger-building-a-dd-fighter-in-boomtown]]></link><guid isPermaLink="false">ce94a08f-f731-439e-946e-da666cb84939</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Dec 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/ce94a08f-f731-439e-946e-da666cb84939.mp3" length="29306483" type="audio/mpeg"/><itunes:duration>01:01:03</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>179</itunes:episode><podcast:episode>179</podcast:episode></item><item><title>Crafting Your Unique Realm: Build the Best Factions in D&amp;D</title><itunes:title>Crafting Your Unique Realm: Build the Best Factions in D&amp;D</itunes:title><description><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment </a>armed with the comments of our listeners. </p><p>One of the best things you can build for your campaign to feel real and immersive is by creating factions. Groups and organizations that have their own motives and goals that are distinct from the players. This creates inciting incidents, backstory fodder, and moving parts that conflict with the characters and create impetus for adventure.</p><p>In this episode, Tony, Chris, and Dave finally begin discussing the biggest faction, and the inciting incident for the Boomtown setting, the shadowy conglomerate from the east coast of the world that is the driving force behind gathering the newly discovered ancient magical technology.&nbsp; Make sure to <a href="https://www.3wisedms.com" rel="noopener noreferrer" target="_blank">Join the Conversation!</a></p><p>4:05 We begin with some possible ways this conglomerate might be formed and their motives. </p><p>6:45 It’s important to create the floor for the overall campaign setting.</p><p><br></p><p>10:00 The concept of the theocracy of the “Divine State” begins to take shape.</p><p><br></p><p>12:35 The main fulcrum of your campaign setting. DM Dave posits the struggle between religion and faith.</p><p><br></p><p>17:50 The beginning of the idea of the conglomerate as a “Triumvirate”: Religion, Commerce, and Military.</p><p><br></p><p>21:24 The need for a break in time in history: The Cataclysm, The Calamity, The Doom of Valyria, etc.</p><p><br></p><p>23:50 The internal struggles of the Triumvirate create more adventure hooks.</p><p><br></p><p>25:10 Factions that develop because of opposition to the Triumvirate.</p><p><br></p><p>35:45 Answering who these other factions are changes the campaign setting: Technological Magic vs Inherent Magic and Power.</p><p><br></p><p>40:25 The Triumvirate is human-centric. Boomtowns are plural societies.</p><p><br></p><p>6:35 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment </a>armed with the comments of our listeners. </p><p>One of the best things you can build for your campaign to feel real and immersive is by creating factions. Groups and organizations that have their own motives and goals that are distinct from the players. This creates inciting incidents, backstory fodder, and moving parts that conflict with the characters and create impetus for adventure.</p><p>In this episode, Tony, Chris, and Dave finally begin discussing the biggest faction, and the inciting incident for the Boomtown setting, the shadowy conglomerate from the east coast of the world that is the driving force behind gathering the newly discovered ancient magical technology.&nbsp; Make sure to <a href="https://www.3wisedms.com" rel="noopener noreferrer" target="_blank">Join the Conversation!</a></p><p>4:05 We begin with some possible ways this conglomerate might be formed and their motives. </p><p>6:45 It’s important to create the floor for the overall campaign setting.</p><p><br></p><p>10:00 The concept of the theocracy of the “Divine State” begins to take shape.</p><p><br></p><p>12:35 The main fulcrum of your campaign setting. DM Dave posits the struggle between religion and faith.</p><p><br></p><p>17:50 The beginning of the idea of the conglomerate as a “Triumvirate”: Religion, Commerce, and Military.</p><p><br></p><p>21:24 The need for a break in time in history: The Cataclysm, The Calamity, The Doom of Valyria, etc.</p><p><br></p><p>23:50 The internal struggles of the Triumvirate create more adventure hooks.</p><p><br></p><p>25:10 Factions that develop because of opposition to the Triumvirate.</p><p><br></p><p>35:45 Answering who these other factions are changes the campaign setting: Technological Magic vs Inherent Magic and Power.</p><p><br></p><p>40:25 The Triumvirate is human-centric. Boomtowns are plural societies.</p><p><br></p><p>6:35 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/crafting-your-unique-realm-build-the-best-factions-in-dd]]></link><guid isPermaLink="false">2df0261c-1b74-40db-99e3-9c04460f395f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Dec 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/2df0261c-1b74-40db-99e3-9c04460f395f.mp3" length="23286713" type="audio/mpeg"/><itunes:duration>48:31</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>178</itunes:episode><podcast:episode>178</podcast:episode></item><item><title>Mystery Train – Making Magic Into Technology in D&amp;D 5e</title><itunes:title>Mystery Train – Making Magic Into Technology in D&amp;D 5e</itunes:title><description><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Science fiction writer, Arthur C. Clarke formulated three adages known as Clarke’s Laws that he expounded on in his writings. The third of these is the most famous, “Any sufficiently advanced technology is indistinguishable from magic.”</p><p>In this episode, Tony, Chris, and Dave begin to unpack this idea of ancient technology being what makes magic in the ever-evolving, crowdsourced Boomtown Campaign Setting. &nbsp;Make sure to Join the Conversation!</p><p>0:24 DM Dave’s audio homage to the famous “slapback” effect of Sam Philips’ Sun Studios.</p><p>4:33 The current state of technological advancement in Boomtown.</p><p><br></p><p>6:40 How much magic is discovered at 1st level? Where is the floor for magic in the campaign setting?</p><p><br></p><p>10:15 Magic is being used to build and power the world.</p><p><br></p><p>11:25 We love the idea of Masterwork and Weapons of Quality handling anything that is +1.</p><p><br></p><p>15:30 What can you find in a general Boomtown? How damaging are run-of-the-mill firearms?</p><p><br></p><p>16:30 Leaning into the idea of Misfires and Wild Magic. We also discuss adjusting Attunement.</p><p><br></p><p>33:00 Building and creating magic – giving agency to the players in rediscovering magic.</p><p><br></p><p>40:50 Flaws ands vulnerabilities in the characters and the world are what make the greatest stories.</p><p><br></p><p>41:45 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into our <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>Science fiction writer, Arthur C. Clarke formulated three adages known as Clarke’s Laws that he expounded on in his writings. The third of these is the most famous, “Any sufficiently advanced technology is indistinguishable from magic.”</p><p>In this episode, Tony, Chris, and Dave begin to unpack this idea of ancient technology being what makes magic in the ever-evolving, crowdsourced Boomtown Campaign Setting. &nbsp;Make sure to Join the Conversation!</p><p>0:24 DM Dave’s audio homage to the famous “slapback” effect of Sam Philips’ Sun Studios.</p><p>4:33 The current state of technological advancement in Boomtown.</p><p><br></p><p>6:40 How much magic is discovered at 1st level? Where is the floor for magic in the campaign setting?</p><p><br></p><p>10:15 Magic is being used to build and power the world.</p><p><br></p><p>11:25 We love the idea of Masterwork and Weapons of Quality handling anything that is +1.</p><p><br></p><p>15:30 What can you find in a general Boomtown? How damaging are run-of-the-mill firearms?</p><p><br></p><p>16:30 Leaning into the idea of Misfires and Wild Magic. We also discuss adjusting Attunement.</p><p><br></p><p>33:00 Building and creating magic – giving agency to the players in rediscovering magic.</p><p><br></p><p>40:50 Flaws ands vulnerabilities in the characters and the world are what make the greatest stories.</p><p><br></p><p>41:45 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/mystery-train-making-magic-into-technology-in-dd-5e]]></link><guid isPermaLink="false">a9caf61c-9c0e-4a73-b92f-554b23875c0a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Nov 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/a9caf61c-9c0e-4a73-b92f-554b23875c0a.mp3" length="23592540" type="audio/mpeg"/><itunes:duration>49:09</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>177</itunes:episode><podcast:episode>177</podcast:episode></item><item><title>This Old Town: Craft A Captivating Starting Town For Your D&amp;D Adventure!</title><itunes:title>This Old Town: Craft A Captivating Starting Town For Your D&amp;D Adventure!</itunes:title><description><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>In this episode, Tony, Chris, and Dave return to the conversation started in <a href="https://3wisedms.com/why-dd-towns-matter-transform-your-town-design-with-a-simple-secret/" rel="noopener noreferrer" target="_blank">Episode 174</a> and begin to build out the town that will be the start of most adventures in our Boomtown Campaign Setting. &nbsp;Make sure to <a href="https://www.3wisedms.com" rel="noopener noreferrer" target="_blank">Join the Conversation!</a></p><p><br></p><p>1:55 Where are we now? We asked, you answered! Boomtown #1 is known as Gallow Springs!</p><p><br></p><p>3:40 What’s in our border town?</p><p><br></p><p>6:05 What’s NOT in the town? Religion and Churches, per our last episode.</p><p><br></p><p>9:35 Our archetype for Boomtown was Wyatt Earp’s Tombstone. So, what was actually there at the time? </p><p><br></p><p>12:15 Name the 110 saloons!</p><p><br></p><p>12:35 How small is a small town? Between Hommlet and Waterdeep.</p><p><br></p><p>16:10 The split between Uptown and Downtown and the Law.</p><p><br></p><p>19:55 The point of the Boomtowns: Recovering Tech – our “Gold Rush.”</p><p><br></p><p>22:06 Dueling and Gunfights: How Lawless is Gallow Springs?</p><p><br></p><p>29:30 The Haves and the Have Nots: The rich get richer!</p><p><br></p><p>31:00 Buying Magic in Gallow Springs?</p><p><br></p><p>38:50 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners. </p><p>In this episode, Tony, Chris, and Dave return to the conversation started in <a href="https://3wisedms.com/why-dd-towns-matter-transform-your-town-design-with-a-simple-secret/" rel="noopener noreferrer" target="_blank">Episode 174</a> and begin to build out the town that will be the start of most adventures in our Boomtown Campaign Setting. &nbsp;Make sure to <a href="https://www.3wisedms.com" rel="noopener noreferrer" target="_blank">Join the Conversation!</a></p><p><br></p><p>1:55 Where are we now? We asked, you answered! Boomtown #1 is known as Gallow Springs!</p><p><br></p><p>3:40 What’s in our border town?</p><p><br></p><p>6:05 What’s NOT in the town? Religion and Churches, per our last episode.</p><p><br></p><p>9:35 Our archetype for Boomtown was Wyatt Earp’s Tombstone. So, what was actually there at the time? </p><p><br></p><p>12:15 Name the 110 saloons!</p><p><br></p><p>12:35 How small is a small town? Between Hommlet and Waterdeep.</p><p><br></p><p>16:10 The split between Uptown and Downtown and the Law.</p><p><br></p><p>19:55 The point of the Boomtowns: Recovering Tech – our “Gold Rush.”</p><p><br></p><p>22:06 Dueling and Gunfights: How Lawless is Gallow Springs?</p><p><br></p><p>29:30 The Haves and the Have Nots: The rich get richer!</p><p><br></p><p>31:00 Buying Magic in Gallow Springs?</p><p><br></p><p>38:50 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/this-old-town-craft-a-captivating-starting-town-for-your-dd-adventure]]></link><guid isPermaLink="false">65b76042-64d2-44c5-a39c-6844bd22494d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Nov 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/65b76042-64d2-44c5-a39c-6844bd22494d.mp3" length="22859590" type="audio/mpeg"/><itunes:duration>47:37</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>176</itunes:episode><podcast:episode>176</podcast:episode></item><item><title>If I Was the Priest: How Do Clerics Work in Your D&amp;D Campaign?</title><itunes:title>If I Was the Priest: How Do Clerics Work in Your D&amp;D Campaign?</itunes:title><description><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave finish out the discussion of how magic will work in our crowdsourced “Boomtown” campaign setting by asking “Where does divine magic come from?” Make sure to Join the Conversation!</p><p>1:40 “Where Are We Now”: the Boomtown campaign setting, as it currently stands.</p><p><br></p><p>5:20 Discovering the Lost Gods?</p><p><br></p><p>6:00 Will this be monotheistic or polytheistic? What about the Cleric Domains?</p><p><br></p><p>10:00 Could Divine Magic be just advanced forms of technology or Artificial Intelligence?</p><p><br></p><p>13:45 #FightForTheColonyShip </p><p><br></p><p>14:45 One God: Many Names.</p><p><br></p><p>16:50 What does this tech-based magic look like compared to the ordinary folk?</p><p><br></p><p>20:30 How does religion fit into this world? </p><p><br></p><p>29:45 The struggle between the Corporations, the Prophets, and the Boomtowns.</p><p><br></p><p>40:45 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into <a href="https://3wisedms.com/tag/real-time/" rel="noopener noreferrer" target="_blank">our real-time worldbuilding experiment</a> armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave finish out the discussion of how magic will work in our crowdsourced “Boomtown” campaign setting by asking “Where does divine magic come from?” Make sure to Join the Conversation!</p><p>1:40 “Where Are We Now”: the Boomtown campaign setting, as it currently stands.</p><p><br></p><p>5:20 Discovering the Lost Gods?</p><p><br></p><p>6:00 Will this be monotheistic or polytheistic? What about the Cleric Domains?</p><p><br></p><p>10:00 Could Divine Magic be just advanced forms of technology or Artificial Intelligence?</p><p><br></p><p>13:45 #FightForTheColonyShip </p><p><br></p><p>14:45 One God: Many Names.</p><p><br></p><p>16:50 What does this tech-based magic look like compared to the ordinary folk?</p><p><br></p><p>20:30 How does religion fit into this world? </p><p><br></p><p>29:45 The struggle between the Corporations, the Prophets, and the Boomtowns.</p><p><br></p><p>40:45 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/if-i-was-the-priest-how-do-clerics-work-in-your-dd-campaign]]></link><guid isPermaLink="false">3b28aa60-9c63-44cb-bf47-b6e3c2ecf583</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 26 Oct 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/3b28aa60-9c63-44cb-bf47-b6e3c2ecf583.mp3" length="22827923" type="audio/mpeg"/><itunes:duration>47:33</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>175</itunes:episode><podcast:episode>175</podcast:episode></item><item><title>Why D&amp;D Towns Matter: Transform Your Town Design With a Simple Secret</title><itunes:title>Why D&amp;D Towns Matter: Transform Your Town Design With a Simple Secret</itunes:title><description><![CDATA[<p>We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave begin to ask the most basic question when building a town: why is the town there? In our D&amp;D Tombstone idea, we realize the short answer is money. And what drives that money? Magic. Make sure to join the conversation as we build a Wonderful World with our 3WD community!</p><p>2:25 <a href="https://3wisedms.com/another-brick-in-the-wall-crafting-the-elevator-pitch-for-your-new-dd-world/" rel="noopener noreferrer" target="_blank">The “Elevator Pitch” for our new campaign setting.</a></p><p><br></p><p>4:05 Review our discussion of magic.</p><p><br></p><p>9:06 Our Sci-Fi, D&amp;D Tombstone.</p><p><br></p><p>10:50 Why do towns exist? The short answer: money.</p><p><br></p><p>14:55 Economy, commerce, and the Gold Piece Problem.</p><p><br></p><p>17:40 Power, Influence, Money, and your Standard of Living</p><p><br></p><p>23:50 Magic is a memory. The adventure is in rediscovering it.</p><p><br></p><p>29:35 Leveling magic differently to play to the setting?</p><p><br></p><p>40:15 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We continue to drive down deeper into our real-time worldbuilding experiment armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave begin to ask the most basic question when building a town: why is the town there? In our D&amp;D Tombstone idea, we realize the short answer is money. And what drives that money? Magic. Make sure to join the conversation as we build a Wonderful World with our 3WD community!</p><p>2:25 <a href="https://3wisedms.com/another-brick-in-the-wall-crafting-the-elevator-pitch-for-your-new-dd-world/" rel="noopener noreferrer" target="_blank">The “Elevator Pitch” for our new campaign setting.</a></p><p><br></p><p>4:05 Review our discussion of magic.</p><p><br></p><p>9:06 Our Sci-Fi, D&amp;D Tombstone.</p><p><br></p><p>10:50 Why do towns exist? The short answer: money.</p><p><br></p><p>14:55 Economy, commerce, and the Gold Piece Problem.</p><p><br></p><p>17:40 Power, Influence, Money, and your Standard of Living</p><p><br></p><p>23:50 Magic is a memory. The adventure is in rediscovering it.</p><p><br></p><p>29:35 Leveling magic differently to play to the setting?</p><p><br></p><p>40:15 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/why-dd-towns-matter-transform-your-town-design-with-a-simple-secret]]></link><guid isPermaLink="false">ee8c4433-371d-4e7f-98b8-362d1af6d2a1</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Oct 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/ee8c4433-371d-4e7f-98b8-362d1af6d2a1.mp3" length="23106996" type="audio/mpeg"/><itunes:duration>48:08</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>174</itunes:episode><podcast:episode>174</podcast:episode></item><item><title>: Revitalize Your Imagination: 3WD is Back for Real Time D&amp;D World Creation!</title><itunes:title>: Revitalize Your Imagination: 3WD is Back for Real Time D&amp;D World Creation!</itunes:title><description><![CDATA[<p>Following on the heels of <a href="https://3wisedms.com/join-the-ultimate-dd-experience-real-time-world-building/" rel="noopener noreferrer" target="_blank">our last episode</a>, we drive down deeper into our continued exploration of real-time worldbuilding armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave discuss how magic might work in this new world, how the environment helps to create the setting, and stumble into an idea for a setting that has us really excited. Make sure to join the conversation as we build a Wonderful World with our 3WD community!</p><p>2:20 We asked and you answered: A Brand New World!</p><p><br></p><p>6:40 A little context for this experiment: we really just want to see how we all might come together to build a new world and setting. </p><p><br></p><p>7:55: Magic: How it works and how we might make it special.</p><p><br></p><p>15:00 DM Dave really loves the idea of a colony ship…</p><p><br></p><p>17:55 Our first big change in this setting: we remove the Wizard class entirely.</p><p><br></p><p>19:55 What is the environment that we find in this new world and setting?</p><p><br></p><p>21:55 We drive down more to the area that the adventurer’s will encounter first.</p><p><br></p><p>26:15 The idea for our overall setting starts to take shape: D&amp;D and Sci-Fi meet Tombstone!</p><p><br></p><p>34:20 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Following on the heels of <a href="https://3wisedms.com/join-the-ultimate-dd-experience-real-time-world-building/" rel="noopener noreferrer" target="_blank">our last episode</a>, we drive down deeper into our continued exploration of real-time worldbuilding armed with the comments of our listeners.</p><p>In this episode, Tony, Chris, and Dave discuss how magic might work in this new world, how the environment helps to create the setting, and stumble into an idea for a setting that has us really excited. Make sure to join the conversation as we build a Wonderful World with our 3WD community!</p><p>2:20 We asked and you answered: A Brand New World!</p><p><br></p><p>6:40 A little context for this experiment: we really just want to see how we all might come together to build a new world and setting. </p><p><br></p><p>7:55: Magic: How it works and how we might make it special.</p><p><br></p><p>15:00 DM Dave really loves the idea of a colony ship…</p><p><br></p><p>17:55 Our first big change in this setting: we remove the Wizard class entirely.</p><p><br></p><p>19:55 What is the environment that we find in this new world and setting?</p><p><br></p><p>21:55 We drive down more to the area that the adventurer’s will encounter first.</p><p><br></p><p>26:15 The idea for our overall setting starts to take shape: D&amp;D and Sci-Fi meet Tombstone!</p><p><br></p><p>34:20 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/-revitalize-your-imagination-3wd-is-back-for-real-time-dd-world-creation]]></link><guid isPermaLink="false">a2ed0fe3-29cc-4251-accb-bef2eed3d909</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Sep 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/a2ed0fe3-29cc-4251-accb-bef2eed3d909.mp3" length="20040374" type="audio/mpeg"/><itunes:duration>41:45</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>173</itunes:episode><podcast:episode>173</podcast:episode></item><item><title>Join the Ultimate D&amp;D Experience: Real-Time World Building!</title><itunes:title>Join the Ultimate D&amp;D Experience: Real-Time World Building!</itunes:title><description><![CDATA[<p>Worldbuilding. It’s one of the most talked about aspects of running TTRPGs, as it is the sandbox into which you will throw your party to adventure in. We’ve talked about tips and tricks in past episodes and articles, and have come down on both sides of the debate surrounding how much to do with a focus totally on your specific table and party.</p><p>However, in this episode, Tony, Chris, and Dave have decided to become a bit more involved with a new experiment that we cooked up.</p><p>Something that has never been done on 3WD before – we’re going to start building a new world live! In real time, we begin asking the questions that will shape our new creation. </p><p>As this is a show by DMs for DMs, we’re adding another aspect. YOU! We’re asking you to share in the brainstorm and offer ideas. So, tune in now as 3WD starts building a whole new world!</p><p>1:40 Introduction of our new experiment. Reach out to <a href="mailto:3wisedms@gmail.com" rel="noopener noreferrer" target="_blank">3wisedms@gmail.com</a> with your ideas and votes!</p><p><br></p><p>3:40 Low Fantasy? High Fantasy? Low Magic? High Magic? What do we mean by this.</p><p><br></p><p>7:40 Is our world completely new or a version of Earth (i.e. Middle Earth, The Dying Earth, Shannara)?</p><p><br></p><p>9:50 DM Tony’s idea of “High Magic” – a return to Greyhawk.</p><p><br></p><p>11:50 The concept of “starting small.”</p><p><br></p><p>13:35 What type of story does this world support? And can a world support ANY story?</p><p><br></p><p>16:35 Building a world that was our Earth (at some point) lends a sense of familiarity when you’re building your new world.</p><p><br></p><p>18:40 Towns? Cities? States? Kingdoms? </p><p><br></p><p>22:53 The archetypes and Tropes of stories. We ALL steal.</p><p><br></p><p>28:30 People will eventually congregate. The history of the world can’t always be “Mad Max”.</p><p><br></p><p>31:35 Looking to history.</p><p><br></p><p>36:00 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Worldbuilding. It’s one of the most talked about aspects of running TTRPGs, as it is the sandbox into which you will throw your party to adventure in. We’ve talked about tips and tricks in past episodes and articles, and have come down on both sides of the debate surrounding how much to do with a focus totally on your specific table and party.</p><p>However, in this episode, Tony, Chris, and Dave have decided to become a bit more involved with a new experiment that we cooked up.</p><p>Something that has never been done on 3WD before – we’re going to start building a new world live! In real time, we begin asking the questions that will shape our new creation. </p><p>As this is a show by DMs for DMs, we’re adding another aspect. YOU! We’re asking you to share in the brainstorm and offer ideas. So, tune in now as 3WD starts building a whole new world!</p><p>1:40 Introduction of our new experiment. Reach out to <a href="mailto:3wisedms@gmail.com" rel="noopener noreferrer" target="_blank">3wisedms@gmail.com</a> with your ideas and votes!</p><p><br></p><p>3:40 Low Fantasy? High Fantasy? Low Magic? High Magic? What do we mean by this.</p><p><br></p><p>7:40 Is our world completely new or a version of Earth (i.e. Middle Earth, The Dying Earth, Shannara)?</p><p><br></p><p>9:50 DM Tony’s idea of “High Magic” – a return to Greyhawk.</p><p><br></p><p>11:50 The concept of “starting small.”</p><p><br></p><p>13:35 What type of story does this world support? And can a world support ANY story?</p><p><br></p><p>16:35 Building a world that was our Earth (at some point) lends a sense of familiarity when you’re building your new world.</p><p><br></p><p>18:40 Towns? Cities? States? Kingdoms? </p><p><br></p><p>22:53 The archetypes and Tropes of stories. We ALL steal.</p><p><br></p><p>28:30 People will eventually congregate. The history of the world can’t always be “Mad Max”.</p><p><br></p><p>31:35 Looking to history.</p><p><br></p><p>36:00 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/join-the-ultimate-dd-experience-real-time-world-building]]></link><guid isPermaLink="false">c03d872c-abcb-4799-9598-8a6f193b6f4d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Sep 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/c03d872c-abcb-4799-9598-8a6f193b6f4d.mp3" length="20751722" type="audio/mpeg"/><itunes:duration>43:14</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>172</itunes:episode><podcast:episode>172</podcast:episode></item><item><title>Too Much: Overcome D&amp;D Idea Overload and Unleash Your Creativity</title><itunes:title>Too Much: Overcome D&amp;D Idea Overload and Unleash Your Creativity</itunes:title><description><![CDATA[<p>Movies. TV series. Books. Other DMs running games. There are a multitude of sources that provide fodder for our imagination in developing cool ideas that we want to play with in our own games. But how many ideas are TOO MANY ideas? Can you have too many ideas?</p><p>In this episode, Tony, Chris, and Dave sit down to answer a listener question from our “Co-DM” Dr. DM (Jason) where he asks the question “If faced with an abundance of ideas, how would each of you decide which things to insert and which to hold onto for later?”</p><p>4:05 What is your table like and what is your frequency of play?</p><p>5:15 Bring the ideas that have been really fleshed out that fit the campaign.</p><p><br></p><p>6:24 Bring the ideas that you would want to have at the table when YOU’RE playing.</p><p><br></p><p>8:20 Use the ideas that are player-centric first.</p><p><br></p><p>10:30 Write your ideas down and sit with them. If they still look good with time, use it.</p><p><br></p><p>12:45 Use ideas that fit your campaign setting and world.</p><p><br></p><p>13:50 The collaborative story you’re building will tell you what ideas will work best: The Sword of Power.</p><p><br></p><p>19:20 Just like Lore Tolerance, there is Idea Tolerance. Feed it through your players.</p><p><br></p><p>26:40 Our tangent into how 5e strength with lifting things can get unwieldy.</p><p><br></p><p>35:23 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Movies. TV series. Books. Other DMs running games. There are a multitude of sources that provide fodder for our imagination in developing cool ideas that we want to play with in our own games. But how many ideas are TOO MANY ideas? Can you have too many ideas?</p><p>In this episode, Tony, Chris, and Dave sit down to answer a listener question from our “Co-DM” Dr. DM (Jason) where he asks the question “If faced with an abundance of ideas, how would each of you decide which things to insert and which to hold onto for later?”</p><p>4:05 What is your table like and what is your frequency of play?</p><p>5:15 Bring the ideas that have been really fleshed out that fit the campaign.</p><p><br></p><p>6:24 Bring the ideas that you would want to have at the table when YOU’RE playing.</p><p><br></p><p>8:20 Use the ideas that are player-centric first.</p><p><br></p><p>10:30 Write your ideas down and sit with them. If they still look good with time, use it.</p><p><br></p><p>12:45 Use ideas that fit your campaign setting and world.</p><p><br></p><p>13:50 The collaborative story you’re building will tell you what ideas will work best: The Sword of Power.</p><p><br></p><p>19:20 Just like Lore Tolerance, there is Idea Tolerance. Feed it through your players.</p><p><br></p><p>26:40 Our tangent into how 5e strength with lifting things can get unwieldy.</p><p><br></p><p>35:23 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/too-much-overcome-dd-idea-overload-and-unleash-your-creativity]]></link><guid isPermaLink="false">f57c0cd4-1c59-40ef-b1eb-38cf2897893b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 24 Aug 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/f57c0cd4-1c59-40ef-b1eb-38cf2897893b.mp3" length="20835525" type="audio/mpeg"/><itunes:duration>43:24</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>171</itunes:episode><podcast:episode>171</podcast:episode></item><item><title>Hey There, Cthulhu! Building The Immersion and The Horror in Your TTRPGs</title><itunes:title>Hey There, Cthulhu! Building The Immersion and The Horror in Your TTRPGs</itunes:title><description><![CDATA[<p>Our last episode was the preamble. Last week’s article discussed some of what we learned from playing with new people. But, in this episode, Tony, Chris, and Dave sit down with the newest addition to our gaming group, Elizabeth, to delve deep into what went into running the Call of Cthulhu one-shot, playing with brand new people, and how to build a serious level of immersion into any game you’re running… especially horror!</p><p>0:25 <a href="https://youtu.be/XxScTbIUvoA?si=npsppRje1pAWUuPs" rel="noopener noreferrer" target="_blank">Eben Brooks’ “Hey There, Cthulhu.” </a></p><p>2:33 The Keeper of Arcane Lore Herself, Elizabeth!</p><p><br></p><p>3:40 Hot take: This was the first time Elizabeth ran a game!</p><p><br></p><p>4:15 The “Seven Knives” Theory to gaming.</p><p><br></p><p>6:35 Making the players feel like their characters are a real part of the world.</p><p><br></p><p>10:55 “System, system, system!” </p><p><br></p><p>12:30 Running the game that you want to play in.</p><p><br></p><p>16:25 Spend prep time with what you think is important and what you like to do.</p><p><br></p><p>22:20 Having the players be both characters AND audience.</p><p><br></p><p>27:05 The challenges of playing normal people in modern times. </p><p><br></p><p>30:40 Placing a “plant” character in your game: pros and cons.</p><p><br></p><p>35:15 Giving secrets and clues (or Cthulhu Mythos) to your players before the game.</p><p><br></p><p>38:30 DM Tony had solved the mystery right at the top of the game… but we didn’t go with it.</p><p><br></p><p>41:40 Play to the source material: there can’t be a “good” ending in Call of Cthulhu.</p><p><br></p><p>42:20 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Our last episode was the preamble. Last week’s article discussed some of what we learned from playing with new people. But, in this episode, Tony, Chris, and Dave sit down with the newest addition to our gaming group, Elizabeth, to delve deep into what went into running the Call of Cthulhu one-shot, playing with brand new people, and how to build a serious level of immersion into any game you’re running… especially horror!</p><p>0:25 <a href="https://youtu.be/XxScTbIUvoA?si=npsppRje1pAWUuPs" rel="noopener noreferrer" target="_blank">Eben Brooks’ “Hey There, Cthulhu.” </a></p><p>2:33 The Keeper of Arcane Lore Herself, Elizabeth!</p><p><br></p><p>3:40 Hot take: This was the first time Elizabeth ran a game!</p><p><br></p><p>4:15 The “Seven Knives” Theory to gaming.</p><p><br></p><p>6:35 Making the players feel like their characters are a real part of the world.</p><p><br></p><p>10:55 “System, system, system!” </p><p><br></p><p>12:30 Running the game that you want to play in.</p><p><br></p><p>16:25 Spend prep time with what you think is important and what you like to do.</p><p><br></p><p>22:20 Having the players be both characters AND audience.</p><p><br></p><p>27:05 The challenges of playing normal people in modern times. </p><p><br></p><p>30:40 Placing a “plant” character in your game: pros and cons.</p><p><br></p><p>35:15 Giving secrets and clues (or Cthulhu Mythos) to your players before the game.</p><p><br></p><p>38:30 DM Tony had solved the mystery right at the top of the game… but we didn’t go with it.</p><p><br></p><p>41:40 Play to the source material: there can’t be a “good” ending in Call of Cthulhu.</p><p><br></p><p>42:20 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/hey-there-cthulhu-building-the-immersion-and-the-horror-in-your-ttrpgs]]></link><guid isPermaLink="false">f7ef028f-6258-4494-b02d-5cda76cb607f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 10 Aug 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/f7ef028f-6258-4494-b02d-5cda76cb607f.mp3" length="27439370" type="audio/mpeg"/><itunes:duration>57:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>170</itunes:episode><podcast:episode>170</podcast:episode></item><item><title>People Get Ready: Is There Such a Thing as Too Much Character Backstory?</title><itunes:title>People Get Ready: Is There Such a Thing as Too Much Character Backstory?</itunes:title><description><![CDATA[<p>Backstory. Character development. It’s one of the most discussed topics in the TTRPG space. And the 3 Wise DMs were faced with the question when a friend offered to run a <a href="https://3wisedms.com/tag/call-of-cthulhu/" rel="noopener noreferrer" target="_blank"><em>Call of Cthulhu</em></a> one-shot for our group. This was followed by a Google Doc with twenty in-depth questions as to the character’s background, motivations, loves, and fears. For a one-shot.</p><p>If you’ve ever asked yourself the question, “is there such a thing as too much character backstory?”, then this is the episode for you!</p><p>3:25 DM-Player communication: how much is the DM looking for and how much can you use in-game?</p><p><br></p><p>4:40 The context of this question really depends on this game being a one-shot, as opposed to a continuing campaign.</p><p><br></p><p>7:00 Will this level of prep increase the level of investment in the character?</p><p><br></p><p>9:00 No matter how much you develop the idea of the character… you have no idea how they will play until the game starts.</p><p><br></p><p>12:50 This question depends very much on the system that you’re playing (including DM Chris’ very old-school D&amp;D way of creating his author, Thomas Albright.)</p><p><br></p><p>19:45 Will this level of character backstory and development allow a more immersive one-shot?</p><p><br></p><p>22:50 We might not do twenty questions… but maybe we could?</p><p><br></p><p>26:00 The level of immersion with teasers that the Keeper of Arcane Lore is creating for this one-shot.</p><p><br></p><p>30:05 Meeting your players where they are.</p><p><br></p><p>34:05 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Backstory. Character development. It’s one of the most discussed topics in the TTRPG space. And the 3 Wise DMs were faced with the question when a friend offered to run a <a href="https://3wisedms.com/tag/call-of-cthulhu/" rel="noopener noreferrer" target="_blank"><em>Call of Cthulhu</em></a> one-shot for our group. This was followed by a Google Doc with twenty in-depth questions as to the character’s background, motivations, loves, and fears. For a one-shot.</p><p>If you’ve ever asked yourself the question, “is there such a thing as too much character backstory?”, then this is the episode for you!</p><p>3:25 DM-Player communication: how much is the DM looking for and how much can you use in-game?</p><p><br></p><p>4:40 The context of this question really depends on this game being a one-shot, as opposed to a continuing campaign.</p><p><br></p><p>7:00 Will this level of prep increase the level of investment in the character?</p><p><br></p><p>9:00 No matter how much you develop the idea of the character… you have no idea how they will play until the game starts.</p><p><br></p><p>12:50 This question depends very much on the system that you’re playing (including DM Chris’ very old-school D&amp;D way of creating his author, Thomas Albright.)</p><p><br></p><p>19:45 Will this level of character backstory and development allow a more immersive one-shot?</p><p><br></p><p>22:50 We might not do twenty questions… but maybe we could?</p><p><br></p><p>26:00 The level of immersion with teasers that the Keeper of Arcane Lore is creating for this one-shot.</p><p><br></p><p>30:05 Meeting your players where they are.</p><p><br></p><p>34:05 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/people-get-ready-is-there-such-a-thing-as-too-much-character-backstory]]></link><guid isPermaLink="false">4f4f89fe-ec19-4267-8879-99a9dd489d19</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 27 Jul 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/4f4f89fe-ec19-4267-8879-99a9dd489d19.mp3" length="20567146" type="audio/mpeg"/><itunes:duration>42:51</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>169</itunes:episode><podcast:episode>169</podcast:episode></item><item><title>Help! Our Best Tips For When the Forever DM becomes the Player</title><itunes:title>Help! Our Best Tips For When the Forever DM becomes the Player</itunes:title><description><![CDATA[<p>You’ve been the DM for a long time (maybe even Forever!) and one of your players has finally said those magic words: “I think I wanna run a game.”</p><p>So, with all your wisdom, all your experience, all your skills – how do you help the new DM along in the game so that they have a good</p><p>time and the table has a good time? So that they want to get back into the DM chair?</p><p>For all you Forever DMs, and all you Prospective DMs, this is the episode for you!</p><p><br></p><p>2:05 3WD drops their Birthday Game Challenge!</p><p><br></p><p>2:45 The Wizard Washburn gets run through his 70th Birthday Adventure by our <a href="https://3wisedms.com/dd-and-mental-health-therapy-autism-and-exploring-the-things-we-cant-just-say/" rel="noopener noreferrer" target="_blank">own Chaos Engine, Little One, Hawk Morgan’s BFF, Bonnie!</a></p><p><br></p><p>5:50 The easiest way to help… be a resource (and DM Chris’ first question on the die roll for a Potion of Healing.)</p><p><br></p><p>7:55 The trepidation that a new DM has when running a game for experienced DMs.</p><p><br></p><p>10:00 Always allow the new DM the room to breathe and create their own game.</p><p><br></p><p>12:00 Let the new DM decide how much they do or don’t need your help – and how the way you play your character can be the biggest help.</p><p><br></p><p>13:45 “Take small bites.” And how running a game makes you a better player: DM Empathy.</p><p><br></p><p>15:40 “Investing in Loss.” Getting comfortable with being uncomfortable.</p><p><br></p><p>17:20 Two Forever Tips for a New DM: Use pre-gens and run a concise game.</p><p><br></p><p>19:00 Don’t make your DM dance when they’re new.</p><p><br></p><p>24:00 DM Dave sees DM Chris’ Death Sword and raises him the Dragon Slaying Longsword of +50 and our tangent into the Design Teams at WotC not talking to each other in <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance</a> and <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a>.</p><p><br></p><p>25:50 DM Dave relates a story that illustrates what we’re talking about.</p><p><br></p><p>29:15 DM Tony shares how he didn’t mentor DM Thorin well in one of his first games he ran for them.</p><p><br></p><p>32:50 Final Thoughts.</p><p><br></p><p><br></p>]]></description><content:encoded><![CDATA[<p>You’ve been the DM for a long time (maybe even Forever!) and one of your players has finally said those magic words: “I think I wanna run a game.”</p><p>So, with all your wisdom, all your experience, all your skills – how do you help the new DM along in the game so that they have a good</p><p>time and the table has a good time? So that they want to get back into the DM chair?</p><p>For all you Forever DMs, and all you Prospective DMs, this is the episode for you!</p><p><br></p><p>2:05 3WD drops their Birthday Game Challenge!</p><p><br></p><p>2:45 The Wizard Washburn gets run through his 70th Birthday Adventure by our <a href="https://3wisedms.com/dd-and-mental-health-therapy-autism-and-exploring-the-things-we-cant-just-say/" rel="noopener noreferrer" target="_blank">own Chaos Engine, Little One, Hawk Morgan’s BFF, Bonnie!</a></p><p><br></p><p>5:50 The easiest way to help… be a resource (and DM Chris’ first question on the die roll for a Potion of Healing.)</p><p><br></p><p>7:55 The trepidation that a new DM has when running a game for experienced DMs.</p><p><br></p><p>10:00 Always allow the new DM the room to breathe and create their own game.</p><p><br></p><p>12:00 Let the new DM decide how much they do or don’t need your help – and how the way you play your character can be the biggest help.</p><p><br></p><p>13:45 “Take small bites.” And how running a game makes you a better player: DM Empathy.</p><p><br></p><p>15:40 “Investing in Loss.” Getting comfortable with being uncomfortable.</p><p><br></p><p>17:20 Two Forever Tips for a New DM: Use pre-gens and run a concise game.</p><p><br></p><p>19:00 Don’t make your DM dance when they’re new.</p><p><br></p><p>24:00 DM Dave sees DM Chris’ Death Sword and raises him the Dragon Slaying Longsword of +50 and our tangent into the Design Teams at WotC not talking to each other in <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance</a> and <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a>.</p><p><br></p><p>25:50 DM Dave relates a story that illustrates what we’re talking about.</p><p><br></p><p>29:15 DM Tony shares how he didn’t mentor DM Thorin well in one of his first games he ran for them.</p><p><br></p><p>32:50 Final Thoughts.</p><p><br></p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/help-our-best-tips-for-when-the-forever-dm-becomes-the-player]]></link><guid isPermaLink="false">e7bd952c-d00a-4eb9-8bb8-6c9f8752fa81</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Jul 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/e7bd952c-d00a-4eb9-8bb8-6c9f8752fa81.mp3" length="26198899" type="audio/mpeg"/><itunes:duration>43:40</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>168</itunes:episode><podcast:episode>168</podcast:episode></item><item><title>Master of Puppets – What To Do When The DM Has To Control A Player Character</title><itunes:title>Master of Puppets – What To Do When The DM Has To Control A Player Character</itunes:title><description><![CDATA[<p>Possession. Dominate. Alignment shifts. There are a multitude of times where the rules make the DM take control of one of the player characters in the game. But, is that a good thing? </p><p>In this episode, Tony, Chris, and Dave sit down to discuss an issue that came up in DM Chris' <em>Tales of the Yawning Portal</em> campaign that he's running for 2 new players to the hobby and a run-in with a dwarven ghost. </p><p>1:45<strong> </strong>DM Chris’ question that arose with Possession.</p><p>3:35 DM Tony’s initial thoughts.</p><p>4:35 The first time DM Dave makes the point that 2 players in a game can really change how the game flows.</p><p><br></p><p>9:40 The changes that have occurred with certain charm effects.</p><p><br></p><p>11:10 Roleplaying yourself out of these situations to reveal secrets and clues, plot points, etc.</p><p><br></p><p>13:55 Do your prep, know what’s coming up… or don’t!</p><p><br></p><p>16:10 How to use these types of effects to dial up the tension on players.</p><p><br></p><p>17:35 The problem with immediate alignment changes.</p><p><br></p><p>22:48 Realize how powerful these effects can be and use them judiciously.</p><p><br></p><p>24:30 How gaming has changes over the decades – the difference between Gauntlet and Final Fantasy – and how you can always fall forward into story.</p><p><br></p><p>26:20 DM Chris’ style of being a fan of his players.</p><p><br></p><p>30:50 How these types of events change with more than 2 players – the Banshees attack in <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance!</a></p><p><br></p><p>35:25 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Possession. Dominate. Alignment shifts. There are a multitude of times where the rules make the DM take control of one of the player characters in the game. But, is that a good thing? </p><p>In this episode, Tony, Chris, and Dave sit down to discuss an issue that came up in DM Chris' <em>Tales of the Yawning Portal</em> campaign that he's running for 2 new players to the hobby and a run-in with a dwarven ghost. </p><p>1:45<strong> </strong>DM Chris’ question that arose with Possession.</p><p>3:35 DM Tony’s initial thoughts.</p><p>4:35 The first time DM Dave makes the point that 2 players in a game can really change how the game flows.</p><p><br></p><p>9:40 The changes that have occurred with certain charm effects.</p><p><br></p><p>11:10 Roleplaying yourself out of these situations to reveal secrets and clues, plot points, etc.</p><p><br></p><p>13:55 Do your prep, know what’s coming up… or don’t!</p><p><br></p><p>16:10 How to use these types of effects to dial up the tension on players.</p><p><br></p><p>17:35 The problem with immediate alignment changes.</p><p><br></p><p>22:48 Realize how powerful these effects can be and use them judiciously.</p><p><br></p><p>24:30 How gaming has changes over the decades – the difference between Gauntlet and Final Fantasy – and how you can always fall forward into story.</p><p><br></p><p>26:20 DM Chris’ style of being a fan of his players.</p><p><br></p><p>30:50 How these types of events change with more than 2 players – the Banshees attack in <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance!</a></p><p><br></p><p>35:25 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/master-of-puppets-what-to-do-when-the-dm-has-to-control-a-player-character]]></link><guid isPermaLink="false">ebeb3787-eb1c-48b4-8b83-59d5c04ce4d4</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 22 Jun 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/ebeb3787-eb1c-48b4-8b83-59d5c04ce4d4.mp3" length="27129387" type="audio/mpeg"/><itunes:duration>45:13</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>167</itunes:episode><podcast:episode>167</podcast:episode></item><item><title>Unlock Your Inner Spy: Dive Into Top Secret&apos;s Espionage RPG Adventure!</title><itunes:title>Unlock Your Inner Spy: Dive Into Top Secret&apos;s Espionage RPG Adventure!</itunes:title><description><![CDATA[<p><a href="https://www.dicemonkey.net/2020/10/26/rpg-review-top-secret-new-world-order/" rel="noopener noreferrer" target="_blank">Top Secret: New World Order.</a> That’s right, for DM Dave’s Birthday Game (of which we are quickly becoming well-versed), DM Chris ran our gaming group through the update to the TSR classic espionage RPG, Top Secret from TSR, Inc. by Merle Rasmussen.</p><p>In this episode, Tony, Chris, and Dave sit down to review the system, and discuss what they liked and didn’t about playing as Agents of ICON. For anyone wanting to dip their toes into playing in worlds like James Bond and Mission: Impossible, this is the episode for you.</p><p>2:06 DM Tony’s quick overview of the system.</p><p>3:50 DM Chris’ high overview of how he approached running Top Secret.</p><p><br></p><p>6:05 DM Dave’s intro thoughts.</p><p><br></p><p>9:15 The realism inherent in playing ordinary people in extraordinary situations.</p><p><br></p><p>10:40 How DM Chris approached learning and then running and teaching the game in real time.</p><p><br></p><p>12:26 Even for experienced DMs and GMs, it can be confusing when running a brand new system.</p><p><br></p><p>15:54 A discussion on the intro adventure, The White Queen, that was included in Top Secret: New World Order.</p><p><br></p><p>19:25 The right system for the right game.</p><p><br></p><p>22:40 How the game fosters roleplaying that moves the story and mission forward.</p><p><br></p><p>28:00 Would DM Chris have done anything differently having now run the game?</p><p><br></p><p>32:08 Being Agents of ICON is the easiest way to hook the players into the adventure.</p><p><br></p><p>34:32 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p><a href="https://www.dicemonkey.net/2020/10/26/rpg-review-top-secret-new-world-order/" rel="noopener noreferrer" target="_blank">Top Secret: New World Order.</a> That’s right, for DM Dave’s Birthday Game (of which we are quickly becoming well-versed), DM Chris ran our gaming group through the update to the TSR classic espionage RPG, Top Secret from TSR, Inc. by Merle Rasmussen.</p><p>In this episode, Tony, Chris, and Dave sit down to review the system, and discuss what they liked and didn’t about playing as Agents of ICON. For anyone wanting to dip their toes into playing in worlds like James Bond and Mission: Impossible, this is the episode for you.</p><p>2:06 DM Tony’s quick overview of the system.</p><p>3:50 DM Chris’ high overview of how he approached running Top Secret.</p><p><br></p><p>6:05 DM Dave’s intro thoughts.</p><p><br></p><p>9:15 The realism inherent in playing ordinary people in extraordinary situations.</p><p><br></p><p>10:40 How DM Chris approached learning and then running and teaching the game in real time.</p><p><br></p><p>12:26 Even for experienced DMs and GMs, it can be confusing when running a brand new system.</p><p><br></p><p>15:54 A discussion on the intro adventure, The White Queen, that was included in Top Secret: New World Order.</p><p><br></p><p>19:25 The right system for the right game.</p><p><br></p><p>22:40 How the game fosters roleplaying that moves the story and mission forward.</p><p><br></p><p>28:00 Would DM Chris have done anything differently having now run the game?</p><p><br></p><p>32:08 Being Agents of ICON is the easiest way to hook the players into the adventure.</p><p><br></p><p>34:32 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/unlock-your-inner-spy-dive-into-top-secrets-espionage-rpg-adventure]]></link><guid isPermaLink="false">228341b2-1a0f-41ea-89aa-8e323362e45a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 08 Jun 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/228341b2-1a0f-41ea-89aa-8e323362e45a.mp3" length="27052836" type="audio/mpeg"/><itunes:duration>45:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>166</itunes:episode><podcast:episode>166</podcast:episode></item><item><title>Your Virtual DM: Leveraging Artificial Intelligence to Enjoy Solo TTRPGs</title><itunes:title>Your Virtual DM: Leveraging Artificial Intelligence to Enjoy Solo TTRPGs</itunes:title><description><![CDATA[<p>Artificial Intelligence is a polarizing topic these days. From Skynet-style flights of fancy to the very real implications for content creators, it’s an evolving technology that isn’t going away anytime soon. But free from worrying about profiting off of others’ work, using AI at the game table can help provide you with a set of tools and a pair of hands that can help lift the sometimes heavy and time-consuming duties of a DM. </p><p>In this episode, Tony, Chris, and Dave sit down to discuss how they’ve started implementing AI into their toolbox, mainly through getting into some good old-fashioned “lonely fun” in some solo-RPGing. For anyone who has thought how AI might effect your games or your DMing, this is the episode for you.</p><p>3:00 DM Chris gives the background for turning ChatGPT into a DM for a solo campaign from his previous article, and then he and Tony discuss their solo campaigns they’ve been playing in.</p><p>9:35 Just like any game, you know what your character has and does more than the DM – real or virtual.</p><p><br></p><p>11:45 The concept of “Lonely Fun.”</p><p><br></p><p>12:46 Our experiences with solo TTRPGs, like <em>Mythic, </em>and how tools like ChatGPT can enhance that experience.</p><p><br></p><p>16:30 AI as a tool to craft something you need quickly – DM Tony’s Inn.</p><p><br></p><p>18:00 Using AI to assist in being another “DM” to bounce ideas off of and to test your prototypes: DM Dave’s new campaign that mixes WEG Star Wars RPG and Firefly: The Board Game.</p><p><br></p><p>24:40 Our tangent into the missing Ninja class.</p><p><br></p><p>27:37 The difference between solo gaming and party gaming. In a solo campaign, you’re the star of the show.</p><p><br></p><p>32:00 Running a solo campaign is a great way to learn how a new system works.</p><p><br></p><p>35:25 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Artificial Intelligence is a polarizing topic these days. From Skynet-style flights of fancy to the very real implications for content creators, it’s an evolving technology that isn’t going away anytime soon. But free from worrying about profiting off of others’ work, using AI at the game table can help provide you with a set of tools and a pair of hands that can help lift the sometimes heavy and time-consuming duties of a DM. </p><p>In this episode, Tony, Chris, and Dave sit down to discuss how they’ve started implementing AI into their toolbox, mainly through getting into some good old-fashioned “lonely fun” in some solo-RPGing. For anyone who has thought how AI might effect your games or your DMing, this is the episode for you.</p><p>3:00 DM Chris gives the background for turning ChatGPT into a DM for a solo campaign from his previous article, and then he and Tony discuss their solo campaigns they’ve been playing in.</p><p>9:35 Just like any game, you know what your character has and does more than the DM – real or virtual.</p><p><br></p><p>11:45 The concept of “Lonely Fun.”</p><p><br></p><p>12:46 Our experiences with solo TTRPGs, like <em>Mythic, </em>and how tools like ChatGPT can enhance that experience.</p><p><br></p><p>16:30 AI as a tool to craft something you need quickly – DM Tony’s Inn.</p><p><br></p><p>18:00 Using AI to assist in being another “DM” to bounce ideas off of and to test your prototypes: DM Dave’s new campaign that mixes WEG Star Wars RPG and Firefly: The Board Game.</p><p><br></p><p>24:40 Our tangent into the missing Ninja class.</p><p><br></p><p>27:37 The difference between solo gaming and party gaming. In a solo campaign, you’re the star of the show.</p><p><br></p><p>32:00 Running a solo campaign is a great way to learn how a new system works.</p><p><br></p><p>35:25 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/your-virtual-dm-leveraging-artificial-intelligence-to-enjoy-solo-ttrpgs]]></link><guid isPermaLink="false">cb8d13d9-9739-4915-9dc5-0b4ca090b186</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 May 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/cb8d13d9-9739-4915-9dc5-0b4ca090b186.mp3" length="26008196" type="audio/mpeg"/><itunes:duration>43:21</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>165</itunes:episode><podcast:episode>165</podcast:episode></item><item><title>We Built This City: Tools, Tips, and Tricks on Increasing Immersion in Your D&amp;D Game</title><itunes:title>We Built This City: Tools, Tips, and Tricks on Increasing Immersion in Your D&amp;D Game</itunes:title><description><![CDATA[<p>Terrain. Maps. Minis. Music. Handouts. TTRPGs aren’t movies and television and we can’t rely on moving pictures to help immerse our players, so what are some ways that you can help the imagination Build This City in your players’ minds?</p><p>In this episode, Tony, Chris, and Dave sit down to revisit our <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">discussion with The Wizard Washburn from Paper Terrain in Episode 112</a> about using and building terrain and minis but then also all the other ways to help you build the most immersive experience in your D&amp;D game.</p><p>3:50 Scenery and terrain should be used as an assist. It doesn’t need to be extensive.</p><p>&nbsp;5:45 Just like anything else, you have to find what YOUR style is.</p><p><br></p><p>7:30 Some of the examples of what we use, build, buy, and collect.</p><p><br></p><p>15:00 All these tools don’t run the game – you and the players do.</p><p><br></p><p>18:00 Reusability with these tools is key.</p><p><br></p><p>20:15 Something simple on the table helps to focus the players attention and provide more flavor.</p><p><br></p><p>23:45 Tools beyond terrain, maps, and minis to enhance immersion: bring more senses into play.</p><p><br></p><p>39:32 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Terrain. Maps. Minis. Music. Handouts. TTRPGs aren’t movies and television and we can’t rely on moving pictures to help immerse our players, so what are some ways that you can help the imagination Build This City in your players’ minds?</p><p>In this episode, Tony, Chris, and Dave sit down to revisit our <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">discussion with The Wizard Washburn from Paper Terrain in Episode 112</a> about using and building terrain and minis but then also all the other ways to help you build the most immersive experience in your D&amp;D game.</p><p>3:50 Scenery and terrain should be used as an assist. It doesn’t need to be extensive.</p><p>&nbsp;5:45 Just like anything else, you have to find what YOUR style is.</p><p><br></p><p>7:30 Some of the examples of what we use, build, buy, and collect.</p><p><br></p><p>15:00 All these tools don’t run the game – you and the players do.</p><p><br></p><p>18:00 Reusability with these tools is key.</p><p><br></p><p>20:15 Something simple on the table helps to focus the players attention and provide more flavor.</p><p><br></p><p>23:45 Tools beyond terrain, maps, and minis to enhance immersion: bring more senses into play.</p><p><br></p><p>39:32 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/we-built-this-city-tools-tips-and-tricks-on-increasing-immersion-in-your-dd-game]]></link><guid isPermaLink="false">c6ebfe62-1306-496a-ab7d-c44114790d5d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 May 2025 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/c6ebfe62-1306-496a-ab7d-c44114790d5d.mp3" length="35000593" type="audio/mpeg"/><itunes:duration>48:37</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>164</itunes:episode><podcast:episode>164</podcast:episode></item><item><title>Cobblers, Glassblowers, and Weavers Unite! Utilizing Forgotten Proficiencies in Your D&amp;D Games</title><itunes:title>Cobblers, Glassblowers, and Weavers Unite! Utilizing Forgotten Proficiencies in Your D&amp;D Games</itunes:title><description><![CDATA[<p>Cobbler’s tools. Weaver’s tools. Glassblowing. There are a host of proficiencies that are part of building a character in D&amp;D that seem strange at first for someone who is going out on adventures. For a lot of players, it just becomes something that you picked during character creation. We’ve come to call these the “orphan” proficiencies.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss how they utilize these proficiencies in games, and even if you should, or if you just pass over these proficiencies and get to killing orcs.</p><p>3:00 The finite resources that are proficiencies, do you want to use one to be a good leather worker?</p><p><br></p><p>6:35 Delving into the use of the orphaned proficiencies really depends on the type of game you’re running and who’s playing.</p><p><br></p><p>11:55 You need to allow the space for these types of skills and proficiencies to come into play – it can’t be a race against the ending of the world.</p><p><br></p><p>13:05 Approaching it in terms of Peter Parker and Spider-Man… you’ve gotta pay the rent!</p><p><br></p><p>14:40 The effectiveness of certain artisan and craft tools over others: would you prefer weavers’ tools or thieves’ tools?</p><p><br></p><p>16:55 5e, specifically, has a lot of mechanics to handle most things in game. But these types of proficiencies are more narrative-focused, so don’t be so slavish to the rules and mechanics.</p><p><br></p><p>19:40 The players invested some level of thought into these proficiencies… lean into them.</p><p><br></p><p>27:00 DM Chris develops the first Skateboarding Fighter.</p><p><br></p><p>28:00 To shine the light on these proficiencies, you have to put some thought into building it into the campaign.</p><p><br></p><p>32:45 It doesn’t matter how dexterous or intelligent I am… I can’t just play a guitar when I pick it up for the first time.</p><p><br></p><p>39:05 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Cobbler’s tools. Weaver’s tools. Glassblowing. There are a host of proficiencies that are part of building a character in D&amp;D that seem strange at first for someone who is going out on adventures. For a lot of players, it just becomes something that you picked during character creation. We’ve come to call these the “orphan” proficiencies.</p><p>In this episode, Tony, Chris, and Dave sit down to discuss how they utilize these proficiencies in games, and even if you should, or if you just pass over these proficiencies and get to killing orcs.</p><p>3:00 The finite resources that are proficiencies, do you want to use one to be a good leather worker?</p><p><br></p><p>6:35 Delving into the use of the orphaned proficiencies really depends on the type of game you’re running and who’s playing.</p><p><br></p><p>11:55 You need to allow the space for these types of skills and proficiencies to come into play – it can’t be a race against the ending of the world.</p><p><br></p><p>13:05 Approaching it in terms of Peter Parker and Spider-Man… you’ve gotta pay the rent!</p><p><br></p><p>14:40 The effectiveness of certain artisan and craft tools over others: would you prefer weavers’ tools or thieves’ tools?</p><p><br></p><p>16:55 5e, specifically, has a lot of mechanics to handle most things in game. But these types of proficiencies are more narrative-focused, so don’t be so slavish to the rules and mechanics.</p><p><br></p><p>19:40 The players invested some level of thought into these proficiencies… lean into them.</p><p><br></p><p>27:00 DM Chris develops the first Skateboarding Fighter.</p><p><br></p><p>28:00 To shine the light on these proficiencies, you have to put some thought into building it into the campaign.</p><p><br></p><p>32:45 It doesn’t matter how dexterous or intelligent I am… I can’t just play a guitar when I pick it up for the first time.</p><p><br></p><p>39:05 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/cobblers-glassblowers-and-weavers-unite-utilizing-forgotten-proficiencies-in-your-dd-games]]></link><guid isPermaLink="false">e652bd48-f8ca-42d6-b701-9ed0dd9be6dc</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Apr 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5216b52c-e809-4ed5-aa64-30948c3b0b93/Ep163-converted.mp3" length="22618824" type="audio/mpeg"/><itunes:duration>47:07</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>163</itunes:episode><podcast:episode>163</podcast:episode></item><item><title>Too Much Time On My Hands – Our 8 Best Hacks For Busy D&amp;D Players</title><itunes:title>Too Much Time On My Hands – Our 8 Best Hacks For Busy D&amp;D Players</itunes:title><description><![CDATA[<p>Multiple times a week. Once a week. Every other week. Once a month. Once every several months. We’ve referenced how frequency of play can really alter how you run the game, how the story flows, etc. But, our longtime listener, Dr. DM, has brought up how real life has really gotten in the way of scheduling their usually weekly games and how it has affected his confidence with running the game.</p><p>In this episode, Tony, Chris, and Dave sit down to really delve deep into how frequency of play affects how you run the game, and even what <em>type</em> of game you run. Along the way, they offer their eight best tips and hacks to help whenever life alters your gaming schedule.</p><p>1:45 Our long-time listener (and now co-DM!) Dr. DM, catches us up on his seafaring campaign we discussed in <a href="https://3wisedms.com/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">episode 148</a>, as well as his question.</p><p>5:56 Frequency of play is going to change how you might want to play with certain aspects of the game, like how long it took for DM Tony’s legendary Barbarian to read the <em>Manual of Gainful Exercise.</em></p><p><br></p><p>7:45 Tip#1: If you’ve got the time between sessions, use it to focus on your players goals.</p><p><br></p><p>10:05 Tip #2: What is your usual frequency of play? If you start monthly, it won’t be as jarring if you’re used to playing weekly, and now it’s a month.</p><p><br></p><p>11:35 Tip #3: Try to end your session on a completed note. And, if you can’t, the beginning recap is your best friend.</p><p><br></p><p>12:35 Tip #4: Be big and bold with your secrets, clues, and rumors when weeks have passed since your last game – No Sublety!</p><p><br></p><p>14:15 We return to DM Tony’s Barbarian, Hawk, and his quest to forge the Sword of Power in a once-a-month “Race Against Time” type of game.</p><p><br></p><p>17:10 Tip #5: If you’re worried that the time between games is letting your DM skills get rusty, start another game to keep “riding the bike.”</p><p><br></p><p>19:35 Tip #6: Giving something like a quest to forge a legendary sword needs to be given its due, regardless of your frequency of play. <a href="https://3wisedms.com/signed-sealed-delivered-revolutionize-your-dd-games-with-digital-tools/" rel="noopener noreferrer" target="_blank">Narrative side quests</a> and LOTRs mechanic of “The Fellowship Phase” offer some options.</p><p>30:30 DM Dave’s tangent about a possible <em>Star Wars </em>campaign utilizing the West End d6 system.</p><p><br></p><p>31:35 Tip #7: Game flow and frequency of play is going to change depending on how new or experienced your players are.</p><p><br></p><p>33:25 Tip #8: How long should it take your players to accomplish things? As long as it needs to in your game and your frequency of</p><p>play. DM Tony shares the story of DM Dave’s dragonborn cleric, Bhim, trying to gain proficiency in the longsword.</p><p><br></p><p>37:50 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Multiple times a week. Once a week. Every other week. Once a month. Once every several months. We’ve referenced how frequency of play can really alter how you run the game, how the story flows, etc. But, our longtime listener, Dr. DM, has brought up how real life has really gotten in the way of scheduling their usually weekly games and how it has affected his confidence with running the game.</p><p>In this episode, Tony, Chris, and Dave sit down to really delve deep into how frequency of play affects how you run the game, and even what <em>type</em> of game you run. Along the way, they offer their eight best tips and hacks to help whenever life alters your gaming schedule.</p><p>1:45 Our long-time listener (and now co-DM!) Dr. DM, catches us up on his seafaring campaign we discussed in <a href="https://3wisedms.com/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">episode 148</a>, as well as his question.</p><p>5:56 Frequency of play is going to change how you might want to play with certain aspects of the game, like how long it took for DM Tony’s legendary Barbarian to read the <em>Manual of Gainful Exercise.</em></p><p><br></p><p>7:45 Tip#1: If you’ve got the time between sessions, use it to focus on your players goals.</p><p><br></p><p>10:05 Tip #2: What is your usual frequency of play? If you start monthly, it won’t be as jarring if you’re used to playing weekly, and now it’s a month.</p><p><br></p><p>11:35 Tip #3: Try to end your session on a completed note. And, if you can’t, the beginning recap is your best friend.</p><p><br></p><p>12:35 Tip #4: Be big and bold with your secrets, clues, and rumors when weeks have passed since your last game – No Sublety!</p><p><br></p><p>14:15 We return to DM Tony’s Barbarian, Hawk, and his quest to forge the Sword of Power in a once-a-month “Race Against Time” type of game.</p><p><br></p><p>17:10 Tip #5: If you’re worried that the time between games is letting your DM skills get rusty, start another game to keep “riding the bike.”</p><p><br></p><p>19:35 Tip #6: Giving something like a quest to forge a legendary sword needs to be given its due, regardless of your frequency of play. <a href="https://3wisedms.com/signed-sealed-delivered-revolutionize-your-dd-games-with-digital-tools/" rel="noopener noreferrer" target="_blank">Narrative side quests</a> and LOTRs mechanic of “The Fellowship Phase” offer some options.</p><p>30:30 DM Dave’s tangent about a possible <em>Star Wars </em>campaign utilizing the West End d6 system.</p><p><br></p><p>31:35 Tip #7: Game flow and frequency of play is going to change depending on how new or experienced your players are.</p><p><br></p><p>33:25 Tip #8: How long should it take your players to accomplish things? As long as it needs to in your game and your frequency of</p><p>play. DM Tony shares the story of DM Dave’s dragonborn cleric, Bhim, trying to gain proficiency in the longsword.</p><p><br></p><p>37:50 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/too-much-time-on-my-hands-our-8-best-hacks-for-busy-dd-players]]></link><guid isPermaLink="false">0bc6dc4b-7573-4e2e-bd81-ef97c2940314</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Apr 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e0ca3a76-66ee-44ac-a2cc-f75df8e9095a/Ep162-converted.mp3" length="22640689" type="audio/mpeg"/><itunes:duration>47:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>162</itunes:episode><podcast:episode>162</podcast:episode></item><item><title>Halls of Valhalla - 3WDs Player Review of Our D&amp;D Viking Epic, Journey to Ragnarok</title><itunes:title>Halls of Valhalla - 3WDs Player Review of Our D&amp;D Viking Epic, Journey to Ragnarok</itunes:title><description><![CDATA[<p>It’s apropos that our first-ever players review of a campaign was for <a href="https://3wisedms.com/the-players-review-of-storm-kings-thunder-the-whole-party-spills-the-tea-on-tonys-version-of-skt/" rel="noopener noreferrer" target="_blank">DM Tony’s Storm King’s Thunder campaign</a>, as our newest iteration has us returning to the frozen world of the original giants in Mana Project Studios <a href="https://3wisedms.com/tag/journeytoragnarok/" rel="noopener noreferrer" target="_blank">Journey to Ragnarok!</a> We bring on return guests <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">Scott (the Terrain Wrangler)</a>, <a href="https://3wisedms.com/tag/mental-health/" rel="noopener noreferrer" target="_blank">Bonnie (the Chaos Engine) </a>and our newest player to join the group, Jen (the Girlfriend!)</p><p>In this episode, Tony, Chris, and Dave sit down with the other three players to review a campaign that had several adjustments made over the course of it – refining it from a completely open-world sandbox-style campaign to a Monster-of-the-Week style. </p><p>DMs always have to be adjusting dials, so listen in as we discuss how DM Tony had to adjust for vastly different play types to still create a fun and engaging campaign. DM Chris stated it best: “TTRPGs aren’t reliant on lore, backstory, and epic narratives… sometimes its just about getting together and having fun as a group.”</p><p>2:25 Player and character introductions.</p><p>7:20 Setting the characters in the world: Origins and Viking Clans!</p><p><br></p><p>18:35 How much backstory is enough or is it even required? </p><p><br></p><p>19:45 The real time adjustment to how you run the game with various types of gamers.</p><p><br></p><p>27:30 Refining a multitude of adventures, political brinksmanship, and storylines down to a Monster-of-the-Week tour of the Nine Realms.</p><p><br></p><p>29:20 How new and inexperienced players can help us evolve our DM style.</p><p><br></p><p>36:00 The players experience between two completely separate campaigns: completely open world and Monster-of-the-Week within the same campaign.</p><p><br></p><p>41:40 Forest for the trees: Seeing a character’s story arc in the macro.</p><p><br></p><p>44:47 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>It’s apropos that our first-ever players review of a campaign was for <a href="https://3wisedms.com/the-players-review-of-storm-kings-thunder-the-whole-party-spills-the-tea-on-tonys-version-of-skt/" rel="noopener noreferrer" target="_blank">DM Tony’s Storm King’s Thunder campaign</a>, as our newest iteration has us returning to the frozen world of the original giants in Mana Project Studios <a href="https://3wisedms.com/tag/journeytoragnarok/" rel="noopener noreferrer" target="_blank">Journey to Ragnarok!</a> We bring on return guests <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">Scott (the Terrain Wrangler)</a>, <a href="https://3wisedms.com/tag/mental-health/" rel="noopener noreferrer" target="_blank">Bonnie (the Chaos Engine) </a>and our newest player to join the group, Jen (the Girlfriend!)</p><p>In this episode, Tony, Chris, and Dave sit down with the other three players to review a campaign that had several adjustments made over the course of it – refining it from a completely open-world sandbox-style campaign to a Monster-of-the-Week style. </p><p>DMs always have to be adjusting dials, so listen in as we discuss how DM Tony had to adjust for vastly different play types to still create a fun and engaging campaign. DM Chris stated it best: “TTRPGs aren’t reliant on lore, backstory, and epic narratives… sometimes its just about getting together and having fun as a group.”</p><p>2:25 Player and character introductions.</p><p>7:20 Setting the characters in the world: Origins and Viking Clans!</p><p><br></p><p>18:35 How much backstory is enough or is it even required? </p><p><br></p><p>19:45 The real time adjustment to how you run the game with various types of gamers.</p><p><br></p><p>27:30 Refining a multitude of adventures, political brinksmanship, and storylines down to a Monster-of-the-Week tour of the Nine Realms.</p><p><br></p><p>29:20 How new and inexperienced players can help us evolve our DM style.</p><p><br></p><p>36:00 The players experience between two completely separate campaigns: completely open world and Monster-of-the-Week within the same campaign.</p><p><br></p><p>41:40 Forest for the trees: Seeing a character’s story arc in the macro.</p><p><br></p><p>44:47 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/halls-of-valhalla-3wds-player-review-of-our-dd-viking-epic-journey-to-ragnarok]]></link><guid isPermaLink="false">f108bc01-23ce-4e31-a867-16a3a96fe289</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Mar 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7b28b2d0-88f1-482b-8b5e-943301b8b418/Ep161-converted.mp3" length="29268478" type="audio/mpeg"/><itunes:duration>01:00:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>161</itunes:episode><podcast:episode>161</podcast:episode></item><item><title>Conquer the Viking Saga! 3 Wise DMs Campaign Review and Wrap-up of Journey to Ragnarok</title><itunes:title>Conquer the Viking Saga! 3 Wise DMs Campaign Review and Wrap-up of Journey to Ragnarok</itunes:title><description><![CDATA[<p>After a little over 2 years and 20+ sessions, we have finally concluded our adventure through the Norse Kingdoms in Midgard and the remaining 8 worlds of Yggdrasill, the World Tree, where the Auspicious Signs were successful in stopping Ragnarok: the Twilight of the Gods. <a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em></a><em> </em>was in the campaign queue for quite a while (with DM Thorin originally wanting to run it) and DM Tony finally took the reins and led us through an epic adventure and campaign. </p><p>In this episode, Tony, Chris, and Dave sit down to review and wrap-up our <em>Journey to Ragnarok</em> campaign. Along the way, we delve into the tips and tricks that DM Tony used to tie characters into the story, capture the essence of a Viking campaign, introduce new classes, abilities, and even a new addition to the leveling system of 5e!</p><p>3:12 DM Tony reveals the impetus behind running <a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok </em>from Mana Project Studios</a> as well as navigating the immense amount of lore in, not only the campaign setting, but in the breadth Norse Mythology.</p><p>6:55 Tying the six characters into the world and the adventure as well as the flavor of the backgrounds in this setting.</p><p><br></p><p>12:15 How restrictions in character creation (like being only human in the Viking lands) adds to the campaign and makes it special. Lean into them!</p><p><br></p><p>13:15 Some examples of the new subclasses in <em>Journey to Ragnarok</em> as well as the entirely new class.</p><p><br></p><p>18:00 The example from our finale of the ridiculously awesome and epic abilities of the Glima Monk!</p><p><br></p><p>21:15 An aside into the balance between the theme of the character and the mechanics of the character.</p><p><br></p><p>25:20 DM Tony’s introduction of the Farthak Die and Rune Casting into our campaign… even without the <a href="https://www.5esrd.com/database/class/rune-master/" rel="noopener noreferrer" target="_blank">Rune Master</a> class.</p><p><br></p><p>29:15 The introduction of “Icebreakers” during rests, etc. to encourage roleplay and character development.</p><p><br></p><p>33:00 DM Tony’s new additions to leveling – the concept of “Runic” levels.</p><p><br></p><p>38:40 Understanding what your players are understanding and what they aren’t – adjusting the sessions to work with the table you’re at.</p><p><br></p><p>45:28 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>After a little over 2 years and 20+ sessions, we have finally concluded our adventure through the Norse Kingdoms in Midgard and the remaining 8 worlds of Yggdrasill, the World Tree, where the Auspicious Signs were successful in stopping Ragnarok: the Twilight of the Gods. <a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em></a><em> </em>was in the campaign queue for quite a while (with DM Thorin originally wanting to run it) and DM Tony finally took the reins and led us through an epic adventure and campaign. </p><p>In this episode, Tony, Chris, and Dave sit down to review and wrap-up our <em>Journey to Ragnarok</em> campaign. Along the way, we delve into the tips and tricks that DM Tony used to tie characters into the story, capture the essence of a Viking campaign, introduce new classes, abilities, and even a new addition to the leveling system of 5e!</p><p>3:12 DM Tony reveals the impetus behind running <a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok </em>from Mana Project Studios</a> as well as navigating the immense amount of lore in, not only the campaign setting, but in the breadth Norse Mythology.</p><p>6:55 Tying the six characters into the world and the adventure as well as the flavor of the backgrounds in this setting.</p><p><br></p><p>12:15 How restrictions in character creation (like being only human in the Viking lands) adds to the campaign and makes it special. Lean into them!</p><p><br></p><p>13:15 Some examples of the new subclasses in <em>Journey to Ragnarok</em> as well as the entirely new class.</p><p><br></p><p>18:00 The example from our finale of the ridiculously awesome and epic abilities of the Glima Monk!</p><p><br></p><p>21:15 An aside into the balance between the theme of the character and the mechanics of the character.</p><p><br></p><p>25:20 DM Tony’s introduction of the Farthak Die and Rune Casting into our campaign… even without the <a href="https://www.5esrd.com/database/class/rune-master/" rel="noopener noreferrer" target="_blank">Rune Master</a> class.</p><p><br></p><p>29:15 The introduction of “Icebreakers” during rests, etc. to encourage roleplay and character development.</p><p><br></p><p>33:00 DM Tony’s new additions to leveling – the concept of “Runic” levels.</p><p><br></p><p>38:40 Understanding what your players are understanding and what they aren’t – adjusting the sessions to work with the table you’re at.</p><p><br></p><p>45:28 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/conquer-the-viking-saga-3-wise-dms-campaign-review-and-wrap-up-of-journey-to-ragnarok]]></link><guid isPermaLink="false">44cbfa1f-70d3-4aea-81ae-6e6bd597b3db</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Mar 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a5386dd9-8483-4483-adf2-49e2f97aa0f0/Ep160-converted.mp3" length="25849043" type="audio/mpeg"/><itunes:duration>53:51</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>160</itunes:episode><podcast:episode>160</podcast:episode></item><item><title>Master the Art of Non-Combat D&amp;D Encounters with 16 Essential Tips!</title><itunes:title>Master the Art of Non-Combat D&amp;D Encounters with 16 Essential Tips!</itunes:title><description><![CDATA[<p>D&amp;D does combat well. It can slow down time and can be more or less crunchy than you like, but it definitely creates aa play area that a new DM can handle during a session. Unfortunately, while the books talk about the other two pillars of roleplay, there isn’t a lot for the new DM to latch onto to understand the best way to run a seamless session.</p><p>In this episode, Tony, Chris, and Dave sit down to answer a listener question about the best ways to create and run all the non-combat encounters that the characters will become involved with and how to develop them beyond “roll me an x” situation.</p><p>1:15 DM Dave reminisces on the <a href="https://en.wikipedia.org/wiki/The_Rock%27n%27Roll_Era_(Time-Life_Music)" rel="noopener noreferrer" target="_blank">Time Life Rock ‘n Roll Era </a>CD collection.</p><p>3:15 Listener question: a new DM asks about the best ways to lend gravitas to non-combat encounters without it just boiling down to a dice roll.</p><p><br></p><p>4:38 Tip #1: What do your players like?</p><p><br></p><p>5:30 Tip #2: Prepare ahead and let the players guide the movement forward.</p><p><br></p><p>6:50 Tip #3: Get comfortable with being uncomfortable. </p><p><br></p><p>11:15 Tip #4: Mini-games are an easy way to let the players roleplay while also rolling dice.</p><p><br></p><p>12:45 Tip #5: The evolution of the game reflects the evolution of DMing… give yourself some time to develop.</p><p><br></p><p>14:00 Tip #6: Lean on some resources that help newer DMs to understand how adventures can run between all the pillars of play.</p><p><br></p><p>15:11 Tip #7: What are the characters objectives/mission/quest? Let that guide you.</p><p><br></p><p>18:20 Tip #8: Story prompts and campfire tales… fuel for roleplay.</p><p><br></p><p>20:00 Tip #9: Go easy on yourself… you will screw up.</p><p><br></p><p>23:30 Tip #10: Rest times are a great time to spur talking amongst themselves.</p><p><br></p><p>24:40 Tip #11: The Lever NPC… use them to spur forward momentum.</p><p><br></p><p>25:50 Tip #12: What do your favorite movies, series, and books do to create “non-combat encounters.”</p><p><br></p><p>26:45 Tip #13: N<a href="https://3wisedms.com/signed-sealed-delivered-revolutionize-your-dd-games-with-digital-tools/" rel="noopener noreferrer" target="_blank">arrative side quests.</a></p><p><br></p><p>29:50 Tip #14: Skill Challenges.</p><p><br></p><p>33:35 Tip #15: Create Open-Ended scenarios… developing inciting incidents.</p><p><br></p><p>37:15 Tip #16: <a href="https://3wisedms.com/3-ways-to-design-rpg-campaigns-railroad-vs-open-world-vs-dave/" rel="noopener noreferrer" target="_blank">“Sandbox” and “Railroad”: It’s not either/or… it’s always AND.</a></p><p><br></p><p>39:12 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>D&amp;D does combat well. It can slow down time and can be more or less crunchy than you like, but it definitely creates aa play area that a new DM can handle during a session. Unfortunately, while the books talk about the other two pillars of roleplay, there isn’t a lot for the new DM to latch onto to understand the best way to run a seamless session.</p><p>In this episode, Tony, Chris, and Dave sit down to answer a listener question about the best ways to create and run all the non-combat encounters that the characters will become involved with and how to develop them beyond “roll me an x” situation.</p><p>1:15 DM Dave reminisces on the <a href="https://en.wikipedia.org/wiki/The_Rock%27n%27Roll_Era_(Time-Life_Music)" rel="noopener noreferrer" target="_blank">Time Life Rock ‘n Roll Era </a>CD collection.</p><p>3:15 Listener question: a new DM asks about the best ways to lend gravitas to non-combat encounters without it just boiling down to a dice roll.</p><p><br></p><p>4:38 Tip #1: What do your players like?</p><p><br></p><p>5:30 Tip #2: Prepare ahead and let the players guide the movement forward.</p><p><br></p><p>6:50 Tip #3: Get comfortable with being uncomfortable. </p><p><br></p><p>11:15 Tip #4: Mini-games are an easy way to let the players roleplay while also rolling dice.</p><p><br></p><p>12:45 Tip #5: The evolution of the game reflects the evolution of DMing… give yourself some time to develop.</p><p><br></p><p>14:00 Tip #6: Lean on some resources that help newer DMs to understand how adventures can run between all the pillars of play.</p><p><br></p><p>15:11 Tip #7: What are the characters objectives/mission/quest? Let that guide you.</p><p><br></p><p>18:20 Tip #8: Story prompts and campfire tales… fuel for roleplay.</p><p><br></p><p>20:00 Tip #9: Go easy on yourself… you will screw up.</p><p><br></p><p>23:30 Tip #10: Rest times are a great time to spur talking amongst themselves.</p><p><br></p><p>24:40 Tip #11: The Lever NPC… use them to spur forward momentum.</p><p><br></p><p>25:50 Tip #12: What do your favorite movies, series, and books do to create “non-combat encounters.”</p><p><br></p><p>26:45 Tip #13: N<a href="https://3wisedms.com/signed-sealed-delivered-revolutionize-your-dd-games-with-digital-tools/" rel="noopener noreferrer" target="_blank">arrative side quests.</a></p><p><br></p><p>29:50 Tip #14: Skill Challenges.</p><p><br></p><p>33:35 Tip #15: Create Open-Ended scenarios… developing inciting incidents.</p><p><br></p><p>37:15 Tip #16: <a href="https://3wisedms.com/3-ways-to-design-rpg-campaigns-railroad-vs-open-world-vs-dave/" rel="noopener noreferrer" target="_blank">“Sandbox” and “Railroad”: It’s not either/or… it’s always AND.</a></p><p><br></p><p>39:12 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/master-the-art-of-non-combat-dd-encounters-with-16-essential-tips]]></link><guid isPermaLink="false">a05d96b2-ce83-4cdd-ade6-4c95b0982b57</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Feb 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7f5a4649-bf5e-4dc0-a476-0f06151403ce/Ep-159-Final-converted.mp3" length="22837126" type="audio/mpeg"/><itunes:duration>47:35</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>159</itunes:episode><podcast:episode>159</podcast:episode></item><item><title>I Don&apos;t Know: 9 Tips to Master D&amp;D Settings That You&apos;re New to Running</title><itunes:title>I Don&apos;t Know: 9 Tips to Master D&amp;D Settings That You&apos;re New to Running</itunes:title><description><![CDATA[<p>“What elements would this game need to include to feel complete for a fan of the setting and the story?” That was the question from Forever DM Larry about running a Dragonlance campaign for players that had read the books… which he hasn’t. </p><p>In this episode, Tony, Chris, and Dave reveal the best tips they have for running a setting that you’re unfamiliar with while the players are steeped in it, whether it’s Krynn, Middle-Earth, or a Galaxy Far, Far Away.</p><p>1:45 Shout out to <a href="https://www.instagram.com/reel/DFlMaLJv7fi/" rel="noopener noreferrer" target="_blank">The Epic Beatles Tribute Band</a> on DM Dave’s recent Norwegian Cruise.</p><p>2:50 Our listener question from Forever DM Larry.</p><p><br></p><p>5:05 First Tip: Hit the Broad Strokes.</p><p><br></p><p>8:25 Second Tip: Take a Cue from the Star Wars Stories.</p><p><br></p><p>10:55 Third Tip: Focus on the Fun of the Adventure First.</p><p><br></p><p>12:15 Fourth Tip: Set Expectations.</p><p><br></p><p>14:00 Fifth Tip: What Source Material are you Using? 190 novels exist in the world of Krynn.</p><p><br></p><p>16:15 Sixth Tip: Use Lore and NPCs as Easter Eggs, Let Your Unique Story Flourish.</p><p><br></p><p>20:40 Seventh Tip: Know What Notes You Need to Hit.</p><p><br></p><p>26:25 Eighth Tip: You’re Always Planning for the Next Session.</p><p><br></p><p>29:15 Ninth Tip: Pick the System That Leads to The Most Fun for the Whole Table.</p><p><br></p><p>40:15 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>“What elements would this game need to include to feel complete for a fan of the setting and the story?” That was the question from Forever DM Larry about running a Dragonlance campaign for players that had read the books… which he hasn’t. </p><p>In this episode, Tony, Chris, and Dave reveal the best tips they have for running a setting that you’re unfamiliar with while the players are steeped in it, whether it’s Krynn, Middle-Earth, or a Galaxy Far, Far Away.</p><p>1:45 Shout out to <a href="https://www.instagram.com/reel/DFlMaLJv7fi/" rel="noopener noreferrer" target="_blank">The Epic Beatles Tribute Band</a> on DM Dave’s recent Norwegian Cruise.</p><p>2:50 Our listener question from Forever DM Larry.</p><p><br></p><p>5:05 First Tip: Hit the Broad Strokes.</p><p><br></p><p>8:25 Second Tip: Take a Cue from the Star Wars Stories.</p><p><br></p><p>10:55 Third Tip: Focus on the Fun of the Adventure First.</p><p><br></p><p>12:15 Fourth Tip: Set Expectations.</p><p><br></p><p>14:00 Fifth Tip: What Source Material are you Using? 190 novels exist in the world of Krynn.</p><p><br></p><p>16:15 Sixth Tip: Use Lore and NPCs as Easter Eggs, Let Your Unique Story Flourish.</p><p><br></p><p>20:40 Seventh Tip: Know What Notes You Need to Hit.</p><p><br></p><p>26:25 Eighth Tip: You’re Always Planning for the Next Session.</p><p><br></p><p>29:15 Ninth Tip: Pick the System That Leads to The Most Fun for the Whole Table.</p><p><br></p><p>40:15 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/i-dont-know-9-tips-to-master-dd-settings-that-youre-new-to-running]]></link><guid isPermaLink="false">20184615-ec67-4022-bce4-8b7a661a4340</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Feb 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/76813a88-54c2-4545-8eaa-f95f6250bc5a/Ep158-converted.mp3" length="23890346" type="audio/mpeg"/><itunes:duration>49:46</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>158</itunes:episode><podcast:episode>158</podcast:episode></item><item><title>Dragonlance Decoded: Your Front-Row Seat to Shadow of the Dragon Queen</title><itunes:title>Dragonlance Decoded: Your Front-Row Seat to Shadow of the Dragon Queen</itunes:title><description><![CDATA[<p>Following the footsteps of our <a href="https://3wisedms.com/the-players-review-of-storm-kings-thunder-the-whole-party-spills-the-tea-on-tonys-version-of-skt/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder</em></a><em> </em>and <a href="https://3wisedms.com/the-curse-of-strahd-postmortem-our-players-talk-about-what-they-thought-of-dd-5es-barovia-the-things-they-loved-and-a-few-things-they-didnt/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em></a><em> </em>campaigns, we gather all five players from our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance: Shadow of the Dragon Queen</em></a> players wrap-up!</p><p>In this episode, Tony, Chris, and Dave welcome The Wizard Washburn, Monster Wrangler Matt, and our own Chaos Engine, Bonnie, to sit down and discuss the epic entirety of our Dragonlance campaign: what we enjoyed and what we didn’t in this campaign that clocked in at just under 2 years! For anyone wanting to run or play in <em>Dragonlance: Shadow of the Dragon Queen</em>, this episode is for you.</p><p>1:50 Player Introductions:</p><p><br></p><p>Sir William de Grey – the Knight of Solamnia who makes a devil’s bargain with Sargonnas to gain power to defeat the Dragon Army, only to be redeemed by Chislev and fulfill his Anakin arc.</p><p><br></p><p>Rasgueado Vilhuela de Latigo – A whip-wielding Bard who was in search of The Great Song, as well as his Father – only to find that his Father was Lohezet of the Black Robes, High Wizard of the Dragon Army!</p><p><br></p><p>Adran Oakenheel – An orphaned Kagonesti Elf who was left with the Sanctuary of the First World; a monastic order dedicated to the Prophecy of the Ascendant Dragon.</p><p><br></p><p>Mikros – A Kender Rogue who was searching for her missing past but who was chosen by Lunitari to wield magic.</p><p><br></p><p>Dame Eeva Pyrope – An orphaned girl who squired for the Knights of Solamnia, wishing to one day become a full-fledged Knight… only to realize that she has been chosen to herald the return of the Gods!</p><p><br></p><p>7:45 Crafting backstories and character concepts that fit within the deep lore of Krynn and Dragonlance.</p><p><br></p><p>31:50 We discuss the implementation of the <em>Warriors of Krynn</em> strategy board game developed for the <em>SotDQ</em> adventure: what we liked, what we didn’t, and some changes we would make.</p><p><br></p><p>47:40 We discuss the extensive narrative stories that developed the character’s arcs well beyond what we could have achieved at the table.</p><p><br></p><p>52:40 The #1 Rule for DMs: Meet Your Players Where They Are.</p><p><br></p><p>57:10 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Following the footsteps of our <a href="https://3wisedms.com/the-players-review-of-storm-kings-thunder-the-whole-party-spills-the-tea-on-tonys-version-of-skt/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder</em></a><em> </em>and <a href="https://3wisedms.com/the-curse-of-strahd-postmortem-our-players-talk-about-what-they-thought-of-dd-5es-barovia-the-things-they-loved-and-a-few-things-they-didnt/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em></a><em> </em>campaigns, we gather all five players from our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance: Shadow of the Dragon Queen</em></a> players wrap-up!</p><p>In this episode, Tony, Chris, and Dave welcome The Wizard Washburn, Monster Wrangler Matt, and our own Chaos Engine, Bonnie, to sit down and discuss the epic entirety of our Dragonlance campaign: what we enjoyed and what we didn’t in this campaign that clocked in at just under 2 years! For anyone wanting to run or play in <em>Dragonlance: Shadow of the Dragon Queen</em>, this episode is for you.</p><p>1:50 Player Introductions:</p><p><br></p><p>Sir William de Grey – the Knight of Solamnia who makes a devil’s bargain with Sargonnas to gain power to defeat the Dragon Army, only to be redeemed by Chislev and fulfill his Anakin arc.</p><p><br></p><p>Rasgueado Vilhuela de Latigo – A whip-wielding Bard who was in search of The Great Song, as well as his Father – only to find that his Father was Lohezet of the Black Robes, High Wizard of the Dragon Army!</p><p><br></p><p>Adran Oakenheel – An orphaned Kagonesti Elf who was left with the Sanctuary of the First World; a monastic order dedicated to the Prophecy of the Ascendant Dragon.</p><p><br></p><p>Mikros – A Kender Rogue who was searching for her missing past but who was chosen by Lunitari to wield magic.</p><p><br></p><p>Dame Eeva Pyrope – An orphaned girl who squired for the Knights of Solamnia, wishing to one day become a full-fledged Knight… only to realize that she has been chosen to herald the return of the Gods!</p><p><br></p><p>7:45 Crafting backstories and character concepts that fit within the deep lore of Krynn and Dragonlance.</p><p><br></p><p>31:50 We discuss the implementation of the <em>Warriors of Krynn</em> strategy board game developed for the <em>SotDQ</em> adventure: what we liked, what we didn’t, and some changes we would make.</p><p><br></p><p>47:40 We discuss the extensive narrative stories that developed the character’s arcs well beyond what we could have achieved at the table.</p><p><br></p><p>52:40 The #1 Rule for DMs: Meet Your Players Where They Are.</p><p><br></p><p>57:10 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dragonlance-decoded-your-front-row-seat-to-shadow-of-the-dragon-queen]]></link><guid isPermaLink="false">8b2cfedd-4d1d-458d-92c2-a8d55755216e</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Jan 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/da21687d-ff6e-486f-ba6f-a776e2a5d29f/Ep157-converted.mp3" length="33115258" type="audio/mpeg"/><itunes:duration>01:08:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>157</itunes:episode><podcast:episode>157</podcast:episode></item><item><title>The High Tale of the Dragonlance: What We Loved and 3 Things We Didn’t in Shadow of the Dragon Queen</title><itunes:title>The High Tale of the Dragonlance: What We Loved and 3 Things We Didn’t in Shadow of the Dragon Queen</itunes:title><description><![CDATA[<p>Happy New Year! As promised, we’re kicking off our 5th Season with one of our favorite episode varieties: the 3 Wise DMs Campaign Reviews! Following the footsteps of our <a href="https://3wisedms.com/storm-kings-thunder-dm-review-the-9-deviations-dm-tony-used-to-make-dds-giant-globetrot-his-own/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder,</em></a><em> </em><a href="https://3wisedms.com/strahd-dead-and-loving-it-the-3-wise-dms-review-of-dd-5es-curse-of-strahd-and-dm-daves-campaign-through-ravenloft/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd,</em></a><em> </em>and<em> </em><a href="https://3wisedms.com/the-3-wise-dms-podcast/finish-your-homebrew-campaign-with-a-bang-dms-breakdown-of-the-epic-ending-of-the-woodstock-wanderers/" rel="noopener noreferrer" target="_blank"><em>Woodstock Wanderers</em></a> campaigns, we delve deep into the High Tale of the Dragonlance with our DM Review of <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Shadow of the Dragon Queen</em></a>.</p><p>In this episode, Tony, Chris, and Dave review how we experienced running and playing it; what we enjoyed and what we didn’t in this campaign that clocked in at just under 2 years! For anyone wanting to run <em>Dragonlance: Shadow of the Dragon Queen</em>, this episode is for you.</p><p>Stay tuned for Part 2 when we bring ALL the players on for our Player Wrap-Up episode! </p><p>1:50 How close to the book did the DM run the campaign? </p><p><br></p><p>3:30 The momentum that is created with the overall theme of impending war in a campaign.</p><p><br></p><p>4:30 Why DM Dave chose Dragonlance as his next campaign to run.</p><p><br></p><p>7:00 This is the Way: How Dragonlance did NPC death right.</p><p><br></p><p>9:30 The Kingfisher Festival: How mini games help get players invested, like fishing for Old Benebog.</p><p><br></p><p>12:30 The first stumbling block in the adventure – the translation of the adventure into the Northern Wastes. </p><p><br></p><p>17:50 The second stumbling block – Lord Soth is introduced only as a plot device.</p><p><br></p><p>22:20 The majority of the adventure is found in The Northern Wastes.</p><p><br></p><p>23:50 The Third Stumbling Block - the strange design decision to provide the players with the ability to fly over all the travel mechanics of The Northern Wastes.</p><p><br></p><p>27:10 The homebrewed Journey Game that we debuted in <em>SotDQ.</em></p><p><br></p><p>32:00 Classic “Fetch Quests” to get the ball rolling for the players in a new territory.</p><p><br></p><p>35:55 The #1 Reason why this was DM Dave’s favorite game to ever run…</p><p><br></p><p>41:20 The 2 great things WotC learned leading up to <em>SotDQ: </em>the Adventure Hook and Encounter Difficulty.</p><p><br></p><p>44:05 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Happy New Year! As promised, we’re kicking off our 5th Season with one of our favorite episode varieties: the 3 Wise DMs Campaign Reviews! Following the footsteps of our <a href="https://3wisedms.com/storm-kings-thunder-dm-review-the-9-deviations-dm-tony-used-to-make-dds-giant-globetrot-his-own/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder,</em></a><em> </em><a href="https://3wisedms.com/strahd-dead-and-loving-it-the-3-wise-dms-review-of-dd-5es-curse-of-strahd-and-dm-daves-campaign-through-ravenloft/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd,</em></a><em> </em>and<em> </em><a href="https://3wisedms.com/the-3-wise-dms-podcast/finish-your-homebrew-campaign-with-a-bang-dms-breakdown-of-the-epic-ending-of-the-woodstock-wanderers/" rel="noopener noreferrer" target="_blank"><em>Woodstock Wanderers</em></a> campaigns, we delve deep into the High Tale of the Dragonlance with our DM Review of <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Shadow of the Dragon Queen</em></a>.</p><p>In this episode, Tony, Chris, and Dave review how we experienced running and playing it; what we enjoyed and what we didn’t in this campaign that clocked in at just under 2 years! For anyone wanting to run <em>Dragonlance: Shadow of the Dragon Queen</em>, this episode is for you.</p><p>Stay tuned for Part 2 when we bring ALL the players on for our Player Wrap-Up episode! </p><p>1:50 How close to the book did the DM run the campaign? </p><p><br></p><p>3:30 The momentum that is created with the overall theme of impending war in a campaign.</p><p><br></p><p>4:30 Why DM Dave chose Dragonlance as his next campaign to run.</p><p><br></p><p>7:00 This is the Way: How Dragonlance did NPC death right.</p><p><br></p><p>9:30 The Kingfisher Festival: How mini games help get players invested, like fishing for Old Benebog.</p><p><br></p><p>12:30 The first stumbling block in the adventure – the translation of the adventure into the Northern Wastes. </p><p><br></p><p>17:50 The second stumbling block – Lord Soth is introduced only as a plot device.</p><p><br></p><p>22:20 The majority of the adventure is found in The Northern Wastes.</p><p><br></p><p>23:50 The Third Stumbling Block - the strange design decision to provide the players with the ability to fly over all the travel mechanics of The Northern Wastes.</p><p><br></p><p>27:10 The homebrewed Journey Game that we debuted in <em>SotDQ.</em></p><p><br></p><p>32:00 Classic “Fetch Quests” to get the ball rolling for the players in a new territory.</p><p><br></p><p>35:55 The #1 Reason why this was DM Dave’s favorite game to ever run…</p><p><br></p><p>41:20 The 2 great things WotC learned leading up to <em>SotDQ: </em>the Adventure Hook and Encounter Difficulty.</p><p><br></p><p>44:05 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-high-tale-of-the-dragonlance-what-we-loved-and-3-things-we-didnt-in-shadow-of-the-dragon-queen]]></link><guid isPermaLink="false">a07e2104-1337-4aa2-a938-845f82a3fac5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Jan 2025 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/704148f7-9a24-4d51-a78a-cf874ce7e774/Ep156-converted.mp3" length="26506860" type="audio/mpeg"/><itunes:duration>55:13</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>156</itunes:episode><podcast:episode>156</podcast:episode></item><item><title>The Great Pretender – How To Lean Into Metagaming To Enhance Your D&amp;D Games</title><itunes:title>The Great Pretender – How To Lean Into Metagaming To Enhance Your D&amp;D Games</itunes:title><description><![CDATA[<p>Metagaming. It’s one of the many topics that will spark controversy among those in the hobby. A listener wrote in explaining that they love making terrain and minis and have offered their services to their DM. Unfortunately, the DMs are reluctant, as they don’t want the player to have metaknowledge or spoil the reveals of the campaign. </p><p>In this episode, Tony, Chris, and Dave bring on our return special Wise DM, the Wizard Washburn, from <a href="https://youtu.be/MXRICwNPjJg?si=F5cr1K_qdBD8ov6K" rel="noopener noreferrer" target="_blank">our Terrain and Minis episode</a>, to discuss how we have leaned into the inevitability of metagaming to enhance our campaigns by letting Scott build out a ton of our terrain, maps, and minis and how we have let it not spoil the fun for the DM, Scott, or any of the other players.</p><p>3:40 Our return special guest… Scott “The Wizard” Washburn from <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Paper Terrain</a>!</p><p>5:05 The overview of how we approach compartmentalizing the knowledge of the player and the knowledge of the character.</p><p><br></p><p>7:05 The fact of the matter – once you’ve played once, you now have “meta” knowledge.</p><p><br></p><p>10:15 The Wizard Washburn reveals his general approach to planning with the DM in multiple campaigns he’s been a player in.</p><p><br></p><p>13:35 The idea of context in metagaming.</p><p><br></p><p>18:22 Terrain is one thing… but what about miniatures and seeing what the other team is playing with?</p><p><br></p><p>25:50 Always remember that RPG means roleplaying GAME.</p><p><br></p><p>30:05 Leaning on players to help decrease the level of prep necessary for your game.</p><p><br></p><p>32:07 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Metagaming. It’s one of the many topics that will spark controversy among those in the hobby. A listener wrote in explaining that they love making terrain and minis and have offered their services to their DM. Unfortunately, the DMs are reluctant, as they don’t want the player to have metaknowledge or spoil the reveals of the campaign. </p><p>In this episode, Tony, Chris, and Dave bring on our return special Wise DM, the Wizard Washburn, from <a href="https://youtu.be/MXRICwNPjJg?si=F5cr1K_qdBD8ov6K" rel="noopener noreferrer" target="_blank">our Terrain and Minis episode</a>, to discuss how we have leaned into the inevitability of metagaming to enhance our campaigns by letting Scott build out a ton of our terrain, maps, and minis and how we have let it not spoil the fun for the DM, Scott, or any of the other players.</p><p>3:40 Our return special guest… Scott “The Wizard” Washburn from <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Paper Terrain</a>!</p><p>5:05 The overview of how we approach compartmentalizing the knowledge of the player and the knowledge of the character.</p><p><br></p><p>7:05 The fact of the matter – once you’ve played once, you now have “meta” knowledge.</p><p><br></p><p>10:15 The Wizard Washburn reveals his general approach to planning with the DM in multiple campaigns he’s been a player in.</p><p><br></p><p>13:35 The idea of context in metagaming.</p><p><br></p><p>18:22 Terrain is one thing… but what about miniatures and seeing what the other team is playing with?</p><p><br></p><p>25:50 Always remember that RPG means roleplaying GAME.</p><p><br></p><p>30:05 Leaning on players to help decrease the level of prep necessary for your game.</p><p><br></p><p>32:07 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-great-pretender-how-to-lean-into-metagaming-to-enhance-your-dd-games]]></link><guid isPermaLink="false">1871b513-89cd-4640-8c72-6f37f269bd33</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 22 Dec 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f2798e4a-8e0c-4da5-afac-c048eafc7808/Ep155-Final-converted.mp3" length="20179168" type="audio/mpeg"/><itunes:duration>42:02</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>155</itunes:episode><podcast:episode>155</podcast:episode></item><item><title>Can I Ask You A Question? When and How to Exert Your Unlimited Power as a DM in D&amp;D</title><itunes:title>Can I Ask You A Question? When and How to Exert Your Unlimited Power as a DM in D&amp;D</itunes:title><description><![CDATA[<p>Several listener questions came in that were spiraling around the same general idea, and one that DMs have fielded since the very beginning of the game: how, and when, to exert the unlimited level of power that you possess as the DM.</p><p>In this episode, Tony, Chris, and Dave, take part in a grab bag of listener questions that deal with players constantly interrupting, as well as how to best approach using, or not using, the newest 2024 version of the Player’s Handbook. For any DM who has wrestled with how and when to exert their God-level power, this is the episode for you.</p><p>3:30 The first listener question that deals with the player that constantly interrupts the BBEGs monologues.</p><p>4:25 The pro is that you have an excited and engaged player as well as DM Tony’s idea of the “cutscene.”</p><p><br></p><p>5:40 Exerting your control to set a scene.</p><p><br></p><p>10:00 Teaching players how your world works and allowing the players to adjust the setup of the scene.</p><p><br></p><p>13:15 “We’ll get to that” – a bookmark for all the actions players want to take because it is still a turn-based game.</p><p><br></p><p>17:20 We delve deeper into DM Tony’s idea of the “cutscene.” What is it and how to use it.</p><p><br></p><p>21:10 The awesomeness of the hero punching the villain in the jaw and not caring about their speech.</p><p><br></p><p>24:07 The second listener question regarding using the new 2024 update to 5e.</p><p><br></p><p>26:00 We already decide what races, classes, and rules we allow in our campaigns – this is no different.</p><p><br></p><p>29:15 <a href="https://5e.tools" rel="noopener noreferrer" target="_blank">5e.tools</a> – a great digital resource for DMs and the new Mastery properties of weapons.</p><p><br></p><p>34:00 Changing rulesets halfway through a campaign.</p><p><br></p><p>38:50 Final Thoughts.</p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p>]]></description><content:encoded><![CDATA[<p>Several listener questions came in that were spiraling around the same general idea, and one that DMs have fielded since the very beginning of the game: how, and when, to exert the unlimited level of power that you possess as the DM.</p><p>In this episode, Tony, Chris, and Dave, take part in a grab bag of listener questions that deal with players constantly interrupting, as well as how to best approach using, or not using, the newest 2024 version of the Player’s Handbook. For any DM who has wrestled with how and when to exert their God-level power, this is the episode for you.</p><p>3:30 The first listener question that deals with the player that constantly interrupts the BBEGs monologues.</p><p>4:25 The pro is that you have an excited and engaged player as well as DM Tony’s idea of the “cutscene.”</p><p><br></p><p>5:40 Exerting your control to set a scene.</p><p><br></p><p>10:00 Teaching players how your world works and allowing the players to adjust the setup of the scene.</p><p><br></p><p>13:15 “We’ll get to that” – a bookmark for all the actions players want to take because it is still a turn-based game.</p><p><br></p><p>17:20 We delve deeper into DM Tony’s idea of the “cutscene.” What is it and how to use it.</p><p><br></p><p>21:10 The awesomeness of the hero punching the villain in the jaw and not caring about their speech.</p><p><br></p><p>24:07 The second listener question regarding using the new 2024 update to 5e.</p><p><br></p><p>26:00 We already decide what races, classes, and rules we allow in our campaigns – this is no different.</p><p><br></p><p>29:15 <a href="https://5e.tools" rel="noopener noreferrer" target="_blank">5e.tools</a> – a great digital resource for DMs and the new Mastery properties of weapons.</p><p><br></p><p>34:00 Changing rulesets halfway through a campaign.</p><p><br></p><p>38:50 Final Thoughts.</p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/can-i-ask-you-a-question-when-and-how-to-exert-your-unlimited-power-as-a-dm-in-dd]]></link><guid isPermaLink="false">acbe49c6-0188-4752-b621-f7970a63aa79</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 08 Dec 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/fa977ea0-fd63-4e8f-bc2b-6884ce1fd923/Ep154-converted.mp3" length="22448922" type="audio/mpeg"/><itunes:duration>46:46</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>154</itunes:episode><podcast:episode>154</podcast:episode></item><item><title>Misty Mountain Hop: Unleash Epic Adventures and Elevate Your Game with Middle-Earth&apos;s Magic</title><itunes:title>Misty Mountain Hop: Unleash Epic Adventures and Elevate Your Game with Middle-Earth&apos;s Magic</itunes:title><description><![CDATA[<p>Low Magic. We’ve discussed it before and, <a href="https://3wisedms.com/a-rare-magic-5-tips-to-add-low-magic-elements-to-your-dd-campaigns/" rel="noopener noreferrer" target="_blank">in last weeks article</a>, DM Chris delved into ideas of how to make magic rare and special in your D&amp;D campaigns. In our discussion online regarding the article, there was a debate over what low magic means. The issue seemed to revolve around confusing Low Magic with Low Fantasy. Middle-Earth, while being a High Fantasy setting, is, in terms of D&amp;D, a Low Magic setting for the simple fact that there are no spellcasting classes.</p><p>In this episode, Tony, Chris, and Dave discuss the preparations for the upcoming <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">LOTR campaign</a>; how magic will work, the lack of spellcasters as a class, the types of characters that we’re thinking of developing, among many other topics. For anyone that is hoping to really approach magic differently in their home games, this is the episode for you.</p><p>1:50 Our continuing discussion about our upcoming <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord of the Rings campaign</a> and how we’re approaching a setting with low access to magic.</p><p>4:01 What are you going to do now? Trying to top your previous campaigns.</p><p><br></p><p>7:15 DM Chris delves into his thoughts surrounding how to lessen access to magic as he began preparing and planning his Lord of the Rings campaign. </p><p><br></p><p>11:55 Middle-Earth as a world is highly magical, but how that plays at the table changes it significantly from all other D&amp;D settings – Bilbo and the Dwarves didn’t have a Boss Battle with Smaug.</p><p><br></p><p>17:35 How much Meteor Swarm would change the Arthurian Tales.</p><p><br></p><p>19:05 How rare magic will turn everything into significant encounters: healing, journeys, rests, etc.</p><p><br></p><p>22:52 A rare Rock and Roll DM story about short rests and long rests.</p><p><br></p><p>24:55 DM Chris explains the idea of the “Fellowship Phase” and “Shadow Points” in LOTR, like Call of Cthulhu Sanity points in Middle-Earth.</p><p><br></p><p>32:05 What’s the economy of Middle-Earth?</p><p><br></p><p>37:50 How to build characters that will hook into the setting of Middle-Earth.</p><p><br></p><p>40:30 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Low Magic. We’ve discussed it before and, <a href="https://3wisedms.com/a-rare-magic-5-tips-to-add-low-magic-elements-to-your-dd-campaigns/" rel="noopener noreferrer" target="_blank">in last weeks article</a>, DM Chris delved into ideas of how to make magic rare and special in your D&amp;D campaigns. In our discussion online regarding the article, there was a debate over what low magic means. The issue seemed to revolve around confusing Low Magic with Low Fantasy. Middle-Earth, while being a High Fantasy setting, is, in terms of D&amp;D, a Low Magic setting for the simple fact that there are no spellcasting classes.</p><p>In this episode, Tony, Chris, and Dave discuss the preparations for the upcoming <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">LOTR campaign</a>; how magic will work, the lack of spellcasters as a class, the types of characters that we’re thinking of developing, among many other topics. For anyone that is hoping to really approach magic differently in their home games, this is the episode for you.</p><p>1:50 Our continuing discussion about our upcoming <a href="https://3wisedms.com/tag/lord-of-the-rings/" rel="noopener noreferrer" target="_blank">Lord of the Rings campaign</a> and how we’re approaching a setting with low access to magic.</p><p>4:01 What are you going to do now? Trying to top your previous campaigns.</p><p><br></p><p>7:15 DM Chris delves into his thoughts surrounding how to lessen access to magic as he began preparing and planning his Lord of the Rings campaign. </p><p><br></p><p>11:55 Middle-Earth as a world is highly magical, but how that plays at the table changes it significantly from all other D&amp;D settings – Bilbo and the Dwarves didn’t have a Boss Battle with Smaug.</p><p><br></p><p>17:35 How much Meteor Swarm would change the Arthurian Tales.</p><p><br></p><p>19:05 How rare magic will turn everything into significant encounters: healing, journeys, rests, etc.</p><p><br></p><p>22:52 A rare Rock and Roll DM story about short rests and long rests.</p><p><br></p><p>24:55 DM Chris explains the idea of the “Fellowship Phase” and “Shadow Points” in LOTR, like Call of Cthulhu Sanity points in Middle-Earth.</p><p><br></p><p>32:05 What’s the economy of Middle-Earth?</p><p><br></p><p>37:50 How to build characters that will hook into the setting of Middle-Earth.</p><p><br></p><p>40:30 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/misty-mountain-hop-unleash-epic-adventures-and-elevate-your-game-with-middle-earths-magic]]></link><guid isPermaLink="false">5f5a7c73-dcf8-4633-9d79-1d1829e951df</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Nov 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f7806a59-cddf-43e6-bdf6-0356fce5ef46/Ep153-converted.mp3" length="24147003" type="audio/mpeg"/><itunes:duration>50:18</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>153</itunes:episode><podcast:episode>153</podcast:episode></item><item><title>We’ve Only Just Begun: Kickstarting An Epic D&amp;D Campaign With Expert Player Guides</title><itunes:title>We’ve Only Just Begun: Kickstarting An Epic D&amp;D Campaign With Expert Player Guides</itunes:title><description><![CDATA[<p>We’re getting geared up for some new campaigns to begin. Both our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance</a> and Journey to Ragnarok campaigns are coming near their finale, so we’ve begun thinking about what’s next up. Just in time, DM Chris sent out his Player’s Guides for the upcoming <a href="https://freeleaguepublishing.com/games/the-lord-of-the-rings-roleplaying/" rel="noopener noreferrer" target="_blank">Lord of the Rings</a> campaign that he’s going to be running in the new year. </p><p>In this episode, Tony, Chris, and Dave discuss what makes a good Player’s Guide, what to include, what to leave out, and how they can help to start your campaign off on the right foot before your players ever get to the table.</p><p>2:53<strong> </strong>What’s different in this campaign from other campaigns?</p><p>3:23 Session Negative One; giving your players time before Session Zero to reflect on choices.</p><p><br></p><p>8:30 The types of choices in different settings that the players might want to reflect on. Including <a href="https://3wisedms.com/wp-content/uploads/2023/05/Dragonlance-Campaign-Guide.pdf" rel="noopener noreferrer" target="_blank">the one-sheet Dragonlance: Shadow of the Dragon Queen campaign guide.</a></p><p><br></p><p>11:45 Some campaign settings, like Lord of the Rings, require a lot of information prior to starting the campaign. These Player Guides can also be helpful as fodder for character backstories.</p><p><br></p><p>13:55 Depending on how experienced your group is will provide how much additional information you send along. Don’t send a 20-page Player Guide to the newbie player, the PHB is MORE than enough.</p><p><br></p><p>15:50 Building excitement about the new campaign.</p><p><br></p><p>18:30 Assembling the Player’s Guide can serve as a focusing mechanism for you as you build out the campaign.</p><p><br></p><p>23:50 Setting the flavor, tone, and rules of the road before players ever come to the table.</p><p><br></p><p>25:05 The excitement for the campaign is not just for the players, it’s for the DM as well. Injecting something new keeps your game table fresh.</p><p><br></p><p>30:20 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We’re getting geared up for some new campaigns to begin. Both our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance</a> and Journey to Ragnarok campaigns are coming near their finale, so we’ve begun thinking about what’s next up. Just in time, DM Chris sent out his Player’s Guides for the upcoming <a href="https://freeleaguepublishing.com/games/the-lord-of-the-rings-roleplaying/" rel="noopener noreferrer" target="_blank">Lord of the Rings</a> campaign that he’s going to be running in the new year. </p><p>In this episode, Tony, Chris, and Dave discuss what makes a good Player’s Guide, what to include, what to leave out, and how they can help to start your campaign off on the right foot before your players ever get to the table.</p><p>2:53<strong> </strong>What’s different in this campaign from other campaigns?</p><p>3:23 Session Negative One; giving your players time before Session Zero to reflect on choices.</p><p><br></p><p>8:30 The types of choices in different settings that the players might want to reflect on. Including <a href="https://3wisedms.com/wp-content/uploads/2023/05/Dragonlance-Campaign-Guide.pdf" rel="noopener noreferrer" target="_blank">the one-sheet Dragonlance: Shadow of the Dragon Queen campaign guide.</a></p><p><br></p><p>11:45 Some campaign settings, like Lord of the Rings, require a lot of information prior to starting the campaign. These Player Guides can also be helpful as fodder for character backstories.</p><p><br></p><p>13:55 Depending on how experienced your group is will provide how much additional information you send along. Don’t send a 20-page Player Guide to the newbie player, the PHB is MORE than enough.</p><p><br></p><p>15:50 Building excitement about the new campaign.</p><p><br></p><p>18:30 Assembling the Player’s Guide can serve as a focusing mechanism for you as you build out the campaign.</p><p><br></p><p>23:50 Setting the flavor, tone, and rules of the road before players ever come to the table.</p><p><br></p><p>25:05 The excitement for the campaign is not just for the players, it’s for the DM as well. Injecting something new keeps your game table fresh.</p><p><br></p><p>30:20 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/weve-only-just-begun-kickstarting-an-epic-dd-campaign-with-expert-player-guides]]></link><guid isPermaLink="false">2a80335c-7ca9-4841-9325-dfc83e7d943c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Nov 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/41ff5925-1b54-424a-8686-361554d7bf56/Ep152-converted.mp3" length="18490055" type="audio/mpeg"/><itunes:duration>38:31</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>152</itunes:episode><podcast:episode>152</podcast:episode></item><item><title>The Time Warp – Mastering the Strange Way Time Flows in Your D&amp;D Campaign</title><itunes:title>The Time Warp – Mastering the Strange Way Time Flows in Your D&amp;D Campaign</itunes:title><description><![CDATA[<p>Play through an adventure and you’ll realize how strangely time can move in your D&amp;D campaign. Longtime friend of the show, Dr. DM (Jason) returns with a question about his <a href="https://3wisedms.com/the-3-wise-dms-podcast/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">ocean-based campaign that we discussed in Episode 148. </a>His question revolves around how quickly leveling can affect the passage of time in the adventure. </p><p>In this episode, Tony, Chris, and Dave discuss the strange way time can move in your campaign and how to best handle that. Is your game a non-stop march towards the inevitability of the BBEG or is it more a classic-type of campaign with a bunch of adventures linked together? As DM Tony wisely states, “The passage of time is not nearly as important as the passage of good sessions.”</p><p>1:25 Dr. DM returns with the ongoing ocean-based campaign that started from <a href="https://3wisedms.com/the-3-wise-dms-podcast/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">our Shipping Up To Boston episode!</a></p><p>4:08 How does time work in your campaign? One crazy summer or lasting over decades of the characters lives? How fast, or slow, are you leveling?</p><p><br></p><p>6:45 Using a campaign calendar and how it shows how quickly time can move in D&amp;D.</p><p><br></p><p>9:45 Many adventures don’t allow for a lot of “downtime” or times when you’re not actively adventuring. </p><p><br></p><p>11:40 Structuring your campaign to allow for time to pass. DM Chris explains the Fellowship phase in the Lord of the Rings 5e campaign he’s preparing.</p><p><br></p><p>18:25 Does training and time really matter in your campaign? The Luke Skywalker example.</p><p><br></p><p>23:05 Hiring crew, guides, and hirelings for your keep. How much do your players want control in this? DM Chris reviews the hiring of guides in Tomb of Annihilation.</p><p><br></p><p>32:12 Using your NPC hirelings and townspeople to hook the characters deeper into the story… the Invasion of Vogler in Dragonlance.</p><p><br></p><p>37:09 A slight aside to an addendum of Dr. DMs question: paying dues in game… yes or no?</p><p><br></p><p>42:35 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Play through an adventure and you’ll realize how strangely time can move in your D&amp;D campaign. Longtime friend of the show, Dr. DM (Jason) returns with a question about his <a href="https://3wisedms.com/the-3-wise-dms-podcast/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">ocean-based campaign that we discussed in Episode 148. </a>His question revolves around how quickly leveling can affect the passage of time in the adventure. </p><p>In this episode, Tony, Chris, and Dave discuss the strange way time can move in your campaign and how to best handle that. Is your game a non-stop march towards the inevitability of the BBEG or is it more a classic-type of campaign with a bunch of adventures linked together? As DM Tony wisely states, “The passage of time is not nearly as important as the passage of good sessions.”</p><p>1:25 Dr. DM returns with the ongoing ocean-based campaign that started from <a href="https://3wisedms.com/the-3-wise-dms-podcast/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign/" rel="noopener noreferrer" target="_blank">our Shipping Up To Boston episode!</a></p><p>4:08 How does time work in your campaign? One crazy summer or lasting over decades of the characters lives? How fast, or slow, are you leveling?</p><p><br></p><p>6:45 Using a campaign calendar and how it shows how quickly time can move in D&amp;D.</p><p><br></p><p>9:45 Many adventures don’t allow for a lot of “downtime” or times when you’re not actively adventuring. </p><p><br></p><p>11:40 Structuring your campaign to allow for time to pass. DM Chris explains the Fellowship phase in the Lord of the Rings 5e campaign he’s preparing.</p><p><br></p><p>18:25 Does training and time really matter in your campaign? The Luke Skywalker example.</p><p><br></p><p>23:05 Hiring crew, guides, and hirelings for your keep. How much do your players want control in this? DM Chris reviews the hiring of guides in Tomb of Annihilation.</p><p><br></p><p>32:12 Using your NPC hirelings and townspeople to hook the characters deeper into the story… the Invasion of Vogler in Dragonlance.</p><p><br></p><p>37:09 A slight aside to an addendum of Dr. DMs question: paying dues in game… yes or no?</p><p><br></p><p>42:35 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-time-warp-mastering-the-strange-way-time-flows-in-your-dd-campaign]]></link><guid isPermaLink="false">2f9b7bcd-bfa3-4d85-a09a-8fd83f30300d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Oct 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/474e9478-527b-44ee-b875-e744df48901b/Ep151-converted.mp3" length="24978427" type="audio/mpeg"/><itunes:duration>52:02</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>151</itunes:episode><podcast:episode>151</podcast:episode></item><item><title>Don&apos;t Worry About A Thing: Essential Tips To Turn Your D&amp;D Fails Into Wins</title><itunes:title>Don&apos;t Worry About A Thing: Essential Tips To Turn Your D&amp;D Fails Into Wins</itunes:title><description><![CDATA[<p>Bad sessions. We’ve all dealt with them and we’ll continue to have them periodically. It’s all part of running TTRPGs. But how to you deal with them when they happen? What do you do to salvage the game at the next session? DM Dave offers a question to his fellow Wise DMs regarding a recent session that he felt he could have run better, smoother, better improv. But he got stuck. Hey, it happens.</p><p>In this episode, Tony and Chris help Dave talk it out and, in the process, reveal what we all deal with… sometimes, everything just goes south in the game and it isn’t fun. It’s even tougher to deal with when you’ve handled these kinds of issues successfully before. So what are you going to do about it?</p><p>2:20 DM Dave gives a high overview of his Melora’s Light campaign that led to the recent game that went awry.</p><p>9:25 Disrupting the DMs plans. How new players are great for this.</p><p><br></p><p>11:20 Wait, the players just walked straight to the Big Boss? How to deal with it when they walk right up to the front door.</p><p><br></p><p>12:35 The forever debate between sandbox and rails.</p><p><br></p><p>18:12 It’s important to be honest about how you’re feeling about the game and what is fun for you and your group. </p><p><br></p><p>21:05 “Back in the Day” with DM Tony. </p><p><br></p><p>24:25 The unlikely team-up with the arch-nemesis.</p><p><br></p><p>27:05 Always remember to prep enough for you to feel comfortable improving through anything.</p><p><br></p><p>28:22 DM Chris reviews his recent issue with releasing an overpowered weapon and how to properly retcon it. Also, <a href="https://forgottenrealms.fandom.com/wiki/Bahgtru" rel="noopener noreferrer" target="_blank">Baghtru</a>.</p><p><br></p><p>35:05 There’s always the next session.</p><p><br></p><p>42:25 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Bad sessions. We’ve all dealt with them and we’ll continue to have them periodically. It’s all part of running TTRPGs. But how to you deal with them when they happen? What do you do to salvage the game at the next session? DM Dave offers a question to his fellow Wise DMs regarding a recent session that he felt he could have run better, smoother, better improv. But he got stuck. Hey, it happens.</p><p>In this episode, Tony and Chris help Dave talk it out and, in the process, reveal what we all deal with… sometimes, everything just goes south in the game and it isn’t fun. It’s even tougher to deal with when you’ve handled these kinds of issues successfully before. So what are you going to do about it?</p><p>2:20 DM Dave gives a high overview of his Melora’s Light campaign that led to the recent game that went awry.</p><p>9:25 Disrupting the DMs plans. How new players are great for this.</p><p><br></p><p>11:20 Wait, the players just walked straight to the Big Boss? How to deal with it when they walk right up to the front door.</p><p><br></p><p>12:35 The forever debate between sandbox and rails.</p><p><br></p><p>18:12 It’s important to be honest about how you’re feeling about the game and what is fun for you and your group. </p><p><br></p><p>21:05 “Back in the Day” with DM Tony. </p><p><br></p><p>24:25 The unlikely team-up with the arch-nemesis.</p><p><br></p><p>27:05 Always remember to prep enough for you to feel comfortable improving through anything.</p><p><br></p><p>28:22 DM Chris reviews his recent issue with releasing an overpowered weapon and how to properly retcon it. Also, <a href="https://forgottenrealms.fandom.com/wiki/Bahgtru" rel="noopener noreferrer" target="_blank">Baghtru</a>.</p><p><br></p><p>35:05 There’s always the next session.</p><p><br></p><p>42:25 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dont-worry-about-a-thing-essential-tips-to-turn-your-dd-fails-into-wins]]></link><guid isPermaLink="false">bd90cacd-cc3b-4844-9950-1957301a88c3</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Oct 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/cac66988-50b5-4b99-8582-f8be27a9b796/Ep150-converted.mp3" length="24070625" type="audio/mpeg"/><itunes:duration>50:09</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>150</itunes:episode><podcast:episode>150</podcast:episode></item><item><title>Signed, Sealed, Delivered – Revolutionize Your D&amp;D Games With Digital Tools</title><itunes:title>Signed, Sealed, Delivered – Revolutionize Your D&amp;D Games With Digital Tools</itunes:title><description><![CDATA[<p>Running the adventure outside of the game session? Yes, that’s right. Starting back in DM Dave’s <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a> campaign, we began to develop characters and backstories with narrative side quests via text, email, and online documents (like Google Docs). In our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance: Shadow of the Dragon Queen campaign</a>, we have utilized them from the very beginning for each character individually, as well as the whole party, to further flesh out the characters, world, and story.</p><p>In this episode, Tony, Chris, and Dave discuss their strategies for running narrative side quests outside the game as well as completely text-based campaigns.</p><p><a href="https://www.listennotes.com/podcasts/dragon-talk-an/dragon-talk-358-chris-SI5LXiR0pZP/?t=203" rel="noopener noreferrer" target="_blank">Episode 358 of Dragon Talk.</a></p><p><br></p><p><a href="https://3wisedms.com/3-wise-dms-guide-on-running-scenes-outside-your-dd-game/" rel="noopener noreferrer" target="_blank">DM Tony’s article on running narrative side quests outside the game.</a></p><p><br></p><p>3:08 What do we mean when we’re talking about a narrative side quest?</p><p><br></p><p>4:55 Our most recent use of narrative side quests in our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance campaign.</a></p><p><br></p><p>7:25 There must be an active give and take for narrative side quests and campaigns to work.</p><p><br></p><p>13:00 DM Chris’ Days of Future Past text-based Marvel Super Heroes campaign.</p><p><br></p><p>14:35 Narrative side quests for individual characters are a time to build out backstory and character, not for leveling and gaining experience.</p><p><br></p><p>16:48 DM Chris literally “Squirrels”!</p><p><br></p><p>20:12 Narrative, or “Descriptive”, side quests. What is your threat level? Will the character die while away?</p><p><br></p><p>22:40 How narrative side quests can help spur roleplay moments in-game. </p><p><br></p><p>23:55 How to build out actual side quests with monsters, loot, and experience for individual characters.</p><p><br></p><p>25:26 How far away are your characters and how long will they be gone? How many players are you currently juggling with side quests? </p><p><br></p><p>32:20 Narrative side quests allow players who miss a session to not feel like they missed out.</p><p><br></p><p>34:35 Excellent method for important plot drops… when they find it, they’ll want to shout it from the rooftops.</p><p><br></p><p>39:32 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Running the adventure outside of the game session? Yes, that’s right. Starting back in DM Dave’s <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a> campaign, we began to develop characters and backstories with narrative side quests via text, email, and online documents (like Google Docs). In our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance: Shadow of the Dragon Queen campaign</a>, we have utilized them from the very beginning for each character individually, as well as the whole party, to further flesh out the characters, world, and story.</p><p>In this episode, Tony, Chris, and Dave discuss their strategies for running narrative side quests outside the game as well as completely text-based campaigns.</p><p><a href="https://www.listennotes.com/podcasts/dragon-talk-an/dragon-talk-358-chris-SI5LXiR0pZP/?t=203" rel="noopener noreferrer" target="_blank">Episode 358 of Dragon Talk.</a></p><p><br></p><p><a href="https://3wisedms.com/3-wise-dms-guide-on-running-scenes-outside-your-dd-game/" rel="noopener noreferrer" target="_blank">DM Tony’s article on running narrative side quests outside the game.</a></p><p><br></p><p>3:08 What do we mean when we’re talking about a narrative side quest?</p><p><br></p><p>4:55 Our most recent use of narrative side quests in our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance campaign.</a></p><p><br></p><p>7:25 There must be an active give and take for narrative side quests and campaigns to work.</p><p><br></p><p>13:00 DM Chris’ Days of Future Past text-based Marvel Super Heroes campaign.</p><p><br></p><p>14:35 Narrative side quests for individual characters are a time to build out backstory and character, not for leveling and gaining experience.</p><p><br></p><p>16:48 DM Chris literally “Squirrels”!</p><p><br></p><p>20:12 Narrative, or “Descriptive”, side quests. What is your threat level? Will the character die while away?</p><p><br></p><p>22:40 How narrative side quests can help spur roleplay moments in-game. </p><p><br></p><p>23:55 How to build out actual side quests with monsters, loot, and experience for individual characters.</p><p><br></p><p>25:26 How far away are your characters and how long will they be gone? How many players are you currently juggling with side quests? </p><p><br></p><p>32:20 Narrative side quests allow players who miss a session to not feel like they missed out.</p><p><br></p><p>34:35 Excellent method for important plot drops… when they find it, they’ll want to shout it from the rooftops.</p><p><br></p><p>39:32 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/signed-sealed-delivered-revolutionize-your-dd-games-with-digital-tools]]></link><guid isPermaLink="false">ad47982a-9571-4171-87bb-bb54387dacf6</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 Sep 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/dc576971-5672-44d0-8b4f-5799920b860e/Ep149-converted.mp3" length="23618785" type="audio/mpeg"/><itunes:duration>49:12</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>149</itunes:episode><podcast:episode>149</podcast:episode></item><item><title>Shipping Up To Boston – Uncovering The Secrets To Running An Epic Pirate D&amp;D Campaign</title><itunes:title>Shipping Up To Boston – Uncovering The Secrets To Running An Epic Pirate D&amp;D Campaign</itunes:title><description><![CDATA[<p>Pirates. It doesn’t take long for a D&amp;D group to want to play as pirates, swashbucklers, privateers, and sailors. In our modern day, we can blame Johnny Depp as Captain Jack Sparrow in <em>Pirates of the Caribbean. </em>But how do you approach running a seafaring adventure? Is it just a fancy travel mechanic? Is it just a vehicle to get from town to town? Or is it the basis of the whole campaign?</p><p>In this episode, Tony, Chris, and Dave sit down to answer a question from a longtime friend of the show, Dr. DM himself, Jason, on how to run a great, epic, and memorable ocean-themed campaign outside of just being evil pirates who rob everything.</p><p>4:00 How is this different from every other setting? Taking care of the business of a sailing vessel.</p><p>6:30 DM Dave reviews how he has been approaching this in his Melora’s Light all-girl campaign. Including <a href="https://3wisedms.com/not-just-for-beginnings-how-session-zero-can-serve-as-an-ongoing-tool-in-your-dd-games-and-other-rpgs/" rel="noopener noreferrer" target="_blank">the idea of generating backstories and campaign settings through <em>Call to Adventure.</em></a></p><p><br></p><p>9:10 Playing with resources: water, food, rests, etc. </p><p><br></p><p>11:55 Lean into the danger of setting sail in a wooden ship.</p><p><br></p><p>14:05<a href="https://3wisedms.com/a-whole-new-world-dm-chris-top-3-tips-for-turning-ttrpg-sourcebooks-into-dd-campaigns/" rel="noopener noreferrer" target="_blank"> Using sourcebooks</a>, like <em>Ghosts of Saltmarsh, </em>to stimulate your imagination.</p><p><br></p><p>16:25 The unique ability to travel to vastly different adventure locales when in a ship.</p><p><br></p><p>18:45 Focus in on the theme of the campaign that makes it different.</p><p><br></p><p>20:30 What happens when the ship is commandeered or stolen?</p><p><br></p><p>22:40 An ocean-themed campaign can be any type of campaign – High Fantasy, Pirates, Political, etc.</p><p><br></p><p>23:40 DM Tony using the airship in <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder.</em></a></p><p><br></p><p>25:25 What are the character’s goals in this ocean-themed campaign? Will that change over the whole campaign?</p><p><br></p><p>35:30 We discuss how we made hex crawl travel interesting with our homebrewed Journey Cards.</p><p><br></p><p>39:15 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Pirates. It doesn’t take long for a D&amp;D group to want to play as pirates, swashbucklers, privateers, and sailors. In our modern day, we can blame Johnny Depp as Captain Jack Sparrow in <em>Pirates of the Caribbean. </em>But how do you approach running a seafaring adventure? Is it just a fancy travel mechanic? Is it just a vehicle to get from town to town? Or is it the basis of the whole campaign?</p><p>In this episode, Tony, Chris, and Dave sit down to answer a question from a longtime friend of the show, Dr. DM himself, Jason, on how to run a great, epic, and memorable ocean-themed campaign outside of just being evil pirates who rob everything.</p><p>4:00 How is this different from every other setting? Taking care of the business of a sailing vessel.</p><p>6:30 DM Dave reviews how he has been approaching this in his Melora’s Light all-girl campaign. Including <a href="https://3wisedms.com/not-just-for-beginnings-how-session-zero-can-serve-as-an-ongoing-tool-in-your-dd-games-and-other-rpgs/" rel="noopener noreferrer" target="_blank">the idea of generating backstories and campaign settings through <em>Call to Adventure.</em></a></p><p><br></p><p>9:10 Playing with resources: water, food, rests, etc. </p><p><br></p><p>11:55 Lean into the danger of setting sail in a wooden ship.</p><p><br></p><p>14:05<a href="https://3wisedms.com/a-whole-new-world-dm-chris-top-3-tips-for-turning-ttrpg-sourcebooks-into-dd-campaigns/" rel="noopener noreferrer" target="_blank"> Using sourcebooks</a>, like <em>Ghosts of Saltmarsh, </em>to stimulate your imagination.</p><p><br></p><p>16:25 The unique ability to travel to vastly different adventure locales when in a ship.</p><p><br></p><p>18:45 Focus in on the theme of the campaign that makes it different.</p><p><br></p><p>20:30 What happens when the ship is commandeered or stolen?</p><p><br></p><p>22:40 An ocean-themed campaign can be any type of campaign – High Fantasy, Pirates, Political, etc.</p><p><br></p><p>23:40 DM Tony using the airship in <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder.</em></a></p><p><br></p><p>25:25 What are the character’s goals in this ocean-themed campaign? Will that change over the whole campaign?</p><p><br></p><p>35:30 We discuss how we made hex crawl travel interesting with our homebrewed Journey Cards.</p><p><br></p><p>39:15 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/shipping-up-to-boston-uncovering-the-secrets-to-running-an-epic-pirate-dd-campaign]]></link><guid isPermaLink="false">3657a05e-02de-459d-a405-afb3e4b9612c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Sep 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f9447353-a0d0-4715-bc7b-5f13eb44bd45/Ep148-converted.mp3" length="22555763" type="audio/mpeg"/><itunes:duration>46:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>148</itunes:episode><podcast:episode>148</podcast:episode></item><item><title>Love the One You’re With – 3WD’s Top 7 Tips To Running Published D&amp;D Adventures</title><itunes:title>Love the One You’re With – 3WD’s Top 7 Tips To Running Published D&amp;D Adventures</itunes:title><description><![CDATA[<p>Movies like <em>The Godfather, The Lord of the Rings, Shawshank Redemption, Pulp Fiction, Kill Bill, Gladiator, Goodfellas… </em>the list is inexhaustible. Movies that are “must-see” movies, classics that are nearly required viewing. Many published adventures, like <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em></a><em>, </em><a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder,</em></a><em> </em><a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance, </em></a><em>The Keep on the Borderlands, Against the Cult of the Reptile God, Tomb of Annihilation… </em>they’re classic adventures that you want to experience, just like a classic movie. </p><p>So what do you do if your players want to experience one of these “classic movies” and you’ve been running all homebrewed worlds? In this episode, Tony, Chris, and Dave sit down to answer a listener question about what their top tips are for approaching running a published adventure for the first time.</p><p>3:45 Tip #1: Know the general plot of the adventure – the “elevator pitch.”</p><p>4:50 Tip #2: Think of the adventure more like a sourcebook, rather than the gospel.</p><p><br></p><p>8:10 Tip #3: How to manage a giant adventure? One session at a time.</p><p><br></p><p>10:40 Tip #4: Focus on the plots in the adventure that will be fun for your players.</p><p><br></p><p>13:00 Tip #5: Lean on your fellow internet DMs… every published adventure has tons of hacks.</p><p><br></p><p>15:00 Tip #6: Approach these longform adventures as multiple adventures in your overarching campaign.</p><p><br></p><p>22:30 Tip #7: Make sure your initial hook is solid. Often, the published adventure hooks are “ehhh.”</p><p><br></p><p>26:06 PSA: Stop listening to “Tough Guy” DMs who use Railroad as an insult. Do what makes you and your table have fun.</p><p><br></p><p>36:40 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Movies like <em>The Godfather, The Lord of the Rings, Shawshank Redemption, Pulp Fiction, Kill Bill, Gladiator, Goodfellas… </em>the list is inexhaustible. Movies that are “must-see” movies, classics that are nearly required viewing. Many published adventures, like <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em></a><em>, </em><a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm King’s Thunder,</em></a><em> </em><a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance, </em></a><em>The Keep on the Borderlands, Against the Cult of the Reptile God, Tomb of Annihilation… </em>they’re classic adventures that you want to experience, just like a classic movie. </p><p>So what do you do if your players want to experience one of these “classic movies” and you’ve been running all homebrewed worlds? In this episode, Tony, Chris, and Dave sit down to answer a listener question about what their top tips are for approaching running a published adventure for the first time.</p><p>3:45 Tip #1: Know the general plot of the adventure – the “elevator pitch.”</p><p>4:50 Tip #2: Think of the adventure more like a sourcebook, rather than the gospel.</p><p><br></p><p>8:10 Tip #3: How to manage a giant adventure? One session at a time.</p><p><br></p><p>10:40 Tip #4: Focus on the plots in the adventure that will be fun for your players.</p><p><br></p><p>13:00 Tip #5: Lean on your fellow internet DMs… every published adventure has tons of hacks.</p><p><br></p><p>15:00 Tip #6: Approach these longform adventures as multiple adventures in your overarching campaign.</p><p><br></p><p>22:30 Tip #7: Make sure your initial hook is solid. Often, the published adventure hooks are “ehhh.”</p><p><br></p><p>26:06 PSA: Stop listening to “Tough Guy” DMs who use Railroad as an insult. Do what makes you and your table have fun.</p><p><br></p><p>36:40 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/love-the-one-youre-with-3wds-top-7-tips-to-running-published-dd-adventures]]></link><guid isPermaLink="false">04f2b6c1-04c4-4c3b-aba9-45a0fd42be3b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Aug 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/82f43200-7f22-4260-b5c1-19246dbc02c7/Ep147-converted.mp3" length="21076038" type="audio/mpeg"/><itunes:duration>43:54</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>147</itunes:episode><podcast:episode>147</podcast:episode></item><item><title>It’s the End of the World: 3 Wise DMs Pro Tips to Ending Your D&amp;D Campaign the Right Way</title><itunes:title>It’s the End of the World: 3 Wise DMs Pro Tips to Ending Your D&amp;D Campaign the Right Way</itunes:title><description><![CDATA[<p>The 3 Wise DMs are all approaching campaign finales: DM Tony’s <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em>,</a> DM Chris’ “Wednesday-Nighters” campaign in our homebrewed world of <em>The Further</em>, and DM Dave’s <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance: Shadow of the Dragon Queen </em></a>campaign. </p><p>Just like the start of a campaign, the end only comes along once. So what should you focus on when your campaign is coming to a climax? What questions should you ask yourself? What do you have to make sure you do? How do you create something that will be talked about for years to come?</p><p>In this episode, Tony, Chris, and Dave sit down to continue our discussions from the last two episodes about tying elements of the game together to share their pro tips about designing and executing a great finale that will be the capstone for the game that has gone on for weeks, months, or years!</p><p>1:10<strong> </strong>3WD is Big in Algeria!</p><p><br></p><p>3:40 What do you mean by the end of a “campaign”?</p><p><br></p><p>6:40 What has been the Theme of the campaign?</p><p><br></p><p>8:05 Lessons learned for your games, good and bad, from the ending of <em>Loki.</em></p><p><br></p><p>12:00 Does a campaign or campaign ending need to be “epic”?</p><p><br></p><p>13:45 How our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd </em></a>campaign really had 2 separate finales.</p><p><br></p><p>16:40 Does every character’s story need to be tied up by the end? Does the campaign actually end?</p><p><br></p><p>28:25 The story ends when the story ends, whether it’s 10 sessions or 100.</p><p><br></p><p>33:10 The pros and cons of running a “Resolutions” session after the finale.</p><p><br></p><p>43:00 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>The 3 Wise DMs are all approaching campaign finales: DM Tony’s <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em>,</a> DM Chris’ “Wednesday-Nighters” campaign in our homebrewed world of <em>The Further</em>, and DM Dave’s <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance: Shadow of the Dragon Queen </em></a>campaign. </p><p>Just like the start of a campaign, the end only comes along once. So what should you focus on when your campaign is coming to a climax? What questions should you ask yourself? What do you have to make sure you do? How do you create something that will be talked about for years to come?</p><p>In this episode, Tony, Chris, and Dave sit down to continue our discussions from the last two episodes about tying elements of the game together to share their pro tips about designing and executing a great finale that will be the capstone for the game that has gone on for weeks, months, or years!</p><p>1:10<strong> </strong>3WD is Big in Algeria!</p><p><br></p><p>3:40 What do you mean by the end of a “campaign”?</p><p><br></p><p>6:40 What has been the Theme of the campaign?</p><p><br></p><p>8:05 Lessons learned for your games, good and bad, from the ending of <em>Loki.</em></p><p><br></p><p>12:00 Does a campaign or campaign ending need to be “epic”?</p><p><br></p><p>13:45 How our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd </em></a>campaign really had 2 separate finales.</p><p><br></p><p>16:40 Does every character’s story need to be tied up by the end? Does the campaign actually end?</p><p><br></p><p>28:25 The story ends when the story ends, whether it’s 10 sessions or 100.</p><p><br></p><p>33:10 The pros and cons of running a “Resolutions” session after the finale.</p><p><br></p><p>43:00 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/its-the-end-of-the-world-3-wise-dms-pro-tips-to-ending-your-dd-campaign-the-right-way]]></link><guid isPermaLink="false">16981dc7-5980-488e-9cef-302abc01cefd</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Aug 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/de1e7896-9593-4349-9a80-06e86b2f1c66/Ep146-converted.mp3" length="24519632" type="audio/mpeg"/><itunes:duration>51:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>146</itunes:episode><podcast:episode>146</podcast:episode></item><item><title>The Ties That Bind – Tying Together Characters, Backstories, And Adventures To Create The Most Immersive D&amp;D Game Ever</title><itunes:title>The Ties That Bind – Tying Together Characters, Backstories, And Adventures To Create The Most Immersive D&amp;D Game Ever</itunes:title><description><![CDATA[<p>Immersion in your D&amp;D game. It’s one of the most sought after and asked about topics in the whole DMing Multiverse. The real trick always lies in how well you can tie together all the seemingly disparate pieces of your group – characters, backstories, motivations, and adventures – into one cohesive, epic story.</p><p>In this episode, Tony, Chris, and Dave answer a listener question about how to best tie their characters into their newest campaign, <em>Tomb of Annihilation, </em>following the finale of their <em>Curse of Strahd </em>campaign<em>. </em>Along the way, we brainstorm how to tie these two adventures together into one large epic story. </p><p>4:02 We delve into what we thought the question really was… how do you tie <em>Curse of Strahd </em>and<em> Tomb of Annihilation </em>together?</p><p><br></p><p>7:15 <a href="https://3wisedms.com/what-to-do-with-curse-of-strahds-megaliths-making-published-dd-material-your-own/" rel="noopener noreferrer" target="_blank">What to do with <em>Curse of Strahd’s </em>Megaliths?</a></p><p><br></p><p>8:00 Published material, like <em>Curse of Strahd,</em> is great fodder for ideas of how and where to tie characters into the story.</p><p><br></p><p>9:10 The heavy lift of some published material, like <em>Tomb of Annihilation,</em> in hooking the characters into the story.</p><p><br></p><p>11:05 Detailed backstories vs the blank slate as well as DM Tony’s idea of “Reactive” backstories.</p><p><br></p><p>15:20 Tying in the characters, backstories, motivations, and adventures in the same way as you plan your sessions… one session at a time.</p><p><br></p><p>24:40 Providing the characters with stakes that really matter.</p><p><br></p><p>26:15 Weak hooks with adventures that were meant to be from tournament modules and how we’ve tied characters in.</p><p><br></p><p>29:25 Remembering the perspective of the characters, not the audience.</p><p><br></p><p>32:00 Creating a one-sheet Campaign Guide<a href="https://slyflourish.com/one_page_campaign_guide.html" rel="noopener noreferrer" target="_blank"> (like Mike Shea’s)</a> to help players tie the characters in at creation.</p><p><br></p><p>38:35 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Immersion in your D&amp;D game. It’s one of the most sought after and asked about topics in the whole DMing Multiverse. The real trick always lies in how well you can tie together all the seemingly disparate pieces of your group – characters, backstories, motivations, and adventures – into one cohesive, epic story.</p><p>In this episode, Tony, Chris, and Dave answer a listener question about how to best tie their characters into their newest campaign, <em>Tomb of Annihilation, </em>following the finale of their <em>Curse of Strahd </em>campaign<em>. </em>Along the way, we brainstorm how to tie these two adventures together into one large epic story. </p><p>4:02 We delve into what we thought the question really was… how do you tie <em>Curse of Strahd </em>and<em> Tomb of Annihilation </em>together?</p><p><br></p><p>7:15 <a href="https://3wisedms.com/what-to-do-with-curse-of-strahds-megaliths-making-published-dd-material-your-own/" rel="noopener noreferrer" target="_blank">What to do with <em>Curse of Strahd’s </em>Megaliths?</a></p><p><br></p><p>8:00 Published material, like <em>Curse of Strahd,</em> is great fodder for ideas of how and where to tie characters into the story.</p><p><br></p><p>9:10 The heavy lift of some published material, like <em>Tomb of Annihilation,</em> in hooking the characters into the story.</p><p><br></p><p>11:05 Detailed backstories vs the blank slate as well as DM Tony’s idea of “Reactive” backstories.</p><p><br></p><p>15:20 Tying in the characters, backstories, motivations, and adventures in the same way as you plan your sessions… one session at a time.</p><p><br></p><p>24:40 Providing the characters with stakes that really matter.</p><p><br></p><p>26:15 Weak hooks with adventures that were meant to be from tournament modules and how we’ve tied characters in.</p><p><br></p><p>29:25 Remembering the perspective of the characters, not the audience.</p><p><br></p><p>32:00 Creating a one-sheet Campaign Guide<a href="https://slyflourish.com/one_page_campaign_guide.html" rel="noopener noreferrer" target="_blank"> (like Mike Shea’s)</a> to help players tie the characters in at creation.</p><p><br></p><p>38:35 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-ties-that-bind-tying-together-characters-backstories-and-adventures-to-create-the-most-immersive-dd-game-ever]]></link><guid isPermaLink="false">8a244484-03e3-4ec1-a33f-c6fbaa6d8ed3</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Jul 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3b76a0b4-d096-4ecb-b3e1-2f29cced5485/Ep145-converted.mp3" length="23329371" type="audio/mpeg"/><itunes:duration>48:36</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>145</itunes:episode><podcast:episode>145</podcast:episode></item><item><title>Chill, Till The Next Episode – 3WD Answers The Question Of How Long An Adventure Should Be And How To Build Episodic Adventures For Your D&amp;D Game</title><itunes:title>Chill, Till The Next Episode – 3WD Answers The Question Of How Long An Adventure Should Be And How To Build Episodic Adventures For Your D&amp;D Game</itunes:title><description><![CDATA[<p>2:05<strong> </strong>A listener question regarding how to run episodic adventures that serves as a jumping off point for <a href="https://youtu.be/RcImOL19H6U?si=QmQ03irTpl9aDhbE" rel="noopener noreferrer" target="_blank">Matt Colville’s recent video asking the question, “How long should an adventure be?”</a></p><p>3:40 DM Tony’s lead-off question… what is your table hungry for?</p><p><br></p><p>5:25 The classic Monster of the Week theme and DM Chris’ love of <em>The</em> X-<em>Files</em>.</p><p><br></p><p>7:25 Episodic Adventures can easily become a railroad.</p><p><br></p><p>8:25 How epic, longform stories are the current zeitgeist and how that affects the adventures we create.</p><p><br></p><p>10:15 Whether a longform campaign or a one-shot, every adventure needs to be self-contained with a beginning, a middle, and an end.</p><p><br></p><p>&nbsp;20:05 The issue of players remembering ALL the lore and information gleaned over longform adventures.</p><p><br></p><p>22:45 The adventure should be as long as it needs to be to feel complete. </p><p><br></p><p>27:40 The level of prep needed between short and longform adventures.</p><p><br></p><p>30:50 Creating episodic adventures even in longform adventures, like DM Tony’s <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm Kings Thunder</em></a> and <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok </em></a>campaigns.</p><p><br></p><p>40:30 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>2:05<strong> </strong>A listener question regarding how to run episodic adventures that serves as a jumping off point for <a href="https://youtu.be/RcImOL19H6U?si=QmQ03irTpl9aDhbE" rel="noopener noreferrer" target="_blank">Matt Colville’s recent video asking the question, “How long should an adventure be?”</a></p><p>3:40 DM Tony’s lead-off question… what is your table hungry for?</p><p><br></p><p>5:25 The classic Monster of the Week theme and DM Chris’ love of <em>The</em> X-<em>Files</em>.</p><p><br></p><p>7:25 Episodic Adventures can easily become a railroad.</p><p><br></p><p>8:25 How epic, longform stories are the current zeitgeist and how that affects the adventures we create.</p><p><br></p><p>10:15 Whether a longform campaign or a one-shot, every adventure needs to be self-contained with a beginning, a middle, and an end.</p><p><br></p><p>&nbsp;20:05 The issue of players remembering ALL the lore and information gleaned over longform adventures.</p><p><br></p><p>22:45 The adventure should be as long as it needs to be to feel complete. </p><p><br></p><p>27:40 The level of prep needed between short and longform adventures.</p><p><br></p><p>30:50 Creating episodic adventures even in longform adventures, like DM Tony’s <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank"><em>Storm Kings Thunder</em></a> and <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok </em></a>campaigns.</p><p><br></p><p>40:30 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/chill-till-the-next-episode-3wd-answers-the-question-of-how-long-an-adventure-should-be-and-how-to-build-episodic-adventures-for-your-dd-game]]></link><guid isPermaLink="false">4430ac72-e4a1-4883-8780-a049db9fb4bd</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Jul 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/b2500eb3-795e-4413-986d-41701e75fd08/Ep144-converted.mp3" length="24114972" type="audio/mpeg"/><itunes:duration>50:14</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>144</itunes:episode><podcast:episode>144</podcast:episode></item><item><title>What I Like (And Hate) About You – 3 Wise DMs Reflect On A Decade of 5e and Share Tips That Will Make You Have Your Best D&amp;D Game Ever</title><itunes:title>What I Like (And Hate) About You – 3 Wise DMs Reflect On A Decade of 5e and Share Tips That Will Make You Have Your Best D&amp;D Game Ever</itunes:title><description><![CDATA[<p>On July 3rd of 2024, D&amp;D 5e will turn 10! While it has taken some hits in those ten years, no one can deny the positive effect it has had on our TTRPG hobby, bringing in an entire generation of new players.</p><p>With this anniversary, we started to reflect on what we have loved, what we’ve hated, what we would change, and what we look to for the future. And, as opposed to most of the posts we see on social media (like the DM who stated that a 1st level character could kill a Tarrasque?!?), this is coming from players and DMs who have been playing weekly, not just pontificating from their armchair.</p><p>In this episode, Tony, Chris, and Dave see where the rubber hit the road in 5e as they discuss how it has affected some of their campaigns over the last 10 years: <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank">Storm King’s Thunder</a>, <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a>, Tomb of Annihilation, <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance: Shadow of the Dragon Queen</a>, and their homebrewed world of The Further!</p><p>2:55 Bardic Inspiration as a Reaction from the One D&amp;D Playtest.</p><p><br></p><p>9:00 Counterspell… a DMs Bane!</p><p><br></p><p>14:00 The UA Tunnel Fighter build… one man holding off the armies of Mordor!</p><p><br></p><p>18:40 Leomund’s Tiny Hut… 5e’s “Save” Function.</p><p><br></p><p>23:45 Looking to the future: Making Rests Better.</p><p><br></p><p>29:50 We need to have some real talk about Find Familiar… </p><p><br></p><p>36:45 Looking to the Past for the Future: 3rd Editions Change to Magic Items.</p><p><br></p><p>40:55 3WD Homebrew: Stacking Inspiration.</p><p><br></p><p>43:45 Looking to the Future: Feats!</p><p><br></p><p>45:00 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>On July 3rd of 2024, D&amp;D 5e will turn 10! While it has taken some hits in those ten years, no one can deny the positive effect it has had on our TTRPG hobby, bringing in an entire generation of new players.</p><p>With this anniversary, we started to reflect on what we have loved, what we’ve hated, what we would change, and what we look to for the future. And, as opposed to most of the posts we see on social media (like the DM who stated that a 1st level character could kill a Tarrasque?!?), this is coming from players and DMs who have been playing weekly, not just pontificating from their armchair.</p><p>In this episode, Tony, Chris, and Dave see where the rubber hit the road in 5e as they discuss how it has affected some of their campaigns over the last 10 years: <a href="https://3wisedms.com/tag/storm-kings-thunder/" rel="noopener noreferrer" target="_blank">Storm King’s Thunder</a>, <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank">Curse of Strahd</a>, Tomb of Annihilation, <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank">Dragonlance: Shadow of the Dragon Queen</a>, and their homebrewed world of The Further!</p><p>2:55 Bardic Inspiration as a Reaction from the One D&amp;D Playtest.</p><p><br></p><p>9:00 Counterspell… a DMs Bane!</p><p><br></p><p>14:00 The UA Tunnel Fighter build… one man holding off the armies of Mordor!</p><p><br></p><p>18:40 Leomund’s Tiny Hut… 5e’s “Save” Function.</p><p><br></p><p>23:45 Looking to the future: Making Rests Better.</p><p><br></p><p>29:50 We need to have some real talk about Find Familiar… </p><p><br></p><p>36:45 Looking to the Past for the Future: 3rd Editions Change to Magic Items.</p><p><br></p><p>40:55 3WD Homebrew: Stacking Inspiration.</p><p><br></p><p>43:45 Looking to the Future: Feats!</p><p><br></p><p>45:00 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/what-i-like-and-hate-about-you-3-wise-dms-reflect-on-a-decade-of-5e-and-share-tips-that-will-make-you-have-your-best-dd-game-ever]]></link><guid isPermaLink="false">6961b8ec-bdcd-4d3d-b26a-d9f64e8c26cc</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Jun 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/485a62e8-7023-4993-9931-2a67b0a96cd3/Ep143-converted.mp3" length="25600787" type="audio/mpeg"/><itunes:duration>53:20</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>143</itunes:episode><podcast:episode>143</podcast:episode></item><item><title>Go Go Godzilla! 3WD Brainstorms The Best Ways To Bring Unbeatable Monsters Like Godzilla Into Your D&amp;D Campaign</title><itunes:title>Go Go Godzilla! 3WD Brainstorms The Best Ways To Bring Unbeatable Monsters Like Godzilla Into Your D&amp;D Campaign</itunes:title><description><![CDATA[<p>As we learned from the AD&amp;D release, <a href="https://en.wikipedia.org/wiki/Deities_%26_Demigods" rel="noopener noreferrer" target="_blank"><em>Deities &amp; Demigods</em></a><em>, </em>“If you stat it, players will kill it.” So, what do you do if you want to place an unbeatable Kaiju-type monster, like Godzilla, into your game world? Something way more fearsome than a Tarrasque. A complete force of nature that shapes the entire world and every adventure in it. Something that you can’t just “punch really hard.”</p><p>In this episode, Tony, Chris, and Dave respond to a listener’s question, “have you ever put a monster in your campaign that cannot be defeated?” and enter into a real time brainstorming session as we discuss how we’ve used it as DMs as well as played with it as players in our own games.</p><p>1:45 DM Jim’s Brainstorm Topic</p><p>2:25 Are these the seeds of where the endgame of your campaign is or are you just hazing your players?</p><p><br></p><p>3:50 Think less about defeating the unbeatable monster and more about foiling their plans.</p><p><br></p><p>5:55 The <a href="https://dnd5e.wikidot.com/wondrous-items:scroll-of-tarrasque-summoning" rel="noopener noreferrer" target="_blank">Scroll of Tarrasque Summoning from <em>Rime of the Frostmaiden</em> </a>and our tangent into the idea of WOTC playtesting adventures before they release them.</p><p><br></p><p>8:10 “If you stat it, players will kill it.”</p><p><br></p><p>8:55 Our return to the <a href="https://3wisedms.com/finish-your-homebrew-dd-campaign-with-a-bang-dms-breakdown-of-the-epic-ending-of-the-woodstock-wanderers/" rel="noopener noreferrer" target="_blank">Woodstock Wanderers campaign</a> and the unkillable, flying spaghetti monster that was Ghatanothoa.</p><p><br></p><p>12:15 Be careful dropping this type of monster into your game if your players singular idea is “Frontal Assault!”</p><p><br></p><p>17:45 The idea that this type of creature is not “good” or “evil” but just a force of nature. How do you fill this story and adventure out without it becoming monotonous?</p><p><br></p><p>22:05 The trick of revealing the BBEG and their nefarious schemes early in the campaign… how do you do this with Godzilla who doesn’t really have plans?</p><p><br></p><p>29:00 The adventure is in realizing that this “oncoming storm” is coming and what are the heroes going to do about it.</p><p><br></p><p>34:45 “Can you write a campaign for Superman?” Dealing with problems that you can’t just punch in the nose.</p><p><br></p><p>37:30 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>As we learned from the AD&amp;D release, <a href="https://en.wikipedia.org/wiki/Deities_%26_Demigods" rel="noopener noreferrer" target="_blank"><em>Deities &amp; Demigods</em></a><em>, </em>“If you stat it, players will kill it.” So, what do you do if you want to place an unbeatable Kaiju-type monster, like Godzilla, into your game world? Something way more fearsome than a Tarrasque. A complete force of nature that shapes the entire world and every adventure in it. Something that you can’t just “punch really hard.”</p><p>In this episode, Tony, Chris, and Dave respond to a listener’s question, “have you ever put a monster in your campaign that cannot be defeated?” and enter into a real time brainstorming session as we discuss how we’ve used it as DMs as well as played with it as players in our own games.</p><p>1:45 DM Jim’s Brainstorm Topic</p><p>2:25 Are these the seeds of where the endgame of your campaign is or are you just hazing your players?</p><p><br></p><p>3:50 Think less about defeating the unbeatable monster and more about foiling their plans.</p><p><br></p><p>5:55 The <a href="https://dnd5e.wikidot.com/wondrous-items:scroll-of-tarrasque-summoning" rel="noopener noreferrer" target="_blank">Scroll of Tarrasque Summoning from <em>Rime of the Frostmaiden</em> </a>and our tangent into the idea of WOTC playtesting adventures before they release them.</p><p><br></p><p>8:10 “If you stat it, players will kill it.”</p><p><br></p><p>8:55 Our return to the <a href="https://3wisedms.com/finish-your-homebrew-dd-campaign-with-a-bang-dms-breakdown-of-the-epic-ending-of-the-woodstock-wanderers/" rel="noopener noreferrer" target="_blank">Woodstock Wanderers campaign</a> and the unkillable, flying spaghetti monster that was Ghatanothoa.</p><p><br></p><p>12:15 Be careful dropping this type of monster into your game if your players singular idea is “Frontal Assault!”</p><p><br></p><p>17:45 The idea that this type of creature is not “good” or “evil” but just a force of nature. How do you fill this story and adventure out without it becoming monotonous?</p><p><br></p><p>22:05 The trick of revealing the BBEG and their nefarious schemes early in the campaign… how do you do this with Godzilla who doesn’t really have plans?</p><p><br></p><p>29:00 The adventure is in realizing that this “oncoming storm” is coming and what are the heroes going to do about it.</p><p><br></p><p>34:45 “Can you write a campaign for Superman?” Dealing with problems that you can’t just punch in the nose.</p><p><br></p><p>37:30 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/go-go-godzilla-3wd-brainstorms-the-best-ways-to-bring-unbeatable-monsters-like-godzilla-into-your-dd-campaign]]></link><guid isPermaLink="false">8e1a6dc5-d52f-44f3-8d25-bfdefd8e8641</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Jun 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/d1c99f34-2411-444d-b197-43049a0206c7/Ep142-converted.mp3" length="21865415" type="audio/mpeg"/><itunes:duration>45:33</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>142</itunes:episode><podcast:episode>142</podcast:episode></item><item><title>Back in the Saddle Again: Our Best Tips and Tricks for Coming Out of DM Retirement and Running Your First D&amp;D Game in Decades</title><itunes:title>Back in the Saddle Again: Our Best Tips and Tricks for Coming Out of DM Retirement and Running Your First D&amp;D Game in Decades</itunes:title><description><![CDATA[<p>We’ve done several episodes and articles about how to best onboard new DMs and GMs to the hobby, including <a href="https://youtu.be/dTOOPN4DSco?si=UkGWyhttps://youtu.be/dTOOPN4DSco?si=UkGWy0sWx43jCziP0sWx43jCziP" rel="noopener noreferrer" target="_blank">episode 113: Just Do It, with DM Lenny, about running his first game ever</a>. But what about all the Grognards and OG DMs that were playing it out of the White Boxes assembled by Gary Gygax in his own home? </p><p>In this episode, Tony, Chris, and Dave sit down with our good friend, <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Scott Washburn of Paper Terrain</a>, to discuss his recent return to the DM chair with his homebrewed campaign “World of the Five Gods.” True to form, Scott kitbashed together the original White Box D&amp;D with some flair from 5e. </p><p>For all the DMs who have thought that “Retirement Sucks,” whether its been 40 days or 40 years, this is the episode for you.</p><p>2:15 Our very Special Guest DM, the Scott “Wizard” Washburn, from our <a href="https://youtu.be/MXRICwNPjJg?si=SzZquc8DJ9T0-Xa3" rel="noopener noreferrer" target="_blank">Terrain, Maps, and Minis episode</a>, who recently returned to the DM chair after a FORTY YEAR HIATUS, and a brief review of the recent game.</p><p>9:10 What would Scott have done differently, or what would he have prepped more (or less) having finally ran a game again?</p><p><br></p><p>14:25 Don’t get lost in the worldbuilding and the introduction of the massive breadth of your setting, get the players rolling dice as soon as possible. </p><p><br></p><p>16:40 Make the adventure objective clear.</p><p><br></p><p>17:10 How Scott made adventuring in dungeons a significant driver of the economy and commerce (including taxes!)</p><p><br></p><p>19:45 Scott shares his thought process in how he approached running his first game back, as well as leaning into some of his skill sets from an unlikely source, and some of the changes he would make.</p><p><br></p><p>27:15 Some of the things we enjoyed about the system, including the return to OD&amp;D, 1e, and the OSR – including removing initiative as we know it!</p><p><br></p><p>32:30 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We’ve done several episodes and articles about how to best onboard new DMs and GMs to the hobby, including <a href="https://youtu.be/dTOOPN4DSco?si=UkGWyhttps://youtu.be/dTOOPN4DSco?si=UkGWy0sWx43jCziP0sWx43jCziP" rel="noopener noreferrer" target="_blank">episode 113: Just Do It, with DM Lenny, about running his first game ever</a>. But what about all the Grognards and OG DMs that were playing it out of the White Boxes assembled by Gary Gygax in his own home? </p><p>In this episode, Tony, Chris, and Dave sit down with our good friend, <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Scott Washburn of Paper Terrain</a>, to discuss his recent return to the DM chair with his homebrewed campaign “World of the Five Gods.” True to form, Scott kitbashed together the original White Box D&amp;D with some flair from 5e. </p><p>For all the DMs who have thought that “Retirement Sucks,” whether its been 40 days or 40 years, this is the episode for you.</p><p>2:15 Our very Special Guest DM, the Scott “Wizard” Washburn, from our <a href="https://youtu.be/MXRICwNPjJg?si=SzZquc8DJ9T0-Xa3" rel="noopener noreferrer" target="_blank">Terrain, Maps, and Minis episode</a>, who recently returned to the DM chair after a FORTY YEAR HIATUS, and a brief review of the recent game.</p><p>9:10 What would Scott have done differently, or what would he have prepped more (or less) having finally ran a game again?</p><p><br></p><p>14:25 Don’t get lost in the worldbuilding and the introduction of the massive breadth of your setting, get the players rolling dice as soon as possible. </p><p><br></p><p>16:40 Make the adventure objective clear.</p><p><br></p><p>17:10 How Scott made adventuring in dungeons a significant driver of the economy and commerce (including taxes!)</p><p><br></p><p>19:45 Scott shares his thought process in how he approached running his first game back, as well as leaning into some of his skill sets from an unlikely source, and some of the changes he would make.</p><p><br></p><p>27:15 Some of the things we enjoyed about the system, including the return to OD&amp;D, 1e, and the OSR – including removing initiative as we know it!</p><p><br></p><p>32:30 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/back-in-the-saddle-again-our-best-tips-and-tricks-for-coming-out-of-dm-retirement-and-running-your-first-dd-game-in-decades]]></link><guid isPermaLink="false">5c8706a8-8a03-45ea-be53-83e515917318</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 26 May 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5c75c9bc-c776-41e6-9bc0-411ac04d1107/Ep141-converted.mp3" length="21054433" type="audio/mpeg"/><itunes:duration>43:52</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>141</itunes:episode><podcast:episode>141</podcast:episode></item><item><title>Changes - 3 Wise DMs Absolutely Best Tips For The Player That Wants To Change Their D&amp;D Character Class</title><itunes:title>Changes - 3 Wise DMs Absolutely Best Tips For The Player That Wants To Change Their D&amp;D Character Class</itunes:title><description><![CDATA[<p>What do you do when your player is unhappy with the direction of their class and wants to change over into a new class mid-campaign, but with the same character?</p><p>In this episode, Tony, Chris, and Dave answer a listener question about their player that wants to change their character’s class from Paladin to Sorcerer at 5th level. We delve into not just the narrative components of a change like this, but also the mechanical effects that such a change would inevitably bring. Along the way, we offer tips, tricks, and questions you should ask yourself if you’re planning on something like this in your own games.</p><p>3:45 First questions: will this completely break immersion and is this an offer you’re ready to make for all the players? </p><p>4:30 DM Chris fondly remembers Clyde from <em>Every Which Way But Loose </em>and discusses the “Buyer’s Remorse” of character choices and how to work with it.</p><p>7:00 The benefit of starting at lower levels and the character building that comes with it. How a 5th level character might feel a little more “pregen”, as DM Tony refers to it.</p><p>8:45 The benefits of One-shots, Session Zeroes, and Playtests to understand better the choices you’re making. What if Aragorn never leaves Bree?</p><p>12:30 DM Tony’s workaround for swapping power sets in 4th edition.</p><p>13:14 Learning the rules of the class as you level… the kid who hates the elite sports car they just got.</p><p>16:30 How we have and would narratively approach changes like this in our own games.</p><p>18:00 How do you handle the mechanical changes that would come with such a change?</p><p>28:50 DM Tony recounts how DM&nbsp; Thorin had narratively and mechanically done this very thing in a 4th edition game… the return of Cassidus, the wizard made of a pile of undead bugs!</p><p>30:35 “It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to”.… the time needed to evolve the character and how to balance realism and fantasy.</p><p>34:05 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>What do you do when your player is unhappy with the direction of their class and wants to change over into a new class mid-campaign, but with the same character?</p><p>In this episode, Tony, Chris, and Dave answer a listener question about their player that wants to change their character’s class from Paladin to Sorcerer at 5th level. We delve into not just the narrative components of a change like this, but also the mechanical effects that such a change would inevitably bring. Along the way, we offer tips, tricks, and questions you should ask yourself if you’re planning on something like this in your own games.</p><p>3:45 First questions: will this completely break immersion and is this an offer you’re ready to make for all the players? </p><p>4:30 DM Chris fondly remembers Clyde from <em>Every Which Way But Loose </em>and discusses the “Buyer’s Remorse” of character choices and how to work with it.</p><p>7:00 The benefit of starting at lower levels and the character building that comes with it. How a 5th level character might feel a little more “pregen”, as DM Tony refers to it.</p><p>8:45 The benefits of One-shots, Session Zeroes, and Playtests to understand better the choices you’re making. What if Aragorn never leaves Bree?</p><p>12:30 DM Tony’s workaround for swapping power sets in 4th edition.</p><p>13:14 Learning the rules of the class as you level… the kid who hates the elite sports car they just got.</p><p>16:30 How we have and would narratively approach changes like this in our own games.</p><p>18:00 How do you handle the mechanical changes that would come with such a change?</p><p>28:50 DM Tony recounts how DM&nbsp; Thorin had narratively and mechanically done this very thing in a 4th edition game… the return of Cassidus, the wizard made of a pile of undead bugs!</p><p>30:35 “It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to”.… the time needed to evolve the character and how to balance realism and fantasy.</p><p>34:05 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/changes-3-wise-dms-absolutely-best-tips-for-the-player-that-wants-to-change-their-dd-character-class]]></link><guid isPermaLink="false">5f271931-cf2e-4e4c-9d29-eba807258e43</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Apr 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3e111cef-a0d2-40a8-a4a4-c67a085a0b93/EP140-converted.mp3" length="20337874" type="audio/mpeg"/><itunes:duration>42:22</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>140</itunes:episode><podcast:episode>140</podcast:episode></item><item><title>RPG Mythbusters: The Tavern is the Best Place to Start Your D&amp;D Adventure</title><itunes:title>RPG Mythbusters: The Tavern is the Best Place to Start Your D&amp;D Adventure</itunes:title><description><![CDATA[<p>The tavern. It’s the start of 23 different campaigns that DM Tony has been in over the last three decades. It’s a fantasy adventure trope and gets a lot of hate out there for being basic and unimaginative, but is that necessarily a bad thing? </p><p>In this episode, Tony, Chris, and Dave return to our <a href="https://3wisedms.com/tag/rpg-mythbusters/" rel="noopener noreferrer" target="_blank">RPG Mythbusters</a> series and test the myth, “Is a tavern the best place to start an adventure?” Will it be confirmed, plausible, or busted?</p><p>0:49 The return of RPG Mythbusters, all the way back to Episodes <a href="https://3wisedms.com/rpg-mythbusters-never-split-the-party-or-should-you/" rel="noopener noreferrer" target="_blank">39</a> and <a href="https://3wisedms.com/rpg-mythbusters-pc-party-balance-is-essential-maybe-not-as-much-as-you-think/" rel="noopener noreferrer" target="_blank">42.</a></p><p><br></p><p>1:56 Everyone knows what a tavern is as opposed to, let’s say, a Paladin’s Chapel.</p><p><br></p><p>3:50 Taverns are a historically accurate meeting place; the true “town square.”</p><p><br></p><p>6:45 DM Dave returns to the <em>Lord of the Rings</em> novel and reminds us that Gandalf drops lore in Bilbo’s house for 25 pages. Taverns can be much more organic to reveal the plot.</p><p><br></p><p>9:50 The tavern affords an easy, stress-free environment to introduce the players and their characters to the story and the world – which can be especially helpful with new players.</p><p><br></p><p>14:15 Session Zero could be a “tavern” by providing an intro to introduce the adventure.</p><p><br></p><p>15:40 The type of game can change whether a tavern is a good or a bad idea; in can be a phenomenal time sink.</p><p><br></p><p>17:20 Our tangent into 7-11 and Denny’s being modern-day taverns when we were teenagers.</p><p><br></p><p>18:10 Implied consent: the unsaid agreement between DM and players that you’re ready to go on an adventure for the session.</p><p><br></p><p>24:55 What type of adventure/campaign are you running? That should guide how and where you’re starting.</p><p><br></p><p>33:08 Lore Tolerance: how Taverns and “In Media Res” starts allow you to control the flow of lore dumps.</p><p><br></p><p>36:45 DM Chris’ idea that combat is the best way to bring characters together: A Band of Brothers. And how DM Dave leaned into this for our Dragonlance campaign.</p><p><br></p><p>43:15 Final Thoughts: Myth Confirmed, Plausible, or Busted?</p>]]></description><content:encoded><![CDATA[<p>The tavern. It’s the start of 23 different campaigns that DM Tony has been in over the last three decades. It’s a fantasy adventure trope and gets a lot of hate out there for being basic and unimaginative, but is that necessarily a bad thing? </p><p>In this episode, Tony, Chris, and Dave return to our <a href="https://3wisedms.com/tag/rpg-mythbusters/" rel="noopener noreferrer" target="_blank">RPG Mythbusters</a> series and test the myth, “Is a tavern the best place to start an adventure?” Will it be confirmed, plausible, or busted?</p><p>0:49 The return of RPG Mythbusters, all the way back to Episodes <a href="https://3wisedms.com/rpg-mythbusters-never-split-the-party-or-should-you/" rel="noopener noreferrer" target="_blank">39</a> and <a href="https://3wisedms.com/rpg-mythbusters-pc-party-balance-is-essential-maybe-not-as-much-as-you-think/" rel="noopener noreferrer" target="_blank">42.</a></p><p><br></p><p>1:56 Everyone knows what a tavern is as opposed to, let’s say, a Paladin’s Chapel.</p><p><br></p><p>3:50 Taverns are a historically accurate meeting place; the true “town square.”</p><p><br></p><p>6:45 DM Dave returns to the <em>Lord of the Rings</em> novel and reminds us that Gandalf drops lore in Bilbo’s house for 25 pages. Taverns can be much more organic to reveal the plot.</p><p><br></p><p>9:50 The tavern affords an easy, stress-free environment to introduce the players and their characters to the story and the world – which can be especially helpful with new players.</p><p><br></p><p>14:15 Session Zero could be a “tavern” by providing an intro to introduce the adventure.</p><p><br></p><p>15:40 The type of game can change whether a tavern is a good or a bad idea; in can be a phenomenal time sink.</p><p><br></p><p>17:20 Our tangent into 7-11 and Denny’s being modern-day taverns when we were teenagers.</p><p><br></p><p>18:10 Implied consent: the unsaid agreement between DM and players that you’re ready to go on an adventure for the session.</p><p><br></p><p>24:55 What type of adventure/campaign are you running? That should guide how and where you’re starting.</p><p><br></p><p>33:08 Lore Tolerance: how Taverns and “In Media Res” starts allow you to control the flow of lore dumps.</p><p><br></p><p>36:45 DM Chris’ idea that combat is the best way to bring characters together: A Band of Brothers. And how DM Dave leaned into this for our Dragonlance campaign.</p><p><br></p><p>43:15 Final Thoughts: Myth Confirmed, Plausible, or Busted?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-mythbusters-the-tavern-is-the-best-place-to-start-your-dd-adventure]]></link><guid isPermaLink="false">ebbb3a27-cedd-45d5-a256-8c9218d07706</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Apr 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4b7112a8-0d66-49ac-bb46-b3a28dd2e18a/Ep139-converted.mp3" length="24434691" type="audio/mpeg"/><itunes:duration>50:54</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>139</itunes:episode><podcast:episode>139</podcast:episode></item><item><title>I Just Dropped In To See What Condition My Condition Was In: 3 Wise DMs Discuss How Using Conditions Will Enhance Your D&amp;D Game</title><itunes:title>I Just Dropped In To See What Condition My Condition Was In: 3 Wise DMs Discuss How Using Conditions Will Enhance Your D&amp;D Game</itunes:title><description><![CDATA[<p>With our recent <a href="https://3wisedms.com/tag/forged-in-fire/" rel="noopener noreferrer" target="_blank">Forged in Fire article series</a>, DM Chris realized how many Conditions that monsters have resistance and immunity to, especially in 5e. With that, we began to discuss how much (or little) we play with Conditions in our home games, and how that might be limiting what we can do to craft engaging, thrilling, and challenging encounters.</p><p>In this episode, Tony, Chris, and Dave delve into the Conditions mechanic (both in and out of 5e), the issues we have with some of them, what ones we find to be somewhat limp, and the ones we would love to use</p><p>more. We also delve into what we have found is a Condition we often times inflict on ourselves as DMs: Expectations.</p><p>3:00 DM Tony returns to his problem with Stun mechanics… all the way back from <a href="https://player.captivate.fm/episode/1ee69914-61cf-4ae4-b168-1db78f6c30da" rel="noopener noreferrer" target="_blank">Episode #4!</a></p><p>4:00 Making your game challenging without having them turn into “Gotcha” moments for your players.</p><p><br></p><p>6:20 Developing encounters with certain Conditions in mind. DM Dave’s Lair of Dragansalor from <a href="https://3wisedms.com/tribute-to-the-greatest-game-in-the-world-the-3-wise-dms-share-the-lessons-learned-from-running-a-12-player-dd-game/" rel="noopener noreferrer" target="_blank">DM Chris’ 12 person Birthday game.</a></p><p><br></p><p>7:45 Seeing Advantage and Disadvantage as a Condition.</p><p><br></p><p>8:35 The power of Conditions through multiple systems and editions.</p><p><br></p><p>11:10 Using Conditions to control combat… more interesting than bags of hit points.</p><p><br></p><p>13:15 How Conditions, like Stun, have the players control the combat. Should you change it?</p><p><br></p><p>21:40 <a href="https://3wisedms.com/skills-saves-the-impossible-and-the-rule-of-cool/" rel="noopener noreferrer" target="_blank">Skills, Saves, and the Rule of Cool article link.</a></p><p><br></p><p>22:45 Expectations: Conditions we place on ourselves as DMs.</p><p><br></p><p>32:45 Heroes of the Realm (including our Star Wars analogy): Be excited when the players mop the floor with the bad guys, regardless of the Conditions.</p><p><br></p><p>42:05 Resource management, Short, and Long Rests as Conditions.</p><p><br></p><p>46:15 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>With our recent <a href="https://3wisedms.com/tag/forged-in-fire/" rel="noopener noreferrer" target="_blank">Forged in Fire article series</a>, DM Chris realized how many Conditions that monsters have resistance and immunity to, especially in 5e. With that, we began to discuss how much (or little) we play with Conditions in our home games, and how that might be limiting what we can do to craft engaging, thrilling, and challenging encounters.</p><p>In this episode, Tony, Chris, and Dave delve into the Conditions mechanic (both in and out of 5e), the issues we have with some of them, what ones we find to be somewhat limp, and the ones we would love to use</p><p>more. We also delve into what we have found is a Condition we often times inflict on ourselves as DMs: Expectations.</p><p>3:00 DM Tony returns to his problem with Stun mechanics… all the way back from <a href="https://player.captivate.fm/episode/1ee69914-61cf-4ae4-b168-1db78f6c30da" rel="noopener noreferrer" target="_blank">Episode #4!</a></p><p>4:00 Making your game challenging without having them turn into “Gotcha” moments for your players.</p><p><br></p><p>6:20 Developing encounters with certain Conditions in mind. DM Dave’s Lair of Dragansalor from <a href="https://3wisedms.com/tribute-to-the-greatest-game-in-the-world-the-3-wise-dms-share-the-lessons-learned-from-running-a-12-player-dd-game/" rel="noopener noreferrer" target="_blank">DM Chris’ 12 person Birthday game.</a></p><p><br></p><p>7:45 Seeing Advantage and Disadvantage as a Condition.</p><p><br></p><p>8:35 The power of Conditions through multiple systems and editions.</p><p><br></p><p>11:10 Using Conditions to control combat… more interesting than bags of hit points.</p><p><br></p><p>13:15 How Conditions, like Stun, have the players control the combat. Should you change it?</p><p><br></p><p>21:40 <a href="https://3wisedms.com/skills-saves-the-impossible-and-the-rule-of-cool/" rel="noopener noreferrer" target="_blank">Skills, Saves, and the Rule of Cool article link.</a></p><p><br></p><p>22:45 Expectations: Conditions we place on ourselves as DMs.</p><p><br></p><p>32:45 Heroes of the Realm (including our Star Wars analogy): Be excited when the players mop the floor with the bad guys, regardless of the Conditions.</p><p><br></p><p>42:05 Resource management, Short, and Long Rests as Conditions.</p><p><br></p><p>46:15 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/i-just-dropped-in-to-see-what-condition-my-condition-was-in-3-wise-dms-discuss-how-using-conditions-will-enhance-your-dd-game]]></link><guid isPermaLink="false">663962b3-bf40-4656-b916-9698b21300f9</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 31 Mar 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7514a2d8-17e1-40b5-b69b-ba2acd4a79bf/Ep138-converted.mp3" length="27261115" type="audio/mpeg"/><itunes:duration>56:48</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>138</itunes:episode><podcast:episode>138</podcast:episode></item><item><title>She’s a Mystery to Me: How Long To Keep Secrets and Clues From Your Players In Your D&amp;D Game</title><itunes:title>She’s a Mystery to Me: How Long To Keep Secrets and Clues From Your Players In Your D&amp;D Game</itunes:title><description><![CDATA[<p>One of the beauties of TTRPGs is the ability to not just watch or read an amazing story, but to experience it… to create it. The mystery, the action, the climactic battle between good and evil; D&amp;D gives us the ability to create our favorite stories.</p><p>One of the most important aspects of that, as the DM, is creating a level of mystery to the story that the players get the chance to uncover as they delve deeper into the adventure. </p><p>In this episode, Tony, Chris, and Dave discuss a listener question about the mystery that they’re planning on having last for 10 levels and ask, “am I being cruel by leaving them in mystery so long?” </p><p>4:05 3 ways it can go: 1) your plot twist becomes campaign defining, 2) players will rage quit, or 3) it falls flat.</p><p>4:55 Your campaign is not a novel.</p><p><br></p><p>7:30 New players might not even understand what they’re choosing when they’re still trying to understand the game mechanics.</p><p><br></p><p>9:40 If you have something to get through to the players: Repeat, Repeat, Repeat.</p><p><br></p><p>11:00 The difficulties of conveying the story in a spoken medium.</p><p><br></p><p>12:30 DM Tony discusses his difficulties in conveying lore-heavy campaigns.</p><p><br></p><p>14:08 What will the player’s choose? How this can affect the overarching campaign if its too set in stone.</p><p><br></p><p>16:25 New players might not be as new as you think with the advent of live-play games. But, then again, they might not remember what all the different dice are either.</p><p><br></p><p>19:05 DM Chris’ analogy of trying to teach something to someone and the lessons we can learn for in-game use. Listen for when the players begin to “parrot back” your plot drops.</p><p><br></p><p>23:50 The difference between YOUR reveal and THEIR reveal… tie the reveal to the characters. <a href="https://www.youtube.com/watch?v=EkXMxiAGUWg" rel="noopener noreferrer" target="_blank">Matt Colville’s “A Tale of Two Campaigns” video.</a></p><p><br></p><p>28:40 For a campaign-defining mystery like “Mystara is dying,” there are infinite ways to create a breadcrumb trail for the players to pick up on.</p><p><br></p><p>35:55 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>One of the beauties of TTRPGs is the ability to not just watch or read an amazing story, but to experience it… to create it. The mystery, the action, the climactic battle between good and evil; D&amp;D gives us the ability to create our favorite stories.</p><p>One of the most important aspects of that, as the DM, is creating a level of mystery to the story that the players get the chance to uncover as they delve deeper into the adventure. </p><p>In this episode, Tony, Chris, and Dave discuss a listener question about the mystery that they’re planning on having last for 10 levels and ask, “am I being cruel by leaving them in mystery so long?” </p><p>4:05 3 ways it can go: 1) your plot twist becomes campaign defining, 2) players will rage quit, or 3) it falls flat.</p><p>4:55 Your campaign is not a novel.</p><p><br></p><p>7:30 New players might not even understand what they’re choosing when they’re still trying to understand the game mechanics.</p><p><br></p><p>9:40 If you have something to get through to the players: Repeat, Repeat, Repeat.</p><p><br></p><p>11:00 The difficulties of conveying the story in a spoken medium.</p><p><br></p><p>12:30 DM Tony discusses his difficulties in conveying lore-heavy campaigns.</p><p><br></p><p>14:08 What will the player’s choose? How this can affect the overarching campaign if its too set in stone.</p><p><br></p><p>16:25 New players might not be as new as you think with the advent of live-play games. But, then again, they might not remember what all the different dice are either.</p><p><br></p><p>19:05 DM Chris’ analogy of trying to teach something to someone and the lessons we can learn for in-game use. Listen for when the players begin to “parrot back” your plot drops.</p><p><br></p><p>23:50 The difference between YOUR reveal and THEIR reveal… tie the reveal to the characters. <a href="https://www.youtube.com/watch?v=EkXMxiAGUWg" rel="noopener noreferrer" target="_blank">Matt Colville’s “A Tale of Two Campaigns” video.</a></p><p><br></p><p>28:40 For a campaign-defining mystery like “Mystara is dying,” there are infinite ways to create a breadcrumb trail for the players to pick up on.</p><p><br></p><p>35:55 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/shes-a-mystery-to-me-how-long-to-keep-secrets-and-clues-from-your-players-in-your-dd-game]]></link><guid isPermaLink="false">fb87f2de-0b76-4c6c-b854-bb246c5ac74d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Mar 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/dbd1bf44-4397-40f9-9585-add632fd9c45/Ep137-converted.mp3" length="21158395" type="audio/mpeg"/><itunes:duration>44:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>137</itunes:episode><podcast:episode>137</podcast:episode></item><item><title>Whatcha Got Cookin’? – 3WDs Top 9 Tips To Homebrewing Magic and Magical Items From Pop Culture In Your D&amp;D Campaign</title><itunes:title>Whatcha Got Cookin’? – 3WDs Top 9 Tips To Homebrewing Magic and Magical Items From Pop Culture In Your D&amp;D Campaign</itunes:title><description><![CDATA[<p>Homebrewing has been part of the game since its inception. Hell, the game itself is a homebrew of wargames! We’ve discussed homebrewing in <a href="https://3wisedms.com/tag/homebrew/" rel="noopener noreferrer" target="_blank">previous episodes and articles</a>, but a listener asks the question about how to homebrew magic items and monsters from well-known pop culture sources (like <a href="https://stormlightarchive.fandom.com/wiki/Cosmere" rel="noopener noreferrer" target="_blank">Brandon Sanderson’s Cosmere Universe.)</a></p><p>In this episode, Tony, Chris, and Dave discuss their top nine tips to pulling in objects and ideas from existing beloved pop culture properties and making them have the same level of gravitas as the book, series, or movie that they come from.</p><p>1:00 A Rock and Roll DM Tour Story.</p><p>2:05 A listener question about homebrewing monsters and items from The Cosmere by Brandon Sanderson from longtime listener Dr. DM, Jason.</p><p><br></p><p>4:30 Tip #1: Scaling homebrew to the tier that your campaign is in, for leveling systems like 5e.</p><p><br></p><p>5:30 Tip #2: <a href="https://3wisedms.com/dd-kit-bashing-3-steps-to-utilizing-published-material-in-your-homebrew-world/" rel="noopener noreferrer" target="_blank">Kitbashing from existing items, spells, monsters</a>, etc. (like a Balor that turns into a demonic Bob Ross…)</p><p><br></p><p>8:10 Tip #3: Ask yourself 2 questions. 1) What is the world you’re pulling from? and, 2) How does the object, magic, or idea work in that world? </p><p><br></p><p>9:45 Tip #4: Benchmarking the magic, items, spells, etc. to what your players have and what the enemies have access to.</p><p><br></p><p>12:45 Our experience with this when we crafted He-Man’s Sword of Power for our Curse of Strahd campaign. <a href="https://3wisedms.com/the-true-cr20-strahd-powering-up-your-bbeg-for-the-epic-big-battle/" rel="noopener noreferrer" target="_blank">Click here for the stats on DM Dave’s unique weapon for Strahd, Lament, the Impaler.</a></p><p><br></p><p>16:35 Tip #5: You can have it… you just can’t have it now.</p><p><br></p><p>21:45 Tip #6: Powerful objects don’t exist in a vacuum. The wars fought over Shardblades and the Spice Melange.</p><p><br></p><p>24:40 A tangent into how DM Tony’s famous barbarian, Hawk Morgan, has become “The Most Powerful Man in the Universe.”</p><p><br></p><p>26:20 Tip #7: Take into account how the object affects the campaign world (i.e. the Sun Sword in Barovia).</p><p><br></p><p>28:05 An example of Tip #5… the quest that needed to happen to craft Takal Aestar, the “Dragon’s Union” (our Sword of Power.)</p><p><br></p><p>30:50 Tip #8: Scaling up existing magic items and having them grow with the character (DM Chris’ Sun Sword/Holy Avenger, Drakmar Venges, the “Dragon’s Vengeance.”)</p><p><br></p><p>36:45 <a href="https://homebrewery.naturalcrit.com/share/zzTKA2P35ewA" rel="noopener noreferrer" target="_blank">DM Dave’s Unique Paladin Longsword, Morthwyl O Duw.</a></p><p><br></p><p>40:00 Tip #9: Give powerful items and weapons some history, legends, and gravitas.</p><p><br></p><p>41:10 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Homebrewing has been part of the game since its inception. Hell, the game itself is a homebrew of wargames! We’ve discussed homebrewing in <a href="https://3wisedms.com/tag/homebrew/" rel="noopener noreferrer" target="_blank">previous episodes and articles</a>, but a listener asks the question about how to homebrew magic items and monsters from well-known pop culture sources (like <a href="https://stormlightarchive.fandom.com/wiki/Cosmere" rel="noopener noreferrer" target="_blank">Brandon Sanderson’s Cosmere Universe.)</a></p><p>In this episode, Tony, Chris, and Dave discuss their top nine tips to pulling in objects and ideas from existing beloved pop culture properties and making them have the same level of gravitas as the book, series, or movie that they come from.</p><p>1:00 A Rock and Roll DM Tour Story.</p><p>2:05 A listener question about homebrewing monsters and items from The Cosmere by Brandon Sanderson from longtime listener Dr. DM, Jason.</p><p><br></p><p>4:30 Tip #1: Scaling homebrew to the tier that your campaign is in, for leveling systems like 5e.</p><p><br></p><p>5:30 Tip #2: <a href="https://3wisedms.com/dd-kit-bashing-3-steps-to-utilizing-published-material-in-your-homebrew-world/" rel="noopener noreferrer" target="_blank">Kitbashing from existing items, spells, monsters</a>, etc. (like a Balor that turns into a demonic Bob Ross…)</p><p><br></p><p>8:10 Tip #3: Ask yourself 2 questions. 1) What is the world you’re pulling from? and, 2) How does the object, magic, or idea work in that world? </p><p><br></p><p>9:45 Tip #4: Benchmarking the magic, items, spells, etc. to what your players have and what the enemies have access to.</p><p><br></p><p>12:45 Our experience with this when we crafted He-Man’s Sword of Power for our Curse of Strahd campaign. <a href="https://3wisedms.com/the-true-cr20-strahd-powering-up-your-bbeg-for-the-epic-big-battle/" rel="noopener noreferrer" target="_blank">Click here for the stats on DM Dave’s unique weapon for Strahd, Lament, the Impaler.</a></p><p><br></p><p>16:35 Tip #5: You can have it… you just can’t have it now.</p><p><br></p><p>21:45 Tip #6: Powerful objects don’t exist in a vacuum. The wars fought over Shardblades and the Spice Melange.</p><p><br></p><p>24:40 A tangent into how DM Tony’s famous barbarian, Hawk Morgan, has become “The Most Powerful Man in the Universe.”</p><p><br></p><p>26:20 Tip #7: Take into account how the object affects the campaign world (i.e. the Sun Sword in Barovia).</p><p><br></p><p>28:05 An example of Tip #5… the quest that needed to happen to craft Takal Aestar, the “Dragon’s Union” (our Sword of Power.)</p><p><br></p><p>30:50 Tip #8: Scaling up existing magic items and having them grow with the character (DM Chris’ Sun Sword/Holy Avenger, Drakmar Venges, the “Dragon’s Vengeance.”)</p><p><br></p><p>36:45 <a href="https://homebrewery.naturalcrit.com/share/zzTKA2P35ewA" rel="noopener noreferrer" target="_blank">DM Dave’s Unique Paladin Longsword, Morthwyl O Duw.</a></p><p><br></p><p>40:00 Tip #9: Give powerful items and weapons some history, legends, and gravitas.</p><p><br></p><p>41:10 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/whatcha-got-cookin-3wds-top-9-tips-to-homebrewing-magic-and-magical-items-from-pop-culture-in-your-dd-campaign]]></link><guid isPermaLink="false">78f83d87-262c-4024-bb1f-f312e242def7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Mar 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/0a2d1680-3482-4a72-992f-630ae5290dd6/Ep136-converted.mp3" length="23687315" type="audio/mpeg"/><itunes:duration>49:21</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>136</itunes:episode><podcast:episode>136</podcast:episode></item><item><title>You Say It’s Your Birthday – 3WD Reveals 7 Tips That Will Help You Build Your Own Very Special One-Shot D&amp;D Game</title><itunes:title>You Say It’s Your Birthday – 3WD Reveals 7 Tips That Will Help You Build Your Own Very Special One-Shot D&amp;D Game</itunes:title><description><![CDATA[<p>Birthday games. Several of our recent articles and episodes</p><p>discuss our passion for running birthday games for our game group, whether it</p><p>be D&amp;D, the <a href="https://3wisedms.com/tag/osr/" rel="noopener noreferrer" target="_blank">OSR</a>, <a href="https://3wisedms.com/everybody-was-kung-fu-fighting-3wd-reviews-the-avatar-legends-rpg-and-reveals-tips-on-running-brand-new-systems-in-your-dd-group/" rel="noopener noreferrer" target="_blank">Avatar Legends,</a> or the classic <a href="https://3wisedms.com/what-i-learned-playing-the-tsr-marvel-super-heroes-rpg-aka-faserip-for-a-year/" rel="noopener noreferrer" target="_blank">Marvel Super Heroes system;</a></p><p>it’s become our thing.</p><p>In this episode, Tony, Chris, and Dave discuss the recent Birthday</p><p>Game they ran where The Doctor teamed up with the Sensational She-Hulk and</p><p>members of the Avengers and the Fantastic Four to stop the impending Cyberman</p><p>invasion orchestrated by the wielder of the Cosmic Control Rod, Annihilus, and</p><p>do battle against the Brood in a giant Space Whale (believe us…. It made way</p><p>more sense at the table!)</p><p>We then discuss our 7 best tips to help you build your own</p><p>Very Special One-Shot for Birthdays or any other day!</p><p><br></p><p>2:20 Finding the right type of setting and property to</p><p>showcase the gift of the Birthday Game. DM Tony revisits <a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">his love of the</a></p><p><a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">classic AD&amp;D adventure, Castle Greyhawk.</a></p><p><br></p><p>4:30 Tip #1: Have a Solid Theme.</p><p><br></p><p>5:30 DM Dave gives a brief overview of the impetus for the “Lost</p><p>Episode of Doctor Who” that birthed this episode.</p><p><br></p><p>8:25 Tip #2: Use Existing Properties: How we’ve built</p><p>existing properties like Masters of the Universe into existing games, like our <em>Curse</em></p><p><em>of Strahd </em>campaign. Shout-out to the team over at <a href="https://nerdarchy.com" rel="noopener noreferrer" target="_blank">Nerdarchy</a>!</p><p><br></p><p>16:20 Tip #3: Choose the Best System for the Setting AND the</p><p>Players.</p><p><br></p><p>18:00 Tip #4: Go All Out. Terrain, minis, costumes… really</p><p>stretch your limits.</p><p><br></p><p>19:00 We revisit DM Tony’s <a href="https://3wisedms.com/a-murder-most-foul-7-tips-on-running-a-murder-mystery-game-in-any-ttrpg/" rel="noopener noreferrer" target="_blank">Murder Mystery One-Shot that he</a></p><p><a href="https://3wisedms.com/a-murder-most-foul-7-tips-on-running-a-murder-mystery-game-in-any-ttrpg/" rel="noopener noreferrer" target="_blank">based off <em>Clue.</em></a></p><p><br></p><p>20:19 Tip #5: Use the Players Favorite Character/Campaign as</p><p>the Focus.</p><p><br></p><p>22:28 Tip #6: Tie It into Your Existing Campaigns… and our overarching</p><p>Multiverse.</p><p><br></p><p>24:50 Tip #7: The most obvious… Focus on the Special Player.</p><p><br></p><p>30:45 DM Chris brainstorms planning a Birthday One-Shot in</p><p>real time.</p><p><br></p><p>36:45 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Birthday games. Several of our recent articles and episodes</p><p>discuss our passion for running birthday games for our game group, whether it</p><p>be D&amp;D, the <a href="https://3wisedms.com/tag/osr/" rel="noopener noreferrer" target="_blank">OSR</a>, <a href="https://3wisedms.com/everybody-was-kung-fu-fighting-3wd-reviews-the-avatar-legends-rpg-and-reveals-tips-on-running-brand-new-systems-in-your-dd-group/" rel="noopener noreferrer" target="_blank">Avatar Legends,</a> or the classic <a href="https://3wisedms.com/what-i-learned-playing-the-tsr-marvel-super-heroes-rpg-aka-faserip-for-a-year/" rel="noopener noreferrer" target="_blank">Marvel Super Heroes system;</a></p><p>it’s become our thing.</p><p>In this episode, Tony, Chris, and Dave discuss the recent Birthday</p><p>Game they ran where The Doctor teamed up with the Sensational She-Hulk and</p><p>members of the Avengers and the Fantastic Four to stop the impending Cyberman</p><p>invasion orchestrated by the wielder of the Cosmic Control Rod, Annihilus, and</p><p>do battle against the Brood in a giant Space Whale (believe us…. It made way</p><p>more sense at the table!)</p><p>We then discuss our 7 best tips to help you build your own</p><p>Very Special One-Shot for Birthdays or any other day!</p><p><br></p><p>2:20 Finding the right type of setting and property to</p><p>showcase the gift of the Birthday Game. DM Tony revisits <a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">his love of the</a></p><p><a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">classic AD&amp;D adventure, Castle Greyhawk.</a></p><p><br></p><p>4:30 Tip #1: Have a Solid Theme.</p><p><br></p><p>5:30 DM Dave gives a brief overview of the impetus for the “Lost</p><p>Episode of Doctor Who” that birthed this episode.</p><p><br></p><p>8:25 Tip #2: Use Existing Properties: How we’ve built</p><p>existing properties like Masters of the Universe into existing games, like our <em>Curse</em></p><p><em>of Strahd </em>campaign. Shout-out to the team over at <a href="https://nerdarchy.com" rel="noopener noreferrer" target="_blank">Nerdarchy</a>!</p><p><br></p><p>16:20 Tip #3: Choose the Best System for the Setting AND the</p><p>Players.</p><p><br></p><p>18:00 Tip #4: Go All Out. Terrain, minis, costumes… really</p><p>stretch your limits.</p><p><br></p><p>19:00 We revisit DM Tony’s <a href="https://3wisedms.com/a-murder-most-foul-7-tips-on-running-a-murder-mystery-game-in-any-ttrpg/" rel="noopener noreferrer" target="_blank">Murder Mystery One-Shot that he</a></p><p><a href="https://3wisedms.com/a-murder-most-foul-7-tips-on-running-a-murder-mystery-game-in-any-ttrpg/" rel="noopener noreferrer" target="_blank">based off <em>Clue.</em></a></p><p><br></p><p>20:19 Tip #5: Use the Players Favorite Character/Campaign as</p><p>the Focus.</p><p><br></p><p>22:28 Tip #6: Tie It into Your Existing Campaigns… and our overarching</p><p>Multiverse.</p><p><br></p><p>24:50 Tip #7: The most obvious… Focus on the Special Player.</p><p><br></p><p>30:45 DM Chris brainstorms planning a Birthday One-Shot in</p><p>real time.</p><p><br></p><p>36:45 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/you-say-its-your-birthday-3wd-reveals-7-tips-that-will-help-you-build-your-own-very-special-one-shot-dd-game]]></link><guid isPermaLink="false">19d17b67-d232-4ed1-81f1-f44a02c5ab49</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Feb 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/c3718e23-ac9d-4226-8937-d3e83b92863d/Ep135-converted.mp3" length="21031633" type="audio/mpeg"/><itunes:duration>43:49</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>135</itunes:episode><podcast:episode>135</podcast:episode></item><item><title>Inspiration: How You Use It and 4 Ways You Can Improve It In Your D&amp;D Game</title><itunes:title>Inspiration: How You Use It and 4 Ways You Can Improve It In Your D&amp;D Game</itunes:title><description><![CDATA[<p>Inspiration. Along with Advantage and Disadvantage, its one</p><p>of the most streamlined mechanics in 5e. However, we all love to try new or</p><p>adjusted mechanics to continually improve our DMing. Fellow Wise DM <a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">Mike Shea</a></p><p><a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">over at Sly Flourish shared an article discussing the Luck System from Kobold</a></p><p><a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">Press’ Project Black Flag playtest. </a></p><p>In this episode, Tony, Chris, and Dave discuss Inspiration;</p><p>how we use it in our games and the changes we have made and are thinking of</p><p>making to improve our games.</p><p>For all those Inspiration dice, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link</a></p><p><a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">at FanRoll Dice</a> to get 10% off your entire order.</p><p><br></p><p>3:00 Our recent Marvel FASERIP game that gave us some ideas.</p><p>Check out <a href="https://www.youtube.com/playlist?list=PLfyjs6QM2oyZfOG_OJq8wA03bFVgFI86e" rel="noopener noreferrer" target="_blank">Professor Bill at Comic Book University</a>.</p><p><br></p><p>4:15 Keeping track of Inspiration, both as a player and as a</p><p>DM.</p><p><br></p><p>5:20 How something like the Luck System evens out the power</p><p>differential between DM and players.</p><p><br></p><p>7:25 Our first change… DM Dave allowing DM Inspiration to</p><p>stack starting in our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em> </a>campaign.</p><p><br></p><p>13:25 How the idea of karma from the FASERIP system is more</p><p>than Inspiration.</p><p><br></p><p>14:16 We start to brainstorm, in real time, an idea to tie</p><p>karma and Inspiration together.</p><p><br></p><p>15:25 Bards… the pros and cons of the quintessential buff</p><p>and inspiration class.</p><p><br></p><p>17:45 Our second change… DM Dave using Inspiration as a</p><p>reaction for the bard from the One D&amp;D playtest in our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance</em>: <em>Shadow</em></a></p><p><a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>of the Dragon Queen</em></a> campaign.</p><p><br></p><p>20:38 Our third change… DM Tony’s method of using</p><p>Inspiration and other rewards that are active for a single session.</p><p><br></p><p>24:08 Our fourth change… DM Chris’ method of Inspiration in</p><p>the form of Blessings, single-use Magic Items, and Campfire Tales in our <a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>Tomb</em></a></p><p><a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>of Annihilation</em></a> campaign.</p><p><br></p><p>34:30 Introducing the right amount of chaos into your game</p><p>and our return to the discussion about the location of the Sunsword in our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse</em></a></p><p><a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>of Strahd</em> </a>campaign.</p><p><br></p><p>38:50 A trip down memory lane when you could stack potions…</p><p>in your belly.</p><p><br></p><p>39:42 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Inspiration. Along with Advantage and Disadvantage, its one</p><p>of the most streamlined mechanics in 5e. However, we all love to try new or</p><p>adjusted mechanics to continually improve our DMing. Fellow Wise DM <a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">Mike Shea</a></p><p><a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">over at Sly Flourish shared an article discussing the Luck System from Kobold</a></p><p><a href="https://slyflourish.com/luck.html" rel="noopener noreferrer" target="_blank">Press’ Project Black Flag playtest. </a></p><p>In this episode, Tony, Chris, and Dave discuss Inspiration;</p><p>how we use it in our games and the changes we have made and are thinking of</p><p>making to improve our games.</p><p>For all those Inspiration dice, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link</a></p><p><a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">at FanRoll Dice</a> to get 10% off your entire order.</p><p><br></p><p>3:00 Our recent Marvel FASERIP game that gave us some ideas.</p><p>Check out <a href="https://www.youtube.com/playlist?list=PLfyjs6QM2oyZfOG_OJq8wA03bFVgFI86e" rel="noopener noreferrer" target="_blank">Professor Bill at Comic Book University</a>.</p><p><br></p><p>4:15 Keeping track of Inspiration, both as a player and as a</p><p>DM.</p><p><br></p><p>5:20 How something like the Luck System evens out the power</p><p>differential between DM and players.</p><p><br></p><p>7:25 Our first change… DM Dave allowing DM Inspiration to</p><p>stack starting in our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em> </a>campaign.</p><p><br></p><p>13:25 How the idea of karma from the FASERIP system is more</p><p>than Inspiration.</p><p><br></p><p>14:16 We start to brainstorm, in real time, an idea to tie</p><p>karma and Inspiration together.</p><p><br></p><p>15:25 Bards… the pros and cons of the quintessential buff</p><p>and inspiration class.</p><p><br></p><p>17:45 Our second change… DM Dave using Inspiration as a</p><p>reaction for the bard from the One D&amp;D playtest in our <a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>Dragonlance</em>: <em>Shadow</em></a></p><p><a href="https://3wisedms.com/tag/dragonlance/" rel="noopener noreferrer" target="_blank"><em>of the Dragon Queen</em></a> campaign.</p><p><br></p><p>20:38 Our third change… DM Tony’s method of using</p><p>Inspiration and other rewards that are active for a single session.</p><p><br></p><p>24:08 Our fourth change… DM Chris’ method of Inspiration in</p><p>the form of Blessings, single-use Magic Items, and Campfire Tales in our <a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>Tomb</em></a></p><p><a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>of Annihilation</em></a> campaign.</p><p><br></p><p>34:30 Introducing the right amount of chaos into your game</p><p>and our return to the discussion about the location of the Sunsword in our <a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>Curse</em></a></p><p><a href="https://3wisedms.com/tag/curse-of-strahd/" rel="noopener noreferrer" target="_blank"><em>of Strahd</em> </a>campaign.</p><p><br></p><p>38:50 A trip down memory lane when you could stack potions…</p><p>in your belly.</p><p><br></p><p>39:42 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/inspiration-how-you-use-it-and-4-ways-you-can-improve-it-in-your-dd-game]]></link><guid isPermaLink="false">7885ff9c-0536-4680-b08b-e472a5cf9f76</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Feb 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/291c4d1a-108b-4121-b89d-80451d32a033/Ep134-converted.mp3" length="22419229" type="audio/mpeg"/><itunes:duration>46:42</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>134</itunes:episode><podcast:episode>134</podcast:episode></item><item><title>Share and Share Alike: 3WDs Top Tips For Dealing With D&amp;D Players Who Won’t Share The Spotlight</title><itunes:title>Share and Share Alike: 3WDs Top Tips For Dealing With D&amp;D Players Who Won’t Share The Spotlight</itunes:title><description><![CDATA[<p>Sharing. It’s one of the first skills that we have to learn</p><p>as kids and, as anyone who has gamed for long enough, some kids never quite</p><p>learned how to do it. Our longtime listener, Jim Laubacker, posed a question</p><p>regarding how to best deal with players that won’t share the spotlight. As a</p><p>bonus, Jim is also trying to balance a group that is a hybrid of in-person and virtual</p><p>players!</p><p>In this episode, Tony, Chris, and Dave discuss the ways in</p><p>which they’ve adjusted to turn the dominant and passive players weaknesses at</p><p>the table into strengths. Additionally, they delve more into the difficulties</p><p>they’ve experienced in running hybrid games and some tips and tricks with</p><p>dealing with a very new issue in TTRPGs.</p><p>As always, if you’re in the market for dice (who isn’t?)</p><p>make sure to check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to receive 10% off</p><p>your entire order.</p><p>1:33 Our listener question – How to deal with players that</p><p>won’t share the spotlight with a bonus wrinkle… the group in question is a</p><p>hybrid of in-person AND virtual.</p><p><br></p><p>3:05 Players that are so excited that they want to be</p><p>involved in every scene.</p><p><br></p><p>4:44 The very heavy lift when dealing with a hybrid table of</p><p>part in-person, part virtual.</p><p><br></p><p>10:36 The difference between players who are actors and</p><p>those who are audience members.</p><p><br></p><p>15:45 The player that is involved with Every. Single.</p><p>Activity. And my example that pushes DM Tony’s buttons about spell components</p><p>and wizards…</p><p><br></p><p>21:00 Narrative side scenes: an easy way to give every</p><p>player their spotlight.</p><p><br></p><p>25:45 Review the characters in your session prep: Find the</p><p>spots in the session for their moments.</p><p><br></p><p>28:00 There’s no “I” in team (think Avengers over Indiana</p><p>Jones) and how sharing the spotlight can keep the campaign together instead of ending.</p><p><br></p><p>35:50 Curating your group and turning player weaknesses into</p><p>strengths.</p><p><br></p><p>37:37 Giving players a “power position” to balance out the</p><p>dominant players(s) – the birth of Little One.</p><p><br></p><p>43:02 The spectrum of passive vs. dominant players – kind of</p><p>like railroads vs. sandboxes.</p><p><br></p><p>46:20 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Sharing. It’s one of the first skills that we have to learn</p><p>as kids and, as anyone who has gamed for long enough, some kids never quite</p><p>learned how to do it. Our longtime listener, Jim Laubacker, posed a question</p><p>regarding how to best deal with players that won’t share the spotlight. As a</p><p>bonus, Jim is also trying to balance a group that is a hybrid of in-person and virtual</p><p>players!</p><p>In this episode, Tony, Chris, and Dave discuss the ways in</p><p>which they’ve adjusted to turn the dominant and passive players weaknesses at</p><p>the table into strengths. Additionally, they delve more into the difficulties</p><p>they’ve experienced in running hybrid games and some tips and tricks with</p><p>dealing with a very new issue in TTRPGs.</p><p>As always, if you’re in the market for dice (who isn’t?)</p><p>make sure to check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to receive 10% off</p><p>your entire order.</p><p>1:33 Our listener question – How to deal with players that</p><p>won’t share the spotlight with a bonus wrinkle… the group in question is a</p><p>hybrid of in-person AND virtual.</p><p><br></p><p>3:05 Players that are so excited that they want to be</p><p>involved in every scene.</p><p><br></p><p>4:44 The very heavy lift when dealing with a hybrid table of</p><p>part in-person, part virtual.</p><p><br></p><p>10:36 The difference between players who are actors and</p><p>those who are audience members.</p><p><br></p><p>15:45 The player that is involved with Every. Single.</p><p>Activity. And my example that pushes DM Tony’s buttons about spell components</p><p>and wizards…</p><p><br></p><p>21:00 Narrative side scenes: an easy way to give every</p><p>player their spotlight.</p><p><br></p><p>25:45 Review the characters in your session prep: Find the</p><p>spots in the session for their moments.</p><p><br></p><p>28:00 There’s no “I” in team (think Avengers over Indiana</p><p>Jones) and how sharing the spotlight can keep the campaign together instead of ending.</p><p><br></p><p>35:50 Curating your group and turning player weaknesses into</p><p>strengths.</p><p><br></p><p>37:37 Giving players a “power position” to balance out the</p><p>dominant players(s) – the birth of Little One.</p><p><br></p><p>43:02 The spectrum of passive vs. dominant players – kind of</p><p>like railroads vs. sandboxes.</p><p><br></p><p>46:20 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/share-and-share-alike-3wds-top-tips-for-dealing-with-dd-players-who-wont-share-the-spotlight]]></link><guid isPermaLink="false">918e1be5-1b85-4a28-8d6a-56266c3e32fa</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Jan 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/c4a3efde-cf58-4300-9c3c-8b953e6ce7e0/Ep133-converted.mp3" length="26143689" type="audio/mpeg"/><itunes:duration>54:28</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>133</itunes:episode><podcast:episode>133</podcast:episode></item><item><title>The Breakup Game – How Constant Splitting of the Party Can Lead to DM Burnout and What to Do About It</title><itunes:title>The Breakup Game – How Constant Splitting of the Party Can Lead to DM Burnout and What to Do About It</itunes:title><description><![CDATA[<p>Happy New Year! Just in time for our 2024 Season, <a href="https://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank">Johnny at For Monster Kids </a>has designed our newest logo, a beautiful <a href="https://www.tor.com/2017/08/14/dd-illustrator-david-a-trampier-is-one-of-the-best-fantasy-artists-of-all-time/" rel="noopener noreferrer" target="_blank">homage to the legendary Dave Trampier</a>… let us know what you think!</p><p>And for our first episode of 2024, we delve into a listener question regarding the players constantly Splitting the Party in their <a href="https://dnd.wizards.com/products/curse-strahd-revamped" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em> </a>campaign and how that’s leading to DM Burnout. But, Splitting the Party is a gift to a DM, isn’t it? I mean, now you can really dial up the tension, right? In a dungeon, or a mansion, or a Keep, sure. But what about when the party is split up into three sections of the campaign world?!</p><p>In this episode, Tony, Chris, and Dave discuss strategies for dealing with players who constantly want to run, in essence, three separate games within a single session. Further, we delve again into the very real topic of DM Burnout and finish our Final Thoughts with some prescient wisdom from DM Thorin.</p><p><br></p><p>As always, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> and receive 10% off your entire order!</p><p><br></p><p>1:25 Our shout out to<a href="http://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank"> </a><a href="https://www.formonsterkids.com/bigcartel" rel="noopener noreferrer" target="_blank">Johnny Ott at For Monster Kids</a><a href="http://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank"> </a>for our brand-new logo!</p><p><br></p><p>2:20 A listener question regarding the constant splitting of the party over the whole map is leading to DM burnout.</p><p><br></p><p>4:57 Splitting the Party leads to splitting the table into multiple 15-minute blocks. Is that fun?</p><p><br></p><p>6:10 It’s a Trap! The greatest Fantasy movies, novels, and TV series Split the Party but D&amp;D is a game first and foremost.</p><p><br></p><p>12:50 D&amp;D is a team sport.</p><p><br></p><p>13:45 A constantly split party? How running multiple side quest missions can help, if time permits. Also, have you Layeth the Smacketh Down, as The Rock would say?</p><p><br></p><p>16:00 Tying important details and clues to certain characters can entice the players to stick together.</p><p><br></p><p>18:20 The difference between being a player at the table and being an audience member.</p><p><br></p><p>19:40 Don’t even split up in Boston. Our experiences with <a href="https://CallofCthulhu." rel="noopener noreferrer" target="_blank">Call of Cthulhu.</a></p><p><br></p><p>22:20 The power curve and the loss of fear in players. “We can take this!”</p><p><br></p><p>26:00 DM Burnout: The place where player agency and Expectations on your DM meet.</p><p><br></p><p>32:50 Putting it back to the players. Emotional Intelligence and Empathy at the table.</p><p><br></p><p>34:25 Encounter Charts that can warn players off certain plans.</p><p><br></p><p>35:45 Session Zeroes and consistent communication. Making sure everyone has the opportunity for fun, including the DM.</p><p><br></p><p>37:15 Things are going to happen: Strategies for dealing with side quests.</p><p><br></p><p>42:18 Final Thoughts, with a flashback to some prescient Final Thoughts wisdom from DM Thorin.</p>]]></description><content:encoded><![CDATA[<p>Happy New Year! Just in time for our 2024 Season, <a href="https://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank">Johnny at For Monster Kids </a>has designed our newest logo, a beautiful <a href="https://www.tor.com/2017/08/14/dd-illustrator-david-a-trampier-is-one-of-the-best-fantasy-artists-of-all-time/" rel="noopener noreferrer" target="_blank">homage to the legendary Dave Trampier</a>… let us know what you think!</p><p>And for our first episode of 2024, we delve into a listener question regarding the players constantly Splitting the Party in their <a href="https://dnd.wizards.com/products/curse-strahd-revamped" rel="noopener noreferrer" target="_blank"><em>Curse of Strahd</em> </a>campaign and how that’s leading to DM Burnout. But, Splitting the Party is a gift to a DM, isn’t it? I mean, now you can really dial up the tension, right? In a dungeon, or a mansion, or a Keep, sure. But what about when the party is split up into three sections of the campaign world?!</p><p>In this episode, Tony, Chris, and Dave discuss strategies for dealing with players who constantly want to run, in essence, three separate games within a single session. Further, we delve again into the very real topic of DM Burnout and finish our Final Thoughts with some prescient wisdom from DM Thorin.</p><p><br></p><p>As always, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> and receive 10% off your entire order!</p><p><br></p><p>1:25 Our shout out to<a href="http://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank"> </a><a href="https://www.formonsterkids.com/bigcartel" rel="noopener noreferrer" target="_blank">Johnny Ott at For Monster Kids</a><a href="http://www.formonsterkids.bigcartel.com" rel="noopener noreferrer" target="_blank"> </a>for our brand-new logo!</p><p><br></p><p>2:20 A listener question regarding the constant splitting of the party over the whole map is leading to DM burnout.</p><p><br></p><p>4:57 Splitting the Party leads to splitting the table into multiple 15-minute blocks. Is that fun?</p><p><br></p><p>6:10 It’s a Trap! The greatest Fantasy movies, novels, and TV series Split the Party but D&amp;D is a game first and foremost.</p><p><br></p><p>12:50 D&amp;D is a team sport.</p><p><br></p><p>13:45 A constantly split party? How running multiple side quest missions can help, if time permits. Also, have you Layeth the Smacketh Down, as The Rock would say?</p><p><br></p><p>16:00 Tying important details and clues to certain characters can entice the players to stick together.</p><p><br></p><p>18:20 The difference between being a player at the table and being an audience member.</p><p><br></p><p>19:40 Don’t even split up in Boston. Our experiences with <a href="https://CallofCthulhu." rel="noopener noreferrer" target="_blank">Call of Cthulhu.</a></p><p><br></p><p>22:20 The power curve and the loss of fear in players. “We can take this!”</p><p><br></p><p>26:00 DM Burnout: The place where player agency and Expectations on your DM meet.</p><p><br></p><p>32:50 Putting it back to the players. Emotional Intelligence and Empathy at the table.</p><p><br></p><p>34:25 Encounter Charts that can warn players off certain plans.</p><p><br></p><p>35:45 Session Zeroes and consistent communication. Making sure everyone has the opportunity for fun, including the DM.</p><p><br></p><p>37:15 Things are going to happen: Strategies for dealing with side quests.</p><p><br></p><p>42:18 Final Thoughts, with a flashback to some prescient Final Thoughts wisdom from DM Thorin.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-breakup-game-how-constant-splitting-of-the-party-can-lead-to-dm-burnout-and-what-to-do-about-it]]></link><guid isPermaLink="false">9066dd45-e2b1-48a7-88e3-ca5d9a1d33d6</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Jan 2024 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/76cc9fde-945b-450b-aa2d-a8d7b60f1fa5/Ep132-converted.mp3" length="26001973" type="audio/mpeg"/><itunes:duration>54:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>132</itunes:episode><podcast:episode>132</podcast:episode></item><item><title>Damage, Inc. – 3WD Discuss What Hit Points Represent And How To Improve Your D&amp;D Game By Changing Your Perspective.</title><itunes:title>Damage, Inc. – 3WD Discuss What Hit Points Represent And How To Improve Your D&amp;D Game By Changing Your Perspective.</itunes:title><description><![CDATA[<p>What do Hit Points represent? Who knew that this was a controversial question on par with asking about Alignment? Following our episode reviewing the <a href="https://magpiegames.com/pages/avatarrpg" rel="noopener noreferrer" target="_blank">Avatar Legends RPG</a> and their use of Fatigue and Conditions, we posed the question regarding what hit points represent on our socials and the response was impressive. </p><p>In this episode, Tony, Chris, and Dave take a deeper dive into what Hit Points represent in their games, how they describe the loss of them, and how other systems approach one of the oldest traditions of D&amp;D.</p><p>1:10 <a href="https://3wisedms.com/fatigue-and-conditions-an-excellent-mechanic-from-the-avatar-legends-rpg-to-add-depth-and-roleplay-to-your-dd-combat/" rel="noopener noreferrer" target="_blank">DM Dave’s article on Fatigue and Conditions from Avatar Legends.</a></p><p><br></p><p>1:45 What do Hit Points represent?</p><p><br></p><p>4:00 The history of hit points and armor class and the evolution towards 5e.</p><p><br></p><p>7:50 5e’s “Big Bag of Hit Points” and how DM Tony adjusted for his <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em> campaign</a>.</p><p><br></p><p>12:30 When the “Big Bag of Hit Points” still doesn’t matter, even in 5e.</p><p><br></p><p>13:00 <a href="https://3wisedms.com/strahds-maker-how-3-wise-dms-kitbashed-an-epic-finale-to-their-curse-of-strahd-dd-campaign/" rel="noopener noreferrer" target="_blank">DM Dave’s article on Vampyr and the Dark Powers.</a></p><p><br></p><p>14:35 Should severe hit point losses carry additional consequences?</p><p><br></p><p>21:05 The simplicity of hit points to dial up the tension at the table.</p><p><br></p><p>23:30 How do we envision hit points and how do we ideally like to describe the loss of them.</p><p><br></p><p>32:48 How 4th edition handled this in a player-centric way through the Bloodied condition.</p><p><br></p><p>35:45 Lingering Wounds and additional consequences… are they right for YOUR table?</p><p><br></p><p>39:20 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>What do Hit Points represent? Who knew that this was a controversial question on par with asking about Alignment? Following our episode reviewing the <a href="https://magpiegames.com/pages/avatarrpg" rel="noopener noreferrer" target="_blank">Avatar Legends RPG</a> and their use of Fatigue and Conditions, we posed the question regarding what hit points represent on our socials and the response was impressive. </p><p>In this episode, Tony, Chris, and Dave take a deeper dive into what Hit Points represent in their games, how they describe the loss of them, and how other systems approach one of the oldest traditions of D&amp;D.</p><p>1:10 <a href="https://3wisedms.com/fatigue-and-conditions-an-excellent-mechanic-from-the-avatar-legends-rpg-to-add-depth-and-roleplay-to-your-dd-combat/" rel="noopener noreferrer" target="_blank">DM Dave’s article on Fatigue and Conditions from Avatar Legends.</a></p><p><br></p><p>1:45 What do Hit Points represent?</p><p><br></p><p>4:00 The history of hit points and armor class and the evolution towards 5e.</p><p><br></p><p>7:50 5e’s “Big Bag of Hit Points” and how DM Tony adjusted for his <a href="https://3wisedms.com/rewrites-3-wise-dms-7-tips-to-craft-your-homebrew-ideas-into-a-published-dd-adventure/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok</em> campaign</a>.</p><p><br></p><p>12:30 When the “Big Bag of Hit Points” still doesn’t matter, even in 5e.</p><p><br></p><p>13:00 <a href="https://3wisedms.com/strahds-maker-how-3-wise-dms-kitbashed-an-epic-finale-to-their-curse-of-strahd-dd-campaign/" rel="noopener noreferrer" target="_blank">DM Dave’s article on Vampyr and the Dark Powers.</a></p><p><br></p><p>14:35 Should severe hit point losses carry additional consequences?</p><p><br></p><p>21:05 The simplicity of hit points to dial up the tension at the table.</p><p><br></p><p>23:30 How do we envision hit points and how do we ideally like to describe the loss of them.</p><p><br></p><p>32:48 How 4th edition handled this in a player-centric way through the Bloodied condition.</p><p><br></p><p>35:45 Lingering Wounds and additional consequences… are they right for YOUR table?</p><p><br></p><p>39:20 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/damage-inc-3wd-discuss-what-hit-points-represent-and-how-to-improve-your-dd-game-by-changing-your-perspective]]></link><guid isPermaLink="false">90e521fe-1213-443c-b79e-ce8269d56829</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Dec 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ed950039-9528-4ada-8dec-e10bfb11a6b1/Ep131-converted.mp3" length="22228297" type="audio/mpeg"/><itunes:duration>46:19</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>131</itunes:episode><podcast:episode>131</podcast:episode></item><item><title>Everybody Was Kung-Fu Fighting – 3WD Reviews the Avatar Legends RPG and Reveals Tips on Running Brand-New Systems in Your D&amp;D Group!</title><itunes:title>Everybody Was Kung-Fu Fighting – 3WD Reviews the Avatar Legends RPG and Reveals Tips on Running Brand-New Systems in Your D&amp;D Group!</itunes:title><description><![CDATA[<p>The 3 Wise DMs just played through the new <a href="https://magpiegames.com/products/avatar-legends-the-roleplaying-game-starter-set" rel="noopener noreferrer" target="_blank">Avatar Legends RPG Starter Set from Magpie Games.</a> Based off the <a href="https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse" rel="noopener noreferrer" target="_blank">Powered by the Apocalypse </a>system, Avatar Legends is about as different from D&amp;D and Pathfinder as can be. </p><p>In this episode, Tony, Chris, and Dave review the Avatar Legends system, the one-shot that we played as well as discuss tips, tricks, and pitfalls to playing completely new systems – how to prepare, how to run, and how to play – for new and experienced DMs and GMs alike.</p><p>1:00 Yet ANOTHER birthday game playing the new Avatar Legends RPG from Magpie Games.</p><p>4:30 Running a game that’s so based on a specific pop culture world.</p><p><br></p><p>7:30 DM Tony LIKED the pre-generated characters?!?</p><p><br></p><p>9:25 An even easier way of ending single-point failures and having the characters fail forward.</p><p><br></p><p>14:25 The difference between wargames turned RPG like D&amp;D and roleplay/story-focused games.</p><p><br></p><p>15:45 How much do players need to be onboarded for lore-heavy systems like Avatar?</p><p><br></p><p>21:10 The difficulties with running a new system like Avatar Legends for even an experienced DM.</p><p><br></p><p>23:45 An interesting and cinematic way of approaching hit points through Fatigue and Conditions.</p><p><br></p><p>32:45 How your preconceptions of RPGs will affect how you play new systems.</p><p><br></p><p>35:20 How the Avatar Legends Starter Set could help better onboard GMs unfamiliar with the system.</p><p><br></p><p>42:25 The possibilities of the Powered by the Apocalypse mechanics.</p><p><br></p><p>43:30 Final Thoughts.</p><p><br></p><p>Check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to get 10% off your entire order!</p>]]></description><content:encoded><![CDATA[<p>The 3 Wise DMs just played through the new <a href="https://magpiegames.com/products/avatar-legends-the-roleplaying-game-starter-set" rel="noopener noreferrer" target="_blank">Avatar Legends RPG Starter Set from Magpie Games.</a> Based off the <a href="https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse" rel="noopener noreferrer" target="_blank">Powered by the Apocalypse </a>system, Avatar Legends is about as different from D&amp;D and Pathfinder as can be. </p><p>In this episode, Tony, Chris, and Dave review the Avatar Legends system, the one-shot that we played as well as discuss tips, tricks, and pitfalls to playing completely new systems – how to prepare, how to run, and how to play – for new and experienced DMs and GMs alike.</p><p>1:00 Yet ANOTHER birthday game playing the new Avatar Legends RPG from Magpie Games.</p><p>4:30 Running a game that’s so based on a specific pop culture world.</p><p><br></p><p>7:30 DM Tony LIKED the pre-generated characters?!?</p><p><br></p><p>9:25 An even easier way of ending single-point failures and having the characters fail forward.</p><p><br></p><p>14:25 The difference between wargames turned RPG like D&amp;D and roleplay/story-focused games.</p><p><br></p><p>15:45 How much do players need to be onboarded for lore-heavy systems like Avatar?</p><p><br></p><p>21:10 The difficulties with running a new system like Avatar Legends for even an experienced DM.</p><p><br></p><p>23:45 An interesting and cinematic way of approaching hit points through Fatigue and Conditions.</p><p><br></p><p>32:45 How your preconceptions of RPGs will affect how you play new systems.</p><p><br></p><p>35:20 How the Avatar Legends Starter Set could help better onboard GMs unfamiliar with the system.</p><p><br></p><p>42:25 The possibilities of the Powered by the Apocalypse mechanics.</p><p><br></p><p>43:30 Final Thoughts.</p><p><br></p><p>Check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to get 10% off your entire order!</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/everybody-was-kung-fu-fighting-3wd-reviews-the-avatar-legends-rpg-and-reveals-tips-on-running-brand-new-systems-in-your-dd-group]]></link><guid isPermaLink="false">a069f80b-b6ae-4e9f-b945-80a1a8089090</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Dec 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/30cf1ebd-6e85-42d8-95ab-710a853099c6/Ep130-converted.mp3" length="24879968" type="audio/mpeg"/><itunes:duration>51:50</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>130</itunes:episode><podcast:episode>130</podcast:episode></item><item><title>Stone Cold Crazy – How a First-Time DM Ran a Crazy One-Shot With Four Kurt Russell’s!</title><itunes:title>Stone Cold Crazy – How a First-Time DM Ran a Crazy One-Shot With Four Kurt Russell’s!</itunes:title><description><![CDATA[<p>We recently<a href="https://<iframesrc=&quot;https://www.facebook.com/plugins/post.php?href=https%3A%2F%2Fwww.facebook.com%2F3WiseDMs%2Fposts%2Fpfbid0bzGTPxMTw8nrznYwcDaaiKQqTsJ1Coe9SZu8JimQo8cUZPz2EAf8u3A3DtxkufABl&amp;show_text=true&amp;width=500&quot;width=&quot;500&quot;height=&quot;647&quot;style=&quot;border:none;overflow:hidden&quot;scrolling=&quot;no&quot;frameborder=&quot;0&quot;allowfullscreen=&quot;true&quot;allow=&quot;autoplay;clipboard-write;encrypted-media;picture-in-picture;web-share&quot;></iframe>" rel="noopener noreferrer" target="_blank"> shared a post</a> about our Halloween one-shot adventure that we started referring to as the “Kurt Russell Campaign.” Four players, all playing one of the legendary roles made famous by your favorite, and ours, Mr. Kurt Russell. The response was fantastic, so we thought we’d do a deeper dive.</p><p>In this episode, Tony, Chris, and Dave are joined by return guests Bonnie and the Monster Wrangler himself, and now official DM, Matt, who decided that for his first official session behind the screen, he was going to do something that might even challenge even seasoned DMs.</p><p>For all the dice that a character like Jack Burton is probably gonna need, make sure to check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to get 10% off your entire order.</p><p>1:48 Player Introductions and The Kurt Russell One-Shot.</p><p><br></p><p>7:40 DM Matt shares the high overview of his homebrew concept for the Kurt Russell One-Shot.</p><p><br></p><p>11:21 The players experiences with a first-time DM running an incredibly customized homebrew game and lessons learned as a first-time DM.</p><p><br></p><p>27:20 Preparing for the adventure knowing that nothing will go as you expect it.</p><p><br></p><p>29:25 Timing a one-shot game to run in the time allotted.</p><p><br></p><p>31:15 The pros and cons of running a one-shot in a new vs. familiar system. <a href="https://3wisedms.com/tag/dd-therapy/" rel="noopener noreferrer" target="_blank">Click here for our episode on D&amp;D as Therapy.</a></p><p><br></p><p>34:10 The pros and cons of running your first game as a homebrew vs. published adventure.</p><p><br></p><p>37:25 <a href="https://3wisedms.com/dd-kit-bashing-3-steps-to-utilizing-published-material-in-your-homebrew-world/" rel="noopener noreferrer" target="_blank">Kitbashing </a>to ease your preparation in a homebrew adventure.</p><p><br></p><p>38:53 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We recently<a href="https://<iframesrc=&quot;https://www.facebook.com/plugins/post.php?href=https%3A%2F%2Fwww.facebook.com%2F3WiseDMs%2Fposts%2Fpfbid0bzGTPxMTw8nrznYwcDaaiKQqTsJ1Coe9SZu8JimQo8cUZPz2EAf8u3A3DtxkufABl&amp;show_text=true&amp;width=500&quot;width=&quot;500&quot;height=&quot;647&quot;style=&quot;border:none;overflow:hidden&quot;scrolling=&quot;no&quot;frameborder=&quot;0&quot;allowfullscreen=&quot;true&quot;allow=&quot;autoplay;clipboard-write;encrypted-media;picture-in-picture;web-share&quot;></iframe>" rel="noopener noreferrer" target="_blank"> shared a post</a> about our Halloween one-shot adventure that we started referring to as the “Kurt Russell Campaign.” Four players, all playing one of the legendary roles made famous by your favorite, and ours, Mr. Kurt Russell. The response was fantastic, so we thought we’d do a deeper dive.</p><p>In this episode, Tony, Chris, and Dave are joined by return guests Bonnie and the Monster Wrangler himself, and now official DM, Matt, who decided that for his first official session behind the screen, he was going to do something that might even challenge even seasoned DMs.</p><p>For all the dice that a character like Jack Burton is probably gonna need, make sure to check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to get 10% off your entire order.</p><p>1:48 Player Introductions and The Kurt Russell One-Shot.</p><p><br></p><p>7:40 DM Matt shares the high overview of his homebrew concept for the Kurt Russell One-Shot.</p><p><br></p><p>11:21 The players experiences with a first-time DM running an incredibly customized homebrew game and lessons learned as a first-time DM.</p><p><br></p><p>27:20 Preparing for the adventure knowing that nothing will go as you expect it.</p><p><br></p><p>29:25 Timing a one-shot game to run in the time allotted.</p><p><br></p><p>31:15 The pros and cons of running a one-shot in a new vs. familiar system. <a href="https://3wisedms.com/tag/dd-therapy/" rel="noopener noreferrer" target="_blank">Click here for our episode on D&amp;D as Therapy.</a></p><p><br></p><p>34:10 The pros and cons of running your first game as a homebrew vs. published adventure.</p><p><br></p><p>37:25 <a href="https://3wisedms.com/dd-kit-bashing-3-steps-to-utilizing-published-material-in-your-homebrew-world/" rel="noopener noreferrer" target="_blank">Kitbashing </a>to ease your preparation in a homebrew adventure.</p><p><br></p><p>38:53 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/stone-cold-crazy-how-a-first-time-dm-ran-a-crazy-one-shot-with-four-kurt-russells]]></link><guid isPermaLink="false">78f93537-00cb-4004-93ff-f1f60cbdb773</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Nov 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/fb85dad2-c6b7-4e66-8702-a33f6afa98a8/Ep129-converted.mp3" length="28246958" type="audio/mpeg"/><itunes:duration>47:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>129</itunes:episode><podcast:episode>129</podcast:episode></item><item><title>Tumbling Dice – Using Board Games in Your D&amp;D Game To Create Unique And Fun Sessions</title><itunes:title>Tumbling Dice – Using Board Games in Your D&amp;D Game To Create Unique And Fun Sessions</itunes:title><description><![CDATA[<p>Most of us who enjoy TTRPGs like D&amp;D also love board games… classic board games, strategy games, resource management games, and the list goes on. It won’t take long until you as a DM start thinking of implementing some of your favorite board games or board game mechanics into your D&amp;D sessions.</p><p>In this episode, Tony, Chris, and Dave discuss the ways that they have utilized their favorite board games and board game mechanics to create some incredibly unique, innovative, and fun game sessions, or in the case of our Dragonlance game, <a href="https://boardgamegeek.com/boardgame/361552/dragonlance-warriors-krynn" rel="noopener noreferrer" target="_blank">the entire campaign.</a></p><p>For all the tumbling dice you need, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to get 10% off your entire order.</p><p>3:15 A Christmas “Board” Game in our <em>Curse of Strahd </em>campaign. <a href="https://3wisedms.com/christmas-in-barovia-a-complete-holiday-one-shot-for-your-curse-of-strahd-campaign/" rel="noopener noreferrer" target="_blank">Click here for the article.</a></p><p><br></p><p>8:45 Using a physical board during the session.</p><p><br></p><p>11:30 Mini games in your session for races, fair games, festivals, and card games.</p><p><br></p><p>14:00 Using skill challenges and existing game mechanics to build out something completely different: DM Tony’s Murder Mystery game (spoilers: think <a href="https://shop.hasbro.com/en-us/product/clue-game-2013-edition/9BCB9C5E-5056-9047-F505-6D1166C5961E" rel="noopener noreferrer" target="_blank"><em>Clue</em></a>)</p><p><br></p><p>17:50 Meeting Sir Miltonus of Bradley… playing through classic Milton Bradley board games in 5e.</p><p><br></p><p>21:00 A deeper dive into the Murder Mystery game and the difficulties with managing different, high-level skills and abilities.</p><p><br></p><p>25:00 Our experiences using the <a href="https://boardgamegeek.com/boardgame/361552/dragonlance-warriors-krynn" rel="noopener noreferrer" target="_blank"><em>Warriors of Krynn </em>strategy game</a> in our <em>Shadow of the Dragon Queen</em> campaign.</p><p><br></p><p>29:45 Getting ideas from your favorite board games to add to your D&amp;D game.</p><p><br></p><p>37:00 Final Thoughts.</p><p><br></p><p><br></p>]]></description><content:encoded><![CDATA[<p>Most of us who enjoy TTRPGs like D&amp;D also love board games… classic board games, strategy games, resource management games, and the list goes on. It won’t take long until you as a DM start thinking of implementing some of your favorite board games or board game mechanics into your D&amp;D sessions.</p><p>In this episode, Tony, Chris, and Dave discuss the ways that they have utilized their favorite board games and board game mechanics to create some incredibly unique, innovative, and fun game sessions, or in the case of our Dragonlance game, <a href="https://boardgamegeek.com/boardgame/361552/dragonlance-warriors-krynn" rel="noopener noreferrer" target="_blank">the entire campaign.</a></p><p>For all the tumbling dice you need, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> to get 10% off your entire order.</p><p>3:15 A Christmas “Board” Game in our <em>Curse of Strahd </em>campaign. <a href="https://3wisedms.com/christmas-in-barovia-a-complete-holiday-one-shot-for-your-curse-of-strahd-campaign/" rel="noopener noreferrer" target="_blank">Click here for the article.</a></p><p><br></p><p>8:45 Using a physical board during the session.</p><p><br></p><p>11:30 Mini games in your session for races, fair games, festivals, and card games.</p><p><br></p><p>14:00 Using skill challenges and existing game mechanics to build out something completely different: DM Tony’s Murder Mystery game (spoilers: think <a href="https://shop.hasbro.com/en-us/product/clue-game-2013-edition/9BCB9C5E-5056-9047-F505-6D1166C5961E" rel="noopener noreferrer" target="_blank"><em>Clue</em></a>)</p><p><br></p><p>17:50 Meeting Sir Miltonus of Bradley… playing through classic Milton Bradley board games in 5e.</p><p><br></p><p>21:00 A deeper dive into the Murder Mystery game and the difficulties with managing different, high-level skills and abilities.</p><p><br></p><p>25:00 Our experiences using the <a href="https://boardgamegeek.com/boardgame/361552/dragonlance-warriors-krynn" rel="noopener noreferrer" target="_blank"><em>Warriors of Krynn </em>strategy game</a> in our <em>Shadow of the Dragon Queen</em> campaign.</p><p><br></p><p>29:45 Getting ideas from your favorite board games to add to your D&amp;D game.</p><p><br></p><p>37:00 Final Thoughts.</p><p><br></p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/tumbling-dice-using-board-games-in-your-dd-game-to-create-unique-and-fun-sessions]]></link><guid isPermaLink="false">5508fd8f-717e-404b-baae-6c6f5bf8d5a7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 29 Oct 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ce144df8-3565-4471-9fd1-41caf1b15839/Ep128-converted.mp3" length="20857106" type="audio/mpeg"/><itunes:duration>43:27</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>128</itunes:episode><podcast:episode>128</podcast:episode></item><item><title>Strange Magic – The Best Ways To Adjudicate Spell Effects In Your D&amp;D and TTRPG Campaigns</title><itunes:title>Strange Magic – The Best Ways To Adjudicate Spell Effects In Your D&amp;D and TTRPG Campaigns</itunes:title><description><![CDATA[<p>Spell effects in Fantasy TTRPGs are easily the times when we as DMs and GMs have to respond on the fly to changing parameters. In systems like 5e, we’ve discussed how they’ve crafted a system that does some of the heavy lifting for you when it comes to rulings. But, no matter how many rules exist, you are going to have times that interesting uses of spells make you have to adjudicate in a completely new way.</p><p>In this episode, Tony, Chris, and Dave discuss ruling on how spell effects change the landscape and/or battlefield that we ran into in one of our most recent games. Regardless of your newness or your experience, this discussion helps us realize that the old adage of artists is true… “if you want to learn to paint great bricks. Paint one thousand bricks.” </p><p>As always, please visit <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to receive 10% off your entire order!</p><p>1:14 Our listener question… from DM Chris?!?</p><p><br></p><p>3:15 The difference between Game-Changing and Game-Breaking.</p><p><br></p><p>8:00 Basing your adjudications on how the NPCs would react in a real-life situation.</p><p><br></p><p>9:40 Some of the same disadvantages to the NPCs will affect the PCs too.</p><p><br></p><p>12:50 Shout-out to <a href="https://shop.slyflourish.com/products/fantastic-locations" rel="noopener noreferrer" target="_blank">Sly Flourish’s Fantastic Locations</a></p><p><br></p><p>13:30 Incentivize your players into using the environment to their advantage.</p><p><br></p><p>16:50 The importance of spells and mechanics that change the environment vs. pure damage-dealing.</p><p><br></p><p>21:45 The Earthquake Incident: managing spells that have incredibly far-reaching effects. </p><p><br></p><p>28:20 The DM-Player Agreement: Every adjudication is a prototype and can change.</p><p><br></p><p>33:15 When to lean into the players intent and when to corral them in.</p><p><br></p><p>37:45 For every time your players own the bosses, there’ll be times that they get their teeth kicked in.</p><p><br></p><p>40:40 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Spell effects in Fantasy TTRPGs are easily the times when we as DMs and GMs have to respond on the fly to changing parameters. In systems like 5e, we’ve discussed how they’ve crafted a system that does some of the heavy lifting for you when it comes to rulings. But, no matter how many rules exist, you are going to have times that interesting uses of spells make you have to adjudicate in a completely new way.</p><p>In this episode, Tony, Chris, and Dave discuss ruling on how spell effects change the landscape and/or battlefield that we ran into in one of our most recent games. Regardless of your newness or your experience, this discussion helps us realize that the old adage of artists is true… “if you want to learn to paint great bricks. Paint one thousand bricks.” </p><p>As always, please visit <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to receive 10% off your entire order!</p><p>1:14 Our listener question… from DM Chris?!?</p><p><br></p><p>3:15 The difference between Game-Changing and Game-Breaking.</p><p><br></p><p>8:00 Basing your adjudications on how the NPCs would react in a real-life situation.</p><p><br></p><p>9:40 Some of the same disadvantages to the NPCs will affect the PCs too.</p><p><br></p><p>12:50 Shout-out to <a href="https://shop.slyflourish.com/products/fantastic-locations" rel="noopener noreferrer" target="_blank">Sly Flourish’s Fantastic Locations</a></p><p><br></p><p>13:30 Incentivize your players into using the environment to their advantage.</p><p><br></p><p>16:50 The importance of spells and mechanics that change the environment vs. pure damage-dealing.</p><p><br></p><p>21:45 The Earthquake Incident: managing spells that have incredibly far-reaching effects. </p><p><br></p><p>28:20 The DM-Player Agreement: Every adjudication is a prototype and can change.</p><p><br></p><p>33:15 When to lean into the players intent and when to corral them in.</p><p><br></p><p>37:45 For every time your players own the bosses, there’ll be times that they get their teeth kicked in.</p><p><br></p><p>40:40 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/strange-magic-the-best-ways-to-adjudicate-spell-effects-in-your-dd-and-ttrpg-campaigns]]></link><guid isPermaLink="false">c42cee73-d26e-4416-bd83-98716bb58229</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 Oct 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/2f397732-22c1-4867-b7e2-781d44f06e6f/Ep127-converted.mp3" length="22995247" type="audio/mpeg"/><itunes:duration>47:54</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>127</itunes:episode><podcast:episode>127</podcast:episode></item><item><title>Let’s Give ‘Em Something To Talk About: Our Best Tips To Get Your Players Roleplaying And Talking Amongst Themselves In Your D&amp;D Game</title><itunes:title>Let’s Give ‘Em Something To Talk About: Our Best Tips To Get Your Players Roleplaying And Talking Amongst Themselves In Your D&amp;D Game</itunes:title><description><![CDATA[<p>Roleplay. It’s commonly understood to be one of the three pillars that make up the game of D&amp;D. But, roleplaying between the DM and player is one thing… how do you get your players roleplaying amongst themselves?</p><p>In this episode, Tony, Chris, and Dave discuss their best tips in getting players to roleplay amongst themselves, drawing from their games in <a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>Tomb of Annihilation,</em></a><em> </em><a href="https://dndstore.wizards.com/us/en/product/768936/shadow-of-the-dragon-queen-digital-plus-physical-bundle" rel="noopener noreferrer" target="_blank"><em>Shadow of the Dragon Queen</em></a><em>, </em><a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok,</em></a><em> </em>and their homebrew world of <em>The Further.</em></p><p>A game full of great roleplay can get you super jazzed… so how do you get to bed when it’s a school night? Dovetailing into a listener question from Dr. DM, Tony, Chris, and Dave discuss strategies to deal with late night games during the week and how to decompress and “turn your brain off”, so that it doesn’t lead to DM burnout.</p><p>As always, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to get 10% off your entire order!</p><p>1:05 <a href="https://youtu.be/qI7lueNH0Cw?si=suhb_3ACZlj_--kG" rel="noopener noreferrer" target="_blank">Will Ferrell Scene from Stepbrothers.</a></p><p>2:20 Giving the player some stakes or secrets to approach their fellow adventurers with.</p><p>4:25 What to do when the players will only engage with the DM.</p><p>5:25 Fireside chats, campfire tales, and other story prompts to assist your players.</p><p>10:30 Using story prompts and roleplay to create more immersive Hexcrawls.</p><p>14:00 Prompting a player who’s not engaging with more concrete examples other than abstract roleplay.</p><p>16:25 Supporting players and teaching them how your game works.</p><p>17:45 Ending roleplay scenes that have gone too long.</p><p>26:20 A listener question.</p><p>28:50 Find an activity to decompress from the session and reset.</p><p>31:00 Not the best advice: don’t run late games on weeknights.</p><p>33:00 Lean into your strengths to focus your prep and not overwhelm yourself.</p><p>34:00 Plot is a couple of paragraphs. The story is what happens when your players meet it.</p><p>39:15 If your players are interacting amongst themselves, you don’t have to be the battery all the time.</p><p>44:00 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Roleplay. It’s commonly understood to be one of the three pillars that make up the game of D&amp;D. But, roleplaying between the DM and player is one thing… how do you get your players roleplaying amongst themselves?</p><p>In this episode, Tony, Chris, and Dave discuss their best tips in getting players to roleplay amongst themselves, drawing from their games in <a href="https://dnd.wizards.com/products/tomb-annihilation" rel="noopener noreferrer" target="_blank"><em>Tomb of Annihilation,</em></a><em> </em><a href="https://dndstore.wizards.com/us/en/product/768936/shadow-of-the-dragon-queen-digital-plus-physical-bundle" rel="noopener noreferrer" target="_blank"><em>Shadow of the Dragon Queen</em></a><em>, </em><a href="https://manaprojectstudio.com/portfolio/journey-to-ragnarok/" rel="noopener noreferrer" target="_blank"><em>Journey to Ragnarok,</em></a><em> </em>and their homebrew world of <em>The Further.</em></p><p>A game full of great roleplay can get you super jazzed… so how do you get to bed when it’s a school night? Dovetailing into a listener question from Dr. DM, Tony, Chris, and Dave discuss strategies to deal with late night games during the week and how to decompress and “turn your brain off”, so that it doesn’t lead to DM burnout.</p><p>As always, check out <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to get 10% off your entire order!</p><p>1:05 <a href="https://youtu.be/qI7lueNH0Cw?si=suhb_3ACZlj_--kG" rel="noopener noreferrer" target="_blank">Will Ferrell Scene from Stepbrothers.</a></p><p>2:20 Giving the player some stakes or secrets to approach their fellow adventurers with.</p><p>4:25 What to do when the players will only engage with the DM.</p><p>5:25 Fireside chats, campfire tales, and other story prompts to assist your players.</p><p>10:30 Using story prompts and roleplay to create more immersive Hexcrawls.</p><p>14:00 Prompting a player who’s not engaging with more concrete examples other than abstract roleplay.</p><p>16:25 Supporting players and teaching them how your game works.</p><p>17:45 Ending roleplay scenes that have gone too long.</p><p>26:20 A listener question.</p><p>28:50 Find an activity to decompress from the session and reset.</p><p>31:00 Not the best advice: don’t run late games on weeknights.</p><p>33:00 Lean into your strengths to focus your prep and not overwhelm yourself.</p><p>34:00 Plot is a couple of paragraphs. The story is what happens when your players meet it.</p><p>39:15 If your players are interacting amongst themselves, you don’t have to be the battery all the time.</p><p>44:00 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/lets-give-em-something-to-talk-about-our-best-tips-to-get-your-players-roleplaying-and-talking-amongst-themselves-in-your-dd-game]]></link><guid isPermaLink="false">6fa9e341-3d42-4c51-96dd-8242456edd65</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Oct 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/b1f251fa-2b45-43e7-b02a-1c793a2ef781/Ep126-converted.mp3" length="24404172" type="audio/mpeg"/><itunes:duration>50:50</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>126</itunes:episode><podcast:episode>126</podcast:episode></item><item><title>Tribute to the Greatest Game In The World: The 3 Wise DMs Share The Lessons Learned From Running A 12 Player D&amp;D Game</title><itunes:title>Tribute to the Greatest Game In The World: The 3 Wise DMs Share The Lessons Learned From Running A 12 Player D&amp;D Game</itunes:title><description><![CDATA[<p>12 players. 2 DMs. 6 dragons. Tiamat. 2 birthday cakes… and a whole hell of a lot of fun! As a companion piece to DM Tony’s<a href="https://3wisedms.com/the-summer-blockbuster-8-quick-tips-to-running-dd-and-ttrpg-sessions-with-a-ton-of-players/" rel="noopener noreferrer" target="_blank"> recent article</a>, the 3 Wise DMs are joined by some special guests to discuss and detail the lessons learned from running our largest endeavor yet – a massive, multiple-campaign ending game that required 2 DMs to pull off. If you’ve ever thought of running a massive Endgame-style game, or toyed with the idea of co-DMing, this is the episode for you!</p><p>As always, please visit our <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">affiliate link at FanRoll Dice</a> to receive 10% off your entire dice and dice accessories order!</p><p>2:20 DM Tony’s concept to create our own Avengers: Endgame style 12-person game tying up loose threads from multiple campaigns.</p><p>4:10 Our special guest DMs: <a href="https://3wisedms.com/just-do-it-3-wise-dms-interviews-a-brand-new-dd-enthusiast-about-the-13-tips-and-tricks-to-mastering-the-dungeon/" rel="noopener noreferrer" target="_blank">DM Lenny</a> and <a href="https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/" rel="noopener noreferrer" target="_blank">the Monster Wrangler himself, Matt!</a></p><p>7:50 The epic, blockbuster, action movie-style terrain builds from multiple crafters and how they can add to encounter building. Check out some great tips in <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">our Terrain episode </a>with <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Scott at Paper Terrain.</a></p><p>19:08 How we handled newer players as well as characters that weren’t as tied to the campaign-length storylines we were tying up.</p><p>21:25 Pro tip: make the adventure hook for a massive game as simple and straightforward as you can: Rescue Baby Walter! Special Add-on - DM Dave finally reveals the mystery of Baby Walter that started in session 1 of our Curse of Strahd campaign!</p><p>26:00 How to build an adventure that 2 DMs have to run pieces of… including DM Dave’s BIG blunder.</p><p>28:45 The experience of the newest players at the table and how to provide them enough hook that they have reasons to join the adventure.</p><p>33:20 Monster Wrangler Matt describes the issues surrounding leveling a character from 7th to 19th, and the adventures missed… as well as a happy accident surrounding Barovia.</p><p>36:55 The possible pitfalls to look out for that we learned as we rolled out this prototype. </p><p>44:10 A deeper dive into the epic climax… the battle with 1 DM running 12 players and Tiamat.</p><p>46:25 DM Dave’s Rant on the defenses of some Legendary builds (“Bullshitium/Unobtainium”), and thoughts to consider when developing the ultimate BBEG.</p><p>50:45 The bittersweet nature of high-level play.</p><p>52:25 The completely unknown nature of Legendary BBEGs when you unload them on your party.</p><p>56:50 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>12 players. 2 DMs. 6 dragons. Tiamat. 2 birthday cakes… and a whole hell of a lot of fun! As a companion piece to DM Tony’s<a href="https://3wisedms.com/the-summer-blockbuster-8-quick-tips-to-running-dd-and-ttrpg-sessions-with-a-ton-of-players/" rel="noopener noreferrer" target="_blank"> recent article</a>, the 3 Wise DMs are joined by some special guests to discuss and detail the lessons learned from running our largest endeavor yet – a massive, multiple-campaign ending game that required 2 DMs to pull off. If you’ve ever thought of running a massive Endgame-style game, or toyed with the idea of co-DMing, this is the episode for you!</p><p>As always, please visit our <a href="https://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">affiliate link at FanRoll Dice</a> to receive 10% off your entire dice and dice accessories order!</p><p>2:20 DM Tony’s concept to create our own Avengers: Endgame style 12-person game tying up loose threads from multiple campaigns.</p><p>4:10 Our special guest DMs: <a href="https://3wisedms.com/just-do-it-3-wise-dms-interviews-a-brand-new-dd-enthusiast-about-the-13-tips-and-tricks-to-mastering-the-dungeon/" rel="noopener noreferrer" target="_blank">DM Lenny</a> and <a href="https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/" rel="noopener noreferrer" target="_blank">the Monster Wrangler himself, Matt!</a></p><p>7:50 The epic, blockbuster, action movie-style terrain builds from multiple crafters and how they can add to encounter building. Check out some great tips in <a href="https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game/" rel="noopener noreferrer" target="_blank">our Terrain episode </a>with <a href="https://www.paperterrain.com" rel="noopener noreferrer" target="_blank">Scott at Paper Terrain.</a></p><p>19:08 How we handled newer players as well as characters that weren’t as tied to the campaign-length storylines we were tying up.</p><p>21:25 Pro tip: make the adventure hook for a massive game as simple and straightforward as you can: Rescue Baby Walter! Special Add-on - DM Dave finally reveals the mystery of Baby Walter that started in session 1 of our Curse of Strahd campaign!</p><p>26:00 How to build an adventure that 2 DMs have to run pieces of… including DM Dave’s BIG blunder.</p><p>28:45 The experience of the newest players at the table and how to provide them enough hook that they have reasons to join the adventure.</p><p>33:20 Monster Wrangler Matt describes the issues surrounding leveling a character from 7th to 19th, and the adventures missed… as well as a happy accident surrounding Barovia.</p><p>36:55 The possible pitfalls to look out for that we learned as we rolled out this prototype. </p><p>44:10 A deeper dive into the epic climax… the battle with 1 DM running 12 players and Tiamat.</p><p>46:25 DM Dave’s Rant on the defenses of some Legendary builds (“Bullshitium/Unobtainium”), and thoughts to consider when developing the ultimate BBEG.</p><p>50:45 The bittersweet nature of high-level play.</p><p>52:25 The completely unknown nature of Legendary BBEGs when you unload them on your party.</p><p>56:50 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/tribute-to-the-greatest-game-in-the-world-the-3-wise-dms-share-the-lessons-learned-from-running-a-12-player-dd-game]]></link><guid isPermaLink="false">03690291-77cb-4e11-943f-84848971e492</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Sep 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4dedc5e5-fb3e-4b6b-a312-f83b6746b48e/Ep125-Fix-converted.mp3" length="32434157" type="audio/mpeg"/><itunes:duration>01:07:34</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>125</itunes:episode><podcast:episode>125</podcast:episode></item><item><title>To Roll or Not to Roll? The 7 Best Times To Roll The Dice In Your D&amp;D Game And When Not To.</title><itunes:title>To Roll or Not to Roll? The 7 Best Times To Roll The Dice In Your D&amp;D Game And When Not To.</itunes:title><description><![CDATA[<p>In the immortal words of The Bard… “To roll or not to roll, that is the question…” Rolling dice is the cornerstone of TTRPGs, because without them, as DM Chris says, we’re just telling a story as we play with our GI Joe’s in the backyard. So, when you’re running a session, when do you decide to haventhe players, and yourself, pick up the dice? </p><p>In this episode, Tony, Chris, and Dave springboard off a listener question that deals with trying to speed the game up in a homebrewed superhero campaign. From here, the 3 Wise DMs delve deeper into the big question of when to roll and when not to roll.</p><p>And when you are rolling dice… head over to <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> and receive 10% off your entire order!</p><p>2:45 Static Damage: The difference between players and DMs.</p><p>9:30 The “DM Decision Helper”: Using dice to decide who’s attacking who.</p><p>13:00 Using dice to bring characters back into the action.</p><p>15:00 When too much rolling can lead to inevitable failure.</p><p>17:20 Using dice to avoid “Roleplay Slog.”</p><p>18:30 “Dungeon Crawl Lubricant”: Easing decisions in a dungeon crawl to move the session forward.</p><p>19:40 <a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">The Return of Castle Greyhawk!</a></p><p>23:30 Our tangent into the issues with Hexcrawls within 5e.</p><p>25:40 Rolling dice to affect the Slog Trinity: Combat, Roleplay, or Exploration.</p><p>32:50 Rolling dice to avoid the DM soliloquy: An example from our Dragonlance campaign.</p><p>36:30 The time not to roll: Random Treasure.</p><p>37:40 Final Thoughts – <a href="https://preview.drivethrurpg.com/en/product/383600/Capes-and-Crooks-A-5e-Superhero-RPG" rel="noopener noreferrer" target="_blank">Capes and Crooks from Crit Academy.</a></p>]]></description><content:encoded><![CDATA[<p>In the immortal words of The Bard… “To roll or not to roll, that is the question…” Rolling dice is the cornerstone of TTRPGs, because without them, as DM Chris says, we’re just telling a story as we play with our GI Joe’s in the backyard. So, when you’re running a session, when do you decide to haventhe players, and yourself, pick up the dice? </p><p>In this episode, Tony, Chris, and Dave springboard off a listener question that deals with trying to speed the game up in a homebrewed superhero campaign. From here, the 3 Wise DMs delve deeper into the big question of when to roll and when not to roll.</p><p>And when you are rolling dice… head over to <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> and receive 10% off your entire order!</p><p>2:45 Static Damage: The difference between players and DMs.</p><p>9:30 The “DM Decision Helper”: Using dice to decide who’s attacking who.</p><p>13:00 Using dice to bring characters back into the action.</p><p>15:00 When too much rolling can lead to inevitable failure.</p><p>17:20 Using dice to avoid “Roleplay Slog.”</p><p>18:30 “Dungeon Crawl Lubricant”: Easing decisions in a dungeon crawl to move the session forward.</p><p>19:40 <a href="https://3wisedms.com/castle-greyhawk-the-thor-ragnarok-of-old-school-dd-adventures-from-back-in-the-day/" rel="noopener noreferrer" target="_blank">The Return of Castle Greyhawk!</a></p><p>23:30 Our tangent into the issues with Hexcrawls within 5e.</p><p>25:40 Rolling dice to affect the Slog Trinity: Combat, Roleplay, or Exploration.</p><p>32:50 Rolling dice to avoid the DM soliloquy: An example from our Dragonlance campaign.</p><p>36:30 The time not to roll: Random Treasure.</p><p>37:40 Final Thoughts – <a href="https://preview.drivethrurpg.com/en/product/383600/Capes-and-Crooks-A-5e-Superhero-RPG" rel="noopener noreferrer" target="_blank">Capes and Crooks from Crit Academy.</a></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/to-roll-or-not-to-roll-the-7-best-times-to-roll-the-dice-in-your-dd-game-and-when-not-to-]]></link><guid isPermaLink="false">435887f9-acb4-4a15-a199-b5c978c6b5c7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Sep 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7517e13f-fe6d-4066-97fc-20f3406c9e8e/Ep124-converted.mp3" length="21200120" type="audio/mpeg"/><itunes:duration>44:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>124</itunes:episode><podcast:episode>124</podcast:episode></item><item><title>Cutscenes – How to Deliver Lore and Secrets in Your D&amp;D Games and TTRPGs While Still Keeping Your Players Involved</title><itunes:title>Cutscenes – How to Deliver Lore and Secrets in Your D&amp;D Games and TTRPGs While Still Keeping Your Players Involved</itunes:title><description><![CDATA[<p>Cutscene. In a video game, it’s a scene shown to the player when they reach a particular point in the game, such as at the end of a level or when the player's character dies. The immense popularity of videogaming and the similarities between them and TTRPGs begs the question: Can you, or should you, utilize cutscenes in your game?</p><p>In this episode, Tony, Chris, and Dave respond to a listener’s question regarding the idea of “cutscenes” in your TTRPG sessions and how best to deliver narrative, lore, secrets, and clues in a way that keeps your players engaged and doesn’t remove agency from them.</p><p>And, while keeping your players engaged in your “cutscenes,” and they have to roll some dice, visit <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to receive 10% off your entire order!</p><p>3:14 The similarities and differences between RPG video games and TTRPGs and the use of cutscenes.</p><p>8:10 Using “cutscenes” to deliver narrative and building the scene but NEVER to let the villain get away.</p><p>10:10 How to deliver lore, secrets, and clues about the game and your world.</p><p>12:00 The confusion over what “cutscenes” are in a TTRPG.</p><p>14:50 Your worldbuilding and lore will not all be discovered, but that doesn’t mean you can’t have it ready for when players want to engage with something.</p><p>17:20 Dreams, Visions, and NPCs – easy ways to deliver your narrative, secrets, and clues.</p><p>19:55 The lesson to learn from Brandon Sanderson: Be Patient.</p><p>21:15 DM Dave’s example of Being Patient from our current Dragonlance campaign.</p><p>27:30 The dirty little D&amp;D secret: players are selfish and want to know how things are affecting them.</p><p>31:45 <a href="https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/" rel="noopener noreferrer" target="_blank">Ballad for the Bartender</a> – NPC info hubs for your players.</p><p>35:00 The use of monologues and cutscenes when dealing with an audience (not players). <a href="https://www.youtube.com/live/5IKw6U5uuo8?feature=share" rel="noopener noreferrer" target="_blank">The MCU Alpha Flight episode.</a></p><p>43:48 Final Thoughts</p><p><a href="https://3wisedms.com/3-wise-dms-guide-on-running-scenes-outside-your-dd-game/" rel="noopener noreferrer" target="_blank">Running Scenes Outside Your D&amp;D Games</a></p>]]></description><content:encoded><![CDATA[<p>Cutscene. In a video game, it’s a scene shown to the player when they reach a particular point in the game, such as at the end of a level or when the player's character dies. The immense popularity of videogaming and the similarities between them and TTRPGs begs the question: Can you, or should you, utilize cutscenes in your game?</p><p>In this episode, Tony, Chris, and Dave respond to a listener’s question regarding the idea of “cutscenes” in your TTRPG sessions and how best to deliver narrative, lore, secrets, and clues in a way that keeps your players engaged and doesn’t remove agency from them.</p><p>And, while keeping your players engaged in your “cutscenes,” and they have to roll some dice, visit <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at Fanroll Dice</a> to receive 10% off your entire order!</p><p>3:14 The similarities and differences between RPG video games and TTRPGs and the use of cutscenes.</p><p>8:10 Using “cutscenes” to deliver narrative and building the scene but NEVER to let the villain get away.</p><p>10:10 How to deliver lore, secrets, and clues about the game and your world.</p><p>12:00 The confusion over what “cutscenes” are in a TTRPG.</p><p>14:50 Your worldbuilding and lore will not all be discovered, but that doesn’t mean you can’t have it ready for when players want to engage with something.</p><p>17:20 Dreams, Visions, and NPCs – easy ways to deliver your narrative, secrets, and clues.</p><p>19:55 The lesson to learn from Brandon Sanderson: Be Patient.</p><p>21:15 DM Dave’s example of Being Patient from our current Dragonlance campaign.</p><p>27:30 The dirty little D&amp;D secret: players are selfish and want to know how things are affecting them.</p><p>31:45 <a href="https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/" rel="noopener noreferrer" target="_blank">Ballad for the Bartender</a> – NPC info hubs for your players.</p><p>35:00 The use of monologues and cutscenes when dealing with an audience (not players). <a href="https://www.youtube.com/live/5IKw6U5uuo8?feature=share" rel="noopener noreferrer" target="_blank">The MCU Alpha Flight episode.</a></p><p>43:48 Final Thoughts</p><p><a href="https://3wisedms.com/3-wise-dms-guide-on-running-scenes-outside-your-dd-game/" rel="noopener noreferrer" target="_blank">Running Scenes Outside Your D&amp;D Games</a></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/cutscenes-how-to-deliver-lore-and-secrets-in-your-dd-games-and-ttrpgs-while-still-keeping-your-players-involved]]></link><guid isPermaLink="false">9dd57ae5-eb79-4bc7-8a0c-ae39a6fe885e</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Aug 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/340677f2-32db-47b1-907d-34af8d0f6d04/Ep123-converted.mp3" length="24268207" type="audio/mpeg"/><itunes:duration>50:34</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>123</itunes:episode><podcast:episode>123</podcast:episode></item><item><title>Live and Let Die: Dealing with Anti-Murderhobos in Curse of Strahd and Players Who Don’t Want to Confront the Enemy in Your TTRPG Game</title><itunes:title>Live and Let Die: Dealing with Anti-Murderhobos in Curse of Strahd and Players Who Don’t Want to Confront the Enemy in Your TTRPG Game</itunes:title><description><![CDATA[<p>Murderhobos. It’s one of the most discussed issues in any TTRPG discussion. Players who don’t feel like there’s no encounter that can’t be solved by casting “Sword.” But what happens when your party turns out to be what we refer to as “Anti-Murderhobos”? What if the party isn’t motivated to engage and/or end the evil machinations of the Bad Guys? </p><p>In this episode, Tony, Chris, and Dave discuss a listener question regarding their Curse of Strahd group who wants to let the evil NPCs in Barovia “Live and Let Live.” </p><p>When your players finally want to engage with the enemy, make sure to roll some Fanroll Dice, and click on our affiliate link to receive 10% off your entire order!</p><p>1:50 <a href="https://www.ranker.com/list/way-too-relatable-dungeons-and-dragons-memes/jgu" rel="noopener noreferrer" target="_blank">Batman and Raphael: Cowabummer!</a></p><p>3:55 The First Question: Are your characters heroes?</p><p>5:03 The importance of Session Zero.</p><p>6:05 Enemies not dead? No problem. The idea of returning villains.</p><p>7:45 The Second Question: Are your players engaged?</p><p>10:25 Neutral Superheroes and bringing the fight to your players.</p><p>15:55 The consequences of inaction.</p><p>18:55 The importance of player buy-in and understanding player motivations.</p><p>28:50 If the players don’t care about the NPCs, they probably still care about themselves.</p><p>33:40 <a href="https://3wisedms.com/not-just-for-beginnings-how-session-zero-can-serve-as-an-ongoing-tool-in-your-dd-games-and-other-rpgs/" rel="noopener noreferrer" target="_blank">Session Zero as a State of Mind: Reevaluating your campaign.</a></p><p>37:50 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Murderhobos. It’s one of the most discussed issues in any TTRPG discussion. Players who don’t feel like there’s no encounter that can’t be solved by casting “Sword.” But what happens when your party turns out to be what we refer to as “Anti-Murderhobos”? What if the party isn’t motivated to engage and/or end the evil machinations of the Bad Guys? </p><p>In this episode, Tony, Chris, and Dave discuss a listener question regarding their Curse of Strahd group who wants to let the evil NPCs in Barovia “Live and Let Live.” </p><p>When your players finally want to engage with the enemy, make sure to roll some Fanroll Dice, and click on our affiliate link to receive 10% off your entire order!</p><p>1:50 <a href="https://www.ranker.com/list/way-too-relatable-dungeons-and-dragons-memes/jgu" rel="noopener noreferrer" target="_blank">Batman and Raphael: Cowabummer!</a></p><p>3:55 The First Question: Are your characters heroes?</p><p>5:03 The importance of Session Zero.</p><p>6:05 Enemies not dead? No problem. The idea of returning villains.</p><p>7:45 The Second Question: Are your players engaged?</p><p>10:25 Neutral Superheroes and bringing the fight to your players.</p><p>15:55 The consequences of inaction.</p><p>18:55 The importance of player buy-in and understanding player motivations.</p><p>28:50 If the players don’t care about the NPCs, they probably still care about themselves.</p><p>33:40 <a href="https://3wisedms.com/not-just-for-beginnings-how-session-zero-can-serve-as-an-ongoing-tool-in-your-dd-games-and-other-rpgs/" rel="noopener noreferrer" target="_blank">Session Zero as a State of Mind: Reevaluating your campaign.</a></p><p>37:50 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/live-and-let-die-dealing-with-anti-murderhobos-in-curse-of-strahd-and-players-who-dont-want-to-confront-the-enemy-in-your-ttrpg-game]]></link><guid isPermaLink="false">15e60298-7819-4059-b04f-fd9437a39dc7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Aug 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a0ae1a9a-c05f-4ca5-9ff5-62c92bd32f3e/Ep122-converted.mp3" length="21817912" type="audio/mpeg"/><itunes:duration>45:27</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>122</itunes:episode><podcast:episode>122</podcast:episode></item><item><title>How Low Can You Go? The Things Every DM Needs To Know When Creating Low Magic Settings in Their D&amp;D And TTRPG Campaigns</title><itunes:title>How Low Can You Go? The Things Every DM Needs To Know When Creating Low Magic Settings in Their D&amp;D And TTRPG Campaigns</itunes:title><description><![CDATA[<p>Magic. It’s the thing that separates Fantasy RPGs from all others. Every other TTRPG can have combat, exploration, social situations… but magic is the secret sauce that makes fantasy special. Many DMs and GMs toss around the idea of “low magic” worlds, but what does that mean exactly? </p><p>In this episode, Tony, Chris, and Dave discuss the definitions and parameters of low magic and how we’ve implemented it into our games. Along the way, we share several tips and tricks to limit access to god-like powers in your game!</p><p>As always, when rolling for any magical effects in your games, make sure to check out our affiliate link at FanRoll Dice and receive 10% off your entire order!</p><p>2:08 What is the advantage of running a low magic world?</p><p>3:15 What does low magic mean exactly?</p><p>6:40 Class abilities and features are oftentimes just as</p><p>magical feeling as magic.</p><p>7:30 Lord of the Rings. The most well-known example of low</p><p>magic?</p><p>11:30 Limiting spellcasting abilities in Dragonlance to</p><p>reflect the setting.</p><p>12:50 Lessons learned from Diablo IV and how too much magic</p><p>makes it mundane.</p><p>14:15 Low Fantasy and making magic cost a lot.</p><p>17:00 What system are you using? That changes what low magic</p><p>might mean.</p><p>17:45 How much can you curtail what characters can do before</p><p>it’s punitive?</p><p>23:00 The importance of Session Zero and Campaign Pitches to</p><p>gain player buy-in.</p><p>26:30 The best DM Hack to Named Magical Items from J.R.R.</p><p>Tolkien himself.</p><p>32:25 Low magic can make the world seem more dangerous by</p><p>keeping tension high.</p><p>36:30 If you’re curtailing magic, get player buy-in and work</p><p>with your players to create something new.</p><p>40:40 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Magic. It’s the thing that separates Fantasy RPGs from all others. Every other TTRPG can have combat, exploration, social situations… but magic is the secret sauce that makes fantasy special. Many DMs and GMs toss around the idea of “low magic” worlds, but what does that mean exactly? </p><p>In this episode, Tony, Chris, and Dave discuss the definitions and parameters of low magic and how we’ve implemented it into our games. Along the way, we share several tips and tricks to limit access to god-like powers in your game!</p><p>As always, when rolling for any magical effects in your games, make sure to check out our affiliate link at FanRoll Dice and receive 10% off your entire order!</p><p>2:08 What is the advantage of running a low magic world?</p><p>3:15 What does low magic mean exactly?</p><p>6:40 Class abilities and features are oftentimes just as</p><p>magical feeling as magic.</p><p>7:30 Lord of the Rings. The most well-known example of low</p><p>magic?</p><p>11:30 Limiting spellcasting abilities in Dragonlance to</p><p>reflect the setting.</p><p>12:50 Lessons learned from Diablo IV and how too much magic</p><p>makes it mundane.</p><p>14:15 Low Fantasy and making magic cost a lot.</p><p>17:00 What system are you using? That changes what low magic</p><p>might mean.</p><p>17:45 How much can you curtail what characters can do before</p><p>it’s punitive?</p><p>23:00 The importance of Session Zero and Campaign Pitches to</p><p>gain player buy-in.</p><p>26:30 The best DM Hack to Named Magical Items from J.R.R.</p><p>Tolkien himself.</p><p>32:25 Low magic can make the world seem more dangerous by</p><p>keeping tension high.</p><p>36:30 If you’re curtailing magic, get player buy-in and work</p><p>with your players to create something new.</p><p>40:40 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-low-can-you-go-the-things-every-dm-needs-to-know-when-creating-low-magic-settings-in-their-dd-and-ttrpg-campaigns]]></link><guid isPermaLink="false">1ad69783-63e1-4142-a893-ff19fb6b2ed4</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Jul 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/54075bcc-a835-47fc-b7ad-11fef09233db/Ep121-converted.mp3" length="22114557" type="audio/mpeg"/><itunes:duration>46:04</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>121</itunes:episode><podcast:episode>121</podcast:episode></item><item><title>D&amp;D Accounting: 11 Tips and Pitfalls to Tracking Treasure in your TTRPG</title><itunes:title>D&amp;D Accounting: 11 Tips and Pitfalls to Tracking Treasure in your TTRPG</itunes:title><description><![CDATA[<p>Gold. It’s the perfect representation of the reward mechanic from the earliest days of the White Box. Hell, it even used to represent experience! As a companion piece to our 19th episode on RPG Economics, Tony, Chris, and Dave delve into not just how to make things worth using the gold for, but also the idea of how you, or DO you, account for the treasure that the party finds? </p><p>And please visit <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> for all your dice and dice accessories and get 10% off your entire order!</p><p>1:19 <a href="https://youtu.be/xABWHG8-1P4" rel="noopener noreferrer" target="_blank">Will Ferrell as Neil Diamond</a>.</p><p>1:30 <a href="https://3wisedms.com/rpg-economics-what-can-payers-do-with-all-that-gold/" rel="noopener noreferrer" target="_blank">Episode 19: RPG Economics</a>.</p><p>2:40 Getting players to agree to how much gold they’ve amassed.</p><p>5:31 A quick gold tangent: How much gold did Smaug have in The Lonely Mountain?</p><p>6:40 The party accountant, appraisal, and the endless dividing of coins and gems.</p><p>9:55 Is it worth it to add the crunchiness of appraising and haggling for the sale of gems?</p><p>11:50 Is 100 gold pieces a lot? What does it cost to live in your world</p><p>16:33 Gold needs to be able to purchase things that are important or it’s just a number on a sheet.</p><p>18:05 How much magic should you be able to purchase before it loses its uniqueness?</p><p>22:10 The pitfall of trying to account for all the gold of your world.</p><p>25:35 “Treasure shouldn’t feel like accounting”: Play into the rush of finding treasure.</p><p>27:15 The cost of upkeep: <a href="https://shop.mcdmproductions.com/products/strongholds-followers-pdf" rel="noopener noreferrer" target="_blank">Strongholds, Followers, Kingdoms, and Warfare</a>!</p><p>29:18 A shop in the middle of the Underdark… Finding AND moving the treasure you find.</p><p>31:50 Hirelings in the OSR vs. 5e.</p><p>34:30 A quick tangent on using Sidekick mechanic from Tasha’s in our Dragonlance  campaign.</p><p>37:09 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Gold. It’s the perfect representation of the reward mechanic from the earliest days of the White Box. Hell, it even used to represent experience! As a companion piece to our 19th episode on RPG Economics, Tony, Chris, and Dave delve into not just how to make things worth using the gold for, but also the idea of how you, or DO you, account for the treasure that the party finds? </p><p>And please visit <a href="www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">our affiliate link at FanRoll Dice</a> for all your dice and dice accessories and get 10% off your entire order!</p><p>1:19 <a href="https://youtu.be/xABWHG8-1P4" rel="noopener noreferrer" target="_blank">Will Ferrell as Neil Diamond</a>.</p><p>1:30 <a href="https://3wisedms.com/rpg-economics-what-can-payers-do-with-all-that-gold/" rel="noopener noreferrer" target="_blank">Episode 19: RPG Economics</a>.</p><p>2:40 Getting players to agree to how much gold they’ve amassed.</p><p>5:31 A quick gold tangent: How much gold did Smaug have in The Lonely Mountain?</p><p>6:40 The party accountant, appraisal, and the endless dividing of coins and gems.</p><p>9:55 Is it worth it to add the crunchiness of appraising and haggling for the sale of gems?</p><p>11:50 Is 100 gold pieces a lot? What does it cost to live in your world</p><p>16:33 Gold needs to be able to purchase things that are important or it’s just a number on a sheet.</p><p>18:05 How much magic should you be able to purchase before it loses its uniqueness?</p><p>22:10 The pitfall of trying to account for all the gold of your world.</p><p>25:35 “Treasure shouldn’t feel like accounting”: Play into the rush of finding treasure.</p><p>27:15 The cost of upkeep: <a href="https://shop.mcdmproductions.com/products/strongholds-followers-pdf" rel="noopener noreferrer" target="_blank">Strongholds, Followers, Kingdoms, and Warfare</a>!</p><p>29:18 A shop in the middle of the Underdark… Finding AND moving the treasure you find.</p><p>31:50 Hirelings in the OSR vs. 5e.</p><p>34:30 A quick tangent on using Sidekick mechanic from Tasha’s in our Dragonlance  campaign.</p><p>37:09 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-accounting-11-tips-and-pitfalls-to-tracking-treasure-in-your-ttrpg]]></link><guid isPermaLink="false">1e6d0b6c-0d7a-4d27-9d7f-0d44c3e3c0f2</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Jul 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f804cb42-700a-4569-aea4-fb54e28ce94c/Ep120-converted.mp3" length="21068791" type="audio/mpeg"/><itunes:duration>43:54</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>120</itunes:episode><podcast:episode>120</podcast:episode></item><item><title>Come Together: 3 Wise DMs and Tabletop Journeys Come Together to Discuss the Best Tips to Running a Shared TTRPG Campaign World</title><itunes:title>Come Together: 3 Wise DMs and Tabletop Journeys Come Together to Discuss the Best Tips to Running a Shared TTRPG Campaign World</itunes:title><description><![CDATA[<p>At some point, most DMs pursue the idea of a world and/or a campaign where multiple DMs are running the game. This is an audacious and exciting project, so in this week’s episode, 3 Wise DMs teamed up with our friends, Lewanika, Josh, and Glen at Tabletop Journeys (www.TTJourneys.com), to discuss shared worlds, shared campaigns, and shared universes… as well as all the other discussions that happen when you try to corral six DMs into a conversation.</p><p>1:33 The first ever DM Duet In history?</p><p>3:00 Our first tangent… we discuss Dragonlance!</p><p>7:25 Our second tangent… do things we loved as kids hold up when we grow up?</p><p>11:25 We revisit the mission of 3 Wise DMs and learn the mission of Tabletop Journeys.</p><p>17:00 We start the discussion based on our previous episode about sharing worlds (https://3wisedms.com/sharing-rpg-worlds-balancing-pc-power-levels-and-npc-portrayals-across-shared-campaigns-with-multiple-dms/)</p><p>22:30 Former characters from other games become the most immersive and real NPCs in your world (<a href="https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/</a>)</p><p>24:16 Our third tangent… bringing our parents into our games.</p><p>26:23 Reconciling mechanics between different games within the same world, like DM Tony’s updated Wand of Wonder (<a href="https://3wisedms.com/magic-item-workshop-supercharging-your-wand-of-wonder/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/magic-item-workshop-supercharging-your-wand-of-wonder/</a>)</p><p>30:40 Some big benefits of a shared world… massive worlds and  generational heroes!</p><p>36:30 Trust your co-DMs to collaborate for the benefit of the entire campaign.</p><p>40:40 Our fourth tangent… Beatles history.</p><p>41:50 Using the shared world to ease the transition of players into DMs.</p><p> 51:00 Digital tools that we’ve used to assist in thecohesion of information in shared campaigns.</p><p>59:45 We delve again into the benefits of the “Monster Wrangler” from our Curse of Strahd finale (<a href="https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/</a>)</p><p>1:03:29 Our fifth and final tangent… we still haven’treceived the GI Joe  USS Flagg!</p><p>1:07:17 The first-ever outro DM chorus!</p>]]></description><content:encoded><![CDATA[<p>At some point, most DMs pursue the idea of a world and/or a campaign where multiple DMs are running the game. This is an audacious and exciting project, so in this week’s episode, 3 Wise DMs teamed up with our friends, Lewanika, Josh, and Glen at Tabletop Journeys (www.TTJourneys.com), to discuss shared worlds, shared campaigns, and shared universes… as well as all the other discussions that happen when you try to corral six DMs into a conversation.</p><p>1:33 The first ever DM Duet In history?</p><p>3:00 Our first tangent… we discuss Dragonlance!</p><p>7:25 Our second tangent… do things we loved as kids hold up when we grow up?</p><p>11:25 We revisit the mission of 3 Wise DMs and learn the mission of Tabletop Journeys.</p><p>17:00 We start the discussion based on our previous episode about sharing worlds (https://3wisedms.com/sharing-rpg-worlds-balancing-pc-power-levels-and-npc-portrayals-across-shared-campaigns-with-multiple-dms/)</p><p>22:30 Former characters from other games become the most immersive and real NPCs in your world (<a href="https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/ballad-for-the-bartender-3-quick-tips-to-make-npcs-more-interactive-and-meaningful-in-your-dd-game/</a>)</p><p>24:16 Our third tangent… bringing our parents into our games.</p><p>26:23 Reconciling mechanics between different games within the same world, like DM Tony’s updated Wand of Wonder (<a href="https://3wisedms.com/magic-item-workshop-supercharging-your-wand-of-wonder/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/magic-item-workshop-supercharging-your-wand-of-wonder/</a>)</p><p>30:40 Some big benefits of a shared world… massive worlds and  generational heroes!</p><p>36:30 Trust your co-DMs to collaborate for the benefit of the entire campaign.</p><p>40:40 Our fourth tangent… Beatles history.</p><p>41:50 Using the shared world to ease the transition of players into DMs.</p><p> 51:00 Digital tools that we’ve used to assist in thecohesion of information in shared campaigns.</p><p>59:45 We delve again into the benefits of the “Monster Wrangler” from our Curse of Strahd finale (<a href="https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood/</a>)</p><p>1:03:29 Our fifth and final tangent… we still haven’treceived the GI Joe  USS Flagg!</p><p>1:07:17 The first-ever outro DM chorus!</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/come-together-3-wise-dms-and-tabletop-journeys-come-together-to-discuss-the-best-tips-to-running-a-shared-ttrpg-campaign-world]]></link><guid isPermaLink="false">62a6be8d-9d7f-4058-b920-ae49800ccd46</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 25 Jun 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/1748be5e-4d12-4f55-b9c1-5a5f60fe9092/Ep-119-converted.mp3" length="66044911" type="audio/mpeg"/><itunes:duration>01:08:48</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>119</itunes:episode><podcast:episode>119</podcast:episode></item><item><title>Behind the Screens: 3 Wise DMs Reveal What They Want and Need Behind Their DM Screens and Offer Tips to Improve Your DM Set-Up</title><itunes:title>Behind the Screens: 3 Wise DMs Reveal What They Want and Need Behind Their DM Screens and Offer Tips to Improve Your DM Set-Up</itunes:title><description><![CDATA[<p>The DM Screen. It’s one of the quintessential D&amp;D visuals. But what goes behind it? What lurks behind that foot-high barrier between the characters and the gods? In this episode, Tony, Chris, and Dave delve into how they use the DM screen, what they want to have behind it, and what they <em>need</em> to have behind it.  </p><p>One thing you do need behind your screen though is dice… so check out our affiliate link with FanRoll dice for all your dice and dice accessories. Go to <a href="http://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">www.Fanrolldice.com/ref/2871</a> to get 10% off your entire purchase!</p><p>1:40 DM Dave’s vitamin-induced fever dream that led to this</p><p>topic.</p><p>3:00 First things first: Session Notes.</p><p>3:58 The most important thing behind the screen? Your</p><p>imagination!</p><p>4:30 The DM Screen. </p><p>6:05 A little D&amp;D History tangent about the DM screen.</p><p>6:45 What’s behind depends on what game you’re running: terrain,</p><p>maps, and minis, oh my!</p><p>8:45 Even with a DM screen, you don’t have to hide the dice</p><p>rolls.</p><p>9:15 A laptop/tablet as a DM screen.</p><p>12:06 Even without terrain, maps, minis – still prepare some</p><p>good visuals.</p><p>15:10 How to easily introduce music into the session – also,</p><p>check out Matt Mercer’s DM Screen Gamemaster Tips&nbsp;&nbsp; <a href="https://youtu.be/YRMVTmbe-Is" rel="noopener noreferrer" target="_blank">https://youtu.be/YRMVTmbe-Is</a></p><p>17:45 No one sees the NPCs or landscapes the same way… set</p><p>it in their mind.</p><p>23:15 Take a lesson from block text: have some prepped</p><p>descriptors for important scenes and NPCs.</p><p>24:45 How Roll20 and VTT’s make the entire internet your DM</p><p>screen.</p><p>26:30 Think like a “Road DM.” What are the essentials?</p><p>32:10 Putting up the DM screen for one character – Character-specific</p><p>narrative outside of the game.</p><p>33:50 The Campaign 3-Ring Binder.</p><p>34:30 Fodder for another episode – the sequel to RPG Economics&nbsp; <a href="https://3wisedms.com/the-3-wise-dms-podcast/rpg-economics-what-can-payers-do-with-all-that-gold/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/the-3-wise-dms-podcast/rpg-economics-what-can-payers-do-with-all-that-gold/</a></p><p>36:50 High Fantasy=Low Magic – another aside.</p><p>40:18 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>The DM Screen. It’s one of the quintessential D&amp;D visuals. But what goes behind it? What lurks behind that foot-high barrier between the characters and the gods? In this episode, Tony, Chris, and Dave delve into how they use the DM screen, what they want to have behind it, and what they <em>need</em> to have behind it.  </p><p>One thing you do need behind your screen though is dice… so check out our affiliate link with FanRoll dice for all your dice and dice accessories. Go to <a href="http://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">www.Fanrolldice.com/ref/2871</a> to get 10% off your entire purchase!</p><p>1:40 DM Dave’s vitamin-induced fever dream that led to this</p><p>topic.</p><p>3:00 First things first: Session Notes.</p><p>3:58 The most important thing behind the screen? Your</p><p>imagination!</p><p>4:30 The DM Screen. </p><p>6:05 A little D&amp;D History tangent about the DM screen.</p><p>6:45 What’s behind depends on what game you’re running: terrain,</p><p>maps, and minis, oh my!</p><p>8:45 Even with a DM screen, you don’t have to hide the dice</p><p>rolls.</p><p>9:15 A laptop/tablet as a DM screen.</p><p>12:06 Even without terrain, maps, minis – still prepare some</p><p>good visuals.</p><p>15:10 How to easily introduce music into the session – also,</p><p>check out Matt Mercer’s DM Screen Gamemaster Tips&nbsp;&nbsp; <a href="https://youtu.be/YRMVTmbe-Is" rel="noopener noreferrer" target="_blank">https://youtu.be/YRMVTmbe-Is</a></p><p>17:45 No one sees the NPCs or landscapes the same way… set</p><p>it in their mind.</p><p>23:15 Take a lesson from block text: have some prepped</p><p>descriptors for important scenes and NPCs.</p><p>24:45 How Roll20 and VTT’s make the entire internet your DM</p><p>screen.</p><p>26:30 Think like a “Road DM.” What are the essentials?</p><p>32:10 Putting up the DM screen for one character – Character-specific</p><p>narrative outside of the game.</p><p>33:50 The Campaign 3-Ring Binder.</p><p>34:30 Fodder for another episode – the sequel to RPG Economics&nbsp; <a href="https://3wisedms.com/the-3-wise-dms-podcast/rpg-economics-what-can-payers-do-with-all-that-gold/" rel="noopener noreferrer" target="_blank">https://3wisedms.com/the-3-wise-dms-podcast/rpg-economics-what-can-payers-do-with-all-that-gold/</a></p><p>36:50 High Fantasy=Low Magic – another aside.</p><p>40:18 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/behind-the-screens-3-wise-dms-reveal-what-they-want-and-need-behind-their-dm-screens-and-offer-tips-to-improve-your-dm-set-up]]></link><guid isPermaLink="false">9ab8f66a-fdcd-43d2-8305-a0d9b47b311f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 11 Jun 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/504db71c-5ad7-475f-8b6a-efa5cd132432/Ep-118-converted.mp3" length="37331173" type="audio/mpeg"/><itunes:duration>44:27</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>118</itunes:episode><podcast:episode>118</podcast:episode></item><item><title>Glory Days: 3 Wise DMs Shares the Pros and Cons With Their Return to Basic D&amp;D Through the Old School Renaissance</title><itunes:title>Glory Days: 3 Wise DMs Shares the Pros and Cons With Their Return to Basic D&amp;D Through the Old School Renaissance</itunes:title><description><![CDATA[<p>We’ve talked about it many times on the podcast. We’ve been waiting for a chance to run it. We finally did! DM Dave ran us through an old-school dungeon crawl for our friend Scott's birthday with the Basic Fantasy Roleplaying RPG. In this episode, Tony, Chris, and Dave review the pros and cons of returning to Basic Moldvay-era D&amp;D with the OSR. </p><p>Final verdict: More pros than cons… try it out!</p><p>For any Dice and Dice Accessories, visit our affiliate link at <a href="http://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">www.FanRollDice.com/ref/2871</a> for 10% off your entire purchase!</p><p>2:16 D&amp;D meets Call of Cthulhu – Everything Will Kill</p><p>You!</p><p>4:50 The ease of character creation and how weak that makes</p><p>you.</p><p>6:50 When Intelligence Mattered! The shift in stats.</p><p>8:40 Limited abilities and resources can streamline the play</p><p>experience.</p><p>10:20 When Fighters were the most boss class.</p><p>13:45 The ease of running an adventure, especially the basic</p><p>stat block.</p><p>16:20 Back when Wizards were just weak, old dudes.</p><p>17:00 But… spells were REALLY powerful.</p><p>19:45 DM Chris’ biggest con? Dying.</p><p>21:00 Constant death works against long-arc stories – options</p><p>for dealing with death because we only care about Ned Stark because he lasted</p><p>for all of Season 1.</p><p>27:50 The soul-crushing experience of old school Experience</p><p>Points.</p><p>30:00 Our Dragonlance Campaign tangent about making NPCs</p><p>matter to the players.</p><p>34:40 Basic D&amp;D makes waves of enemy monsters feasible</p><p>to run in a single encounter that doesn’t take all night.</p><p>38:40 Why go into a dungeon? MAGIC and TREASURE!</p><p>40:22 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>We’ve talked about it many times on the podcast. We’ve been waiting for a chance to run it. We finally did! DM Dave ran us through an old-school dungeon crawl for our friend Scott's birthday with the Basic Fantasy Roleplaying RPG. In this episode, Tony, Chris, and Dave review the pros and cons of returning to Basic Moldvay-era D&amp;D with the OSR. </p><p>Final verdict: More pros than cons… try it out!</p><p>For any Dice and Dice Accessories, visit our affiliate link at <a href="http://www.fanrolldice.com/ref/2871" rel="noopener noreferrer" target="_blank">www.FanRollDice.com/ref/2871</a> for 10% off your entire purchase!</p><p>2:16 D&amp;D meets Call of Cthulhu – Everything Will Kill</p><p>You!</p><p>4:50 The ease of character creation and how weak that makes</p><p>you.</p><p>6:50 When Intelligence Mattered! The shift in stats.</p><p>8:40 Limited abilities and resources can streamline the play</p><p>experience.</p><p>10:20 When Fighters were the most boss class.</p><p>13:45 The ease of running an adventure, especially the basic</p><p>stat block.</p><p>16:20 Back when Wizards were just weak, old dudes.</p><p>17:00 But… spells were REALLY powerful.</p><p>19:45 DM Chris’ biggest con? Dying.</p><p>21:00 Constant death works against long-arc stories – options</p><p>for dealing with death because we only care about Ned Stark because he lasted</p><p>for all of Season 1.</p><p>27:50 The soul-crushing experience of old school Experience</p><p>Points.</p><p>30:00 Our Dragonlance Campaign tangent about making NPCs</p><p>matter to the players.</p><p>34:40 Basic D&amp;D makes waves of enemy monsters feasible</p><p>to run in a single encounter that doesn’t take all night.</p><p>38:40 Why go into a dungeon? MAGIC and TREASURE!</p><p>40:22 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/glory-days-3-wise-dms-shares-the-pros-and-cons-with-their-return-to-basic-dd-through-the-old-school-renaissance]]></link><guid isPermaLink="false">1c31873a-1be3-41bc-9de5-d9752f68a265</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 May 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f17279cc-da1f-4382-99fc-3a0724f9bcc5/Ep-117-converted.mp3" length="22287635" type="audio/mpeg"/><itunes:duration>46:26</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>117</itunes:episode><podcast:episode>117</podcast:episode></item><item><title>My Name’s the Teacher: Making Leveling with Character Abilities, Oaths, and Patrons Matter in your Dungeons &amp; Dragons Campaign</title><itunes:title>My Name’s the Teacher: Making Leveling with Character Abilities, Oaths, and Patrons Matter in your Dungeons &amp; Dragons Campaign</itunes:title><description><![CDATA[<p>Sleep takes you as you wrap yourself into your bedroll in your campsite in the forest. Your slumber is surprisingly restful this night. As you wake in the morning, you find yourself having taken an Oath to a God and possessing several new spells… </p><p>Not very satisfying, right? </p><p>We can all understand that Fighters and Rogues just get better at doing the things they do, but what about Paladins, Warlocks, Clerics, etc… characters that gain incredibly powerful class abilities that are not of this world? In this episode, Tony, Chris, and Dave discuss how they make character choices in leveling matter more when it comes to BIG class changes.</p><p>1:00 Check out our affiliate link at www.FanRollDice.com/ref/2871</p><p>for 10% off your entire dice and accessories order!</p><p>2:40 Easiest way to start making these choices matter?</p><p>Backstories!</p><p>4:00 Using narrative outside the session to help fill out</p><p>the big character changes… Oaths, Patrons, etc.</p><p>5:30 Not just for the DM – taking the initiative as a player</p><p>with your character development.</p><p>7:10 Have a story reason for big character changes with</p><p>abilities, feats, etc.</p><p>9:00 How we handle players that play classic archetypes in unconventional</p><p>ways.</p><p>11:30 Making Oaths to Gods and Deities carry the weight they</p><p>require.</p><p>12:40 Are Warlocks inherently evil?</p><p>15:10 What do Warlock patrons want? </p><p>18:45 DM-Player Communication to fit mechanical choices into</p><p>the overall story.</p><p>23:45 An Aside: DM Tony’s new method of multiclassing that</p><p>we’re using in Journey to Ragnarök.</p><p>26:40 Believable Character progression is the spice in your</p><p>campaign stew.</p><p>27:50 Let the players help you plant the seeds for their</p><p>choices that create the story.</p><p>34:50 Final Thoughts. </p>]]></description><content:encoded><![CDATA[<p>Sleep takes you as you wrap yourself into your bedroll in your campsite in the forest. Your slumber is surprisingly restful this night. As you wake in the morning, you find yourself having taken an Oath to a God and possessing several new spells… </p><p>Not very satisfying, right? </p><p>We can all understand that Fighters and Rogues just get better at doing the things they do, but what about Paladins, Warlocks, Clerics, etc… characters that gain incredibly powerful class abilities that are not of this world? In this episode, Tony, Chris, and Dave discuss how they make character choices in leveling matter more when it comes to BIG class changes.</p><p>1:00 Check out our affiliate link at www.FanRollDice.com/ref/2871</p><p>for 10% off your entire dice and accessories order!</p><p>2:40 Easiest way to start making these choices matter?</p><p>Backstories!</p><p>4:00 Using narrative outside the session to help fill out</p><p>the big character changes… Oaths, Patrons, etc.</p><p>5:30 Not just for the DM – taking the initiative as a player</p><p>with your character development.</p><p>7:10 Have a story reason for big character changes with</p><p>abilities, feats, etc.</p><p>9:00 How we handle players that play classic archetypes in unconventional</p><p>ways.</p><p>11:30 Making Oaths to Gods and Deities carry the weight they</p><p>require.</p><p>12:40 Are Warlocks inherently evil?</p><p>15:10 What do Warlock patrons want? </p><p>18:45 DM-Player Communication to fit mechanical choices into</p><p>the overall story.</p><p>23:45 An Aside: DM Tony’s new method of multiclassing that</p><p>we’re using in Journey to Ragnarök.</p><p>26:40 Believable Character progression is the spice in your</p><p>campaign stew.</p><p>27:50 Let the players help you plant the seeds for their</p><p>choices that create the story.</p><p>34:50 Final Thoughts. </p>]]></content:encoded><link><![CDATA[https://3wisedms.com/my-names-the-teacher-making-leveling-with-character-abilities-oaths-and-patrons-matter-in-your-dungeons-dragons-campaign]]></link><guid isPermaLink="false">5b866f29-9d7e-4dcf-94e4-bb4a07e346a8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 May 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/05fa1012-a7f3-4e95-99b4-fbb5a497cdb2/Ep-116-converted.mp3" length="19959151" type="audio/mpeg"/><itunes:duration>41:35</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>116</itunes:episode><podcast:episode>116</podcast:episode></item><item><title>It’s So Easy: 3 Wise DMs 18 Favorite Dungeon Master Hacks To Help Make Running Your TTRPG Game That Much Easier</title><itunes:title>It’s So Easy: 3 Wise DMs 18 Favorite Dungeon Master Hacks To Help Make Running Your TTRPG Game That Much Easier</itunes:title><description><![CDATA[<p>Running a game is a lesson in balance. There are so many dials and mechanics that you need to manage while also focusing on being what Gary Gygax referred to as “the Shaper of the Cosmos.” Anyone who has started running games or been running for decades has found hacks to make running the game that much easier and streamlined. In this episode, Tony, Chris, and Dave discuss their favorite DM hacks that we’ve employed in our games.</p><p>1 :30 Hack# 1: Where are we going next? Focusing your prep.</p><p>2:30 Hack# 2: Session Prep Notes </p><p>5:20 Hack# 3: Create a Session Prep Template</p><p>7:00 Hack# 4: Outline your session – create scenes</p><p>8:15 Hack# 5: Write down your recap – Previously On…</p><p>10:00 Hack# 6: Players recapping the adventure – taking the</p><p>campaign’s temperature</p><p>12:00 Hack# 7: Recording your recap – cranking up the drama</p><p>15:40 Hack# 8: Google Docs</p><p>17:00 Hack# 9: Secrets, Clues, Scenes &amp; Encounters – The</p><p>Quantum Ogre Campaign</p><p>19:00 Hack# 10: Streamline your Stat Blocks</p><p>20:50 Hack# 11: Static Damage… who wants to add up 40d6 damage?!?</p><p>23:10 Hack# 12: Delegate the DM duties – Return of the</p><p>Monster Wrangler!</p><p>25:00 Hack# 13: Static Initiative? </p><p>27:20 Hack# 14: There’s an app for that – using technology</p><p>to your advantage</p><p>28:30 Hack# 15: Spell crib notes when running your</p><p>spellcasters</p><p>31:30 Hack# 16: Scripting Monster Tactics – Monster Shorthand</p><p>38:10 Hack# 17: Adjusting the hit point dial… start with maximum</p><p>hit points</p><p>42:20 Hack# 18: Get a sense of your party’s Damage per Round</p><p>50:00 Final Thoughts</p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p>]]></description><content:encoded><![CDATA[<p>Running a game is a lesson in balance. There are so many dials and mechanics that you need to manage while also focusing on being what Gary Gygax referred to as “the Shaper of the Cosmos.” Anyone who has started running games or been running for decades has found hacks to make running the game that much easier and streamlined. In this episode, Tony, Chris, and Dave discuss their favorite DM hacks that we’ve employed in our games.</p><p>1 :30 Hack# 1: Where are we going next? Focusing your prep.</p><p>2:30 Hack# 2: Session Prep Notes </p><p>5:20 Hack# 3: Create a Session Prep Template</p><p>7:00 Hack# 4: Outline your session – create scenes</p><p>8:15 Hack# 5: Write down your recap – Previously On…</p><p>10:00 Hack# 6: Players recapping the adventure – taking the</p><p>campaign’s temperature</p><p>12:00 Hack# 7: Recording your recap – cranking up the drama</p><p>15:40 Hack# 8: Google Docs</p><p>17:00 Hack# 9: Secrets, Clues, Scenes &amp; Encounters – The</p><p>Quantum Ogre Campaign</p><p>19:00 Hack# 10: Streamline your Stat Blocks</p><p>20:50 Hack# 11: Static Damage… who wants to add up 40d6 damage?!?</p><p>23:10 Hack# 12: Delegate the DM duties – Return of the</p><p>Monster Wrangler!</p><p>25:00 Hack# 13: Static Initiative? </p><p>27:20 Hack# 14: There’s an app for that – using technology</p><p>to your advantage</p><p>28:30 Hack# 15: Spell crib notes when running your</p><p>spellcasters</p><p>31:30 Hack# 16: Scripting Monster Tactics – Monster Shorthand</p><p>38:10 Hack# 17: Adjusting the hit point dial… start with maximum</p><p>hit points</p><p>42:20 Hack# 18: Get a sense of your party’s Damage per Round</p><p>50:00 Final Thoughts</p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/its-so-easy-3-wise-dms-18-favorite-dungeon-master-hacks-to-help-make-running-your-ttrpg-game-that-much-easier]]></link><guid isPermaLink="false">aae781d4-defe-473f-b107-f8859fc08bff</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 30 Apr 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/47713b34-b8d4-4e16-96b1-b849ec2a3ffd/Ep115-converted.mp3" length="25843561" type="audio/mpeg"/><itunes:duration>53:50</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>115</itunes:episode><podcast:episode>115</podcast:episode></item><item><title>When Good Gaming Groups Go Bad: 3 Wise DMs Tips On How To Continue Your TTRPG Campaign With Only One Player</title><itunes:title>When Good Gaming Groups Go Bad: 3 Wise DMs Tips On How To Continue Your TTRPG Campaign With Only One Player</itunes:title><description><![CDATA[<p>Game groups fall apart. It’s as inevitable as the rain. What do you do when your current group goes south, but you still have a player who wants to continue? Do you continue with the current campaign? Do you now run the entire rest of the party, the monsters, and all the NPCs? The 3 Wise DMs answer long-time listener Jared’s question about his <em>Rime of the Frostmaiden </em>campaign and delve deeper into utilizing Sidekicks, DMPCs, and other tips with one-on-one gaming.</p><p>0:51 Co-host introduction… whom could it be?</p><p>1:48 Long-time listener Jared asks for our wisdom</p><p>3:23 How do you approach running a game for one person?</p><p>5:10 In a duet experience, how do you run all of the</p><p>monsters, sidekicks, and NPCs?</p><p>6:05 Introduction of DM Chris, DM Tony, and DM Dave’s shared</p><p>homebrewed world of The Further.</p><p>8:05 A proactive player is key when running a solo player.</p><p>9:45 Adjusting encounter difficulty when you have fewer than</p><p>4 players.</p><p>11:45 Where the Sidekick mechanic from TCoE comes in handy.</p><p>14:14 When using Sidekicks or DMPCs, make sure they don’t</p><p>steal the spotlight from your players.</p><p>16:50 How far are you willing to go to not steal the</p><p>spotlight from your players?</p><p>19:20 The DM Tax…</p><p>22:20 Using the Sidekick or DMPC as a classic “Gandalf”</p><p>mechanic.</p><p>24:00 What if your “Gandalf” ally doesn’t seem to know</p><p>anything? </p><p>27:00 What if Gandalf reveals the secret, but Frodo wasn’t</p><p>freaking listening?</p><p>31:10 Riddles… DM Dave is kind of over them.</p><p>33:50 When campaigns fall apart… what to do?</p><p>37:30 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Game groups fall apart. It’s as inevitable as the rain. What do you do when your current group goes south, but you still have a player who wants to continue? Do you continue with the current campaign? Do you now run the entire rest of the party, the monsters, and all the NPCs? The 3 Wise DMs answer long-time listener Jared’s question about his <em>Rime of the Frostmaiden </em>campaign and delve deeper into utilizing Sidekicks, DMPCs, and other tips with one-on-one gaming.</p><p>0:51 Co-host introduction… whom could it be?</p><p>1:48 Long-time listener Jared asks for our wisdom</p><p>3:23 How do you approach running a game for one person?</p><p>5:10 In a duet experience, how do you run all of the</p><p>monsters, sidekicks, and NPCs?</p><p>6:05 Introduction of DM Chris, DM Tony, and DM Dave’s shared</p><p>homebrewed world of The Further.</p><p>8:05 A proactive player is key when running a solo player.</p><p>9:45 Adjusting encounter difficulty when you have fewer than</p><p>4 players.</p><p>11:45 Where the Sidekick mechanic from TCoE comes in handy.</p><p>14:14 When using Sidekicks or DMPCs, make sure they don’t</p><p>steal the spotlight from your players.</p><p>16:50 How far are you willing to go to not steal the</p><p>spotlight from your players?</p><p>19:20 The DM Tax…</p><p>22:20 Using the Sidekick or DMPC as a classic “Gandalf”</p><p>mechanic.</p><p>24:00 What if your “Gandalf” ally doesn’t seem to know</p><p>anything? </p><p>27:00 What if Gandalf reveals the secret, but Frodo wasn’t</p><p>freaking listening?</p><p>31:10 Riddles… DM Dave is kind of over them.</p><p>33:50 When campaigns fall apart… what to do?</p><p>37:30 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-good-gaming-groups-go-bad-3-wise-dms-tips-on-how-to-continue-your-ttrpg-campaign-with-only-one-player]]></link><guid isPermaLink="false">c435c256-b842-4e33-b62b-539e81eefdd8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 16 Apr 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/be75121f-2e5d-4cf7-b00f-84f38b8f7231/Ep114-converted.mp3" length="19606334" type="audio/mpeg"/><itunes:duration>40:51</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>114</itunes:episode><podcast:episode>114</podcast:episode></item><item><title>Just Do It! 3 Wise DMs Interviews a Brand-New D&amp;D Enthusiast About the 13 Tips and Tricks to Mastering the Dungeon</title><itunes:title>Just Do It! 3 Wise DMs Interviews a Brand-New D&amp;D Enthusiast About the 13 Tips and Tricks to Mastering the Dungeon</itunes:title><description><![CDATA[<p>New DMs. It’s easily the most discussed topic in the TTRPG hobby. We’ve talked before about tips and tricks for new DMs looking to run their first games. However, this week, we got the chance to sit down with our return guest Chris and his brand-new to all things fantasy, D&amp;D, and DMing friend, Lenny Szot… who decided to dive into the deep end and run his first game ever! Throughout the episode, we detail 13 tips and tricks to help but, in the end, Lenny’s advice is the most succinct: Just Do It!</p><p>0:53 Guest DM Intros.</p><p>1:37 Newbie DM Lenny’s Intro.</p><p>3:46 Obstacles to DMing as a complete beginner to TTRPGs.</p><p>5:55 The esoteric jargon that we all take for granted.</p><p>11:23 Tip #1: DMs helping DMs.</p><p>13:28 Tip #2: Getting the players invested and running your</p><p>first game.</p><p>23:19 Tip #3: The ultimate beginner’s trap to avoid.</p><p>24:18 Tip #4: Being a “Head Up” DM.</p><p>25:49 Tip #5: Run the Starter Set in whatever system you’re</p><p>playing - DM Dave has been vindicated!</p><p>27:40 Tip #6: Using the Pregens.</p><p>28:50 Tip #7: Get the players rolling dice.</p><p>30:45 The continuing debate of pregens vs creating</p><p>characters!</p><p>34:10 Breaking down the rules – what you need and what you</p><p>don’t.</p><p>35:25 Tip #8: It’s probably in the Dungeon Masters Guide!</p><p>36:25 The true BBEG: Schedules!</p><p>37:38 Tip #9: You never grow in your comfort zone.</p><p>40:00 Tip #10: Lean into developing and presenting your</p><p>NPCs.</p><p>41:20 Tip #11: Published adventures are a guide, not a</p><p>Bible.</p><p>43:08 Tip #12: Be a player!</p><p>45:33 Tip #13: Have a sense of the rules but, as DM Lenny</p><p>said… “Just Do It!”</p><p>47:15 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>New DMs. It’s easily the most discussed topic in the TTRPG hobby. We’ve talked before about tips and tricks for new DMs looking to run their first games. However, this week, we got the chance to sit down with our return guest Chris and his brand-new to all things fantasy, D&amp;D, and DMing friend, Lenny Szot… who decided to dive into the deep end and run his first game ever! Throughout the episode, we detail 13 tips and tricks to help but, in the end, Lenny’s advice is the most succinct: Just Do It!</p><p>0:53 Guest DM Intros.</p><p>1:37 Newbie DM Lenny’s Intro.</p><p>3:46 Obstacles to DMing as a complete beginner to TTRPGs.</p><p>5:55 The esoteric jargon that we all take for granted.</p><p>11:23 Tip #1: DMs helping DMs.</p><p>13:28 Tip #2: Getting the players invested and running your</p><p>first game.</p><p>23:19 Tip #3: The ultimate beginner’s trap to avoid.</p><p>24:18 Tip #4: Being a “Head Up” DM.</p><p>25:49 Tip #5: Run the Starter Set in whatever system you’re</p><p>playing - DM Dave has been vindicated!</p><p>27:40 Tip #6: Using the Pregens.</p><p>28:50 Tip #7: Get the players rolling dice.</p><p>30:45 The continuing debate of pregens vs creating</p><p>characters!</p><p>34:10 Breaking down the rules – what you need and what you</p><p>don’t.</p><p>35:25 Tip #8: It’s probably in the Dungeon Masters Guide!</p><p>36:25 The true BBEG: Schedules!</p><p>37:38 Tip #9: You never grow in your comfort zone.</p><p>40:00 Tip #10: Lean into developing and presenting your</p><p>NPCs.</p><p>41:20 Tip #11: Published adventures are a guide, not a</p><p>Bible.</p><p>43:08 Tip #12: Be a player!</p><p>45:33 Tip #13: Have a sense of the rules but, as DM Lenny</p><p>said… “Just Do It!”</p><p>47:15 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/just-do-it-3-wise-dms-interviews-a-brand-new-dd-enthusiast-about-the-13-tips-and-tricks-to-mastering-the-dungeon]]></link><guid isPermaLink="false">7010310e-8d0e-4e74-81bd-bde0763ec783</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 02 Apr 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ae441750-491f-47ab-81e9-418a3a7a49ff/Ep113-converted.mp3" length="25273692" type="audio/mpeg"/><itunes:duration>52:39</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>113</itunes:episode><podcast:episode>113</podcast:episode></item><item><title>Terrain, Maps &amp; Minis, Oh My! The Long Tradition of Using Terrain and Minis in D&amp;D to Enhance Your Game</title><itunes:title>Terrain, Maps &amp; Minis, Oh My! The Long Tradition of Using Terrain and Minis in D&amp;D to Enhance Your Game</itunes:title><description><![CDATA[<p>In this episode, Tony and Dave sit down with our good friend and fellow gamer, Scott Washburn of Paper Terrain (<a href="http://www.paperterrain.com/" rel="noopener noreferrer" target="_blank">www.paperterrain.com</a>) to discuss the tradition of using terrain, maps, and minis from the earliest days of the game up to our current times. Along the way, we discuss how we have used and continue to use physical props to enhance our games as well as the tips and tricks to ease the burden on the DM.</p><p>1:35 Scott’s Story.</p><p>3:30 The mythical “White Box.”</p><p>5:20 Minis evolution from wargaming to tabletop.</p><p>11:05 Terrain on a college student’s budget.</p><p>12:05 The “Dungeon” in Dungeons &amp; Dragons – the wilds</p><p>are too dangerous!</p><p>13:10 The strange dwarven talent of “Detecting Sloping</p><p>Floors.”</p><p>14:50 Wait… I need to buy a companion game to play OD&amp;D?</p><p>18:10 Our first experiences playing with Scott’s</p><p>professional terrain, maps, and minis.</p><p>22:00 Monster Wrangler? How about the Terrain/Mini Wrangler?</p><p>24:00 The evolution of terrain in wargaming and how it can</p><p>flow into your D&amp;D game.</p><p>27:00 The how-to of DIY terrain and the building of Mount</p><p>Ghakis, Tsolenka Pass, and the Amber Temple for our Curse of Strahd campaign</p><p>finale.</p><p>30:50 Tips and tricks for DIY terrain that ISN’T an entire</p><p>mountaintop vista.</p><p>32:50 Our return to the idea of the Terrain and Minis</p><p>Wrangler – make friends w/ artificers!</p><p>34:15 The epic Mount Ghakis finale build… and how to not</p><p>literally build yourself into a corner.</p><p>38:20 The when, why, and how of utilizing terrain, maps, and</p><p>minis for your game (and a sneak peek into the beginnings of our new</p><p>DRAGONLANCE campaign!)</p><p>47:50 Scale for minis and terrain for your TTRPG (25 mm) and</p><p>the bane of wargaming… Scale Creep!</p><p>49:25 Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>In this episode, Tony and Dave sit down with our good friend and fellow gamer, Scott Washburn of Paper Terrain (<a href="http://www.paperterrain.com/" rel="noopener noreferrer" target="_blank">www.paperterrain.com</a>) to discuss the tradition of using terrain, maps, and minis from the earliest days of the game up to our current times. Along the way, we discuss how we have used and continue to use physical props to enhance our games as well as the tips and tricks to ease the burden on the DM.</p><p>1:35 Scott’s Story.</p><p>3:30 The mythical “White Box.”</p><p>5:20 Minis evolution from wargaming to tabletop.</p><p>11:05 Terrain on a college student’s budget.</p><p>12:05 The “Dungeon” in Dungeons &amp; Dragons – the wilds</p><p>are too dangerous!</p><p>13:10 The strange dwarven talent of “Detecting Sloping</p><p>Floors.”</p><p>14:50 Wait… I need to buy a companion game to play OD&amp;D?</p><p>18:10 Our first experiences playing with Scott’s</p><p>professional terrain, maps, and minis.</p><p>22:00 Monster Wrangler? How about the Terrain/Mini Wrangler?</p><p>24:00 The evolution of terrain in wargaming and how it can</p><p>flow into your D&amp;D game.</p><p>27:00 The how-to of DIY terrain and the building of Mount</p><p>Ghakis, Tsolenka Pass, and the Amber Temple for our Curse of Strahd campaign</p><p>finale.</p><p>30:50 Tips and tricks for DIY terrain that ISN’T an entire</p><p>mountaintop vista.</p><p>32:50 Our return to the idea of the Terrain and Minis</p><p>Wrangler – make friends w/ artificers!</p><p>34:15 The epic Mount Ghakis finale build… and how to not</p><p>literally build yourself into a corner.</p><p>38:20 The when, why, and how of utilizing terrain, maps, and</p><p>minis for your game (and a sneak peek into the beginnings of our new</p><p>DRAGONLANCE campaign!)</p><p>47:50 Scale for minis and terrain for your TTRPG (25 mm) and</p><p>the bane of wargaming… Scale Creep!</p><p>49:25 Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/terrain-maps-minis-oh-my-the-long-tradition-of-using-terrain-and-minis-in-dd-to-enhance-your-game]]></link><guid isPermaLink="false">8bed30e0-8de1-4b36-9136-bf5b36569177</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Mar 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a5c6f761-2693-4993-bb91-6880c0ec1623/Ep112-converted.mp3" length="26126067" type="audio/mpeg"/><itunes:duration>54:26</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>112</itunes:episode><podcast:episode>112</podcast:episode></item><item><title>Back in Black: The Players Wrap-Up to the Absolutely Epic Curse of Strahd Finale with Vampyr, the Star of Blood</title><itunes:title>Back in Black: The Players Wrap-Up to the Absolutely Epic Curse of Strahd Finale with Vampyr, the Star of Blood</itunes:title><description><![CDATA[<p>Hello and welcome <strong>BACK</strong> to 3 Wise DMs! It’s been quite some time and we’re glad that we’re back… Back in Black, that is - like Vampyr, our epic, final BBEG to end all BBEGs in Barovia. We thought that it worked out that the absolute, final ending to our 2+ year Curse of Strahd campaign coincided almost perfectly with the initial launch of 3 Wise DMs – and that deserves a proper sendoff. So, we gathered the players, the Monster Wrangler (what’s that?), and the DM to discuss how we homebrewed the second half of our adventures in Barovia after the dread vampire lord was defeated while staying true to the setting and the tone. For everyone wanting to continue with your 5e games after your players hit 11th level and the book finishes, this is the episode for you!</p><p><u>Time Stamps</u></p><p>0:20 – Thank you to the listeners.</p><p>1:10 – Where do we go from here?</p><p>1:30 – Episode Intro.</p><p>2:50 – Player Introductions.</p><p>6:05 – The Monster Wrangler: What is it and how to use them?</p><p>9:05 – How to delegate responsibilities to the Monster Wrangler to help manage the session.</p><p>10:40 – First impressions of Scott’s table set-up of Mount Ghakis, Tsolenka Pass, and the Amber Temple.</p><p>19:01 – The Psychology of D&amp;D: how the characters mowed through 2000+ hit points without a rest, yet still felt the tension.</p><p>27:30 – DM Dave FINALLY dropped the Bear Totem Barbarian.</p><p>28:50 – A DM Regret: How we completed every character arc except one. </p><p>31:00 - Lore dumps to set the scene to complete a character arc. Do they work?</p><p>34:50 - How we homebrewed the 2nd half of the adventure without losing the original tone.</p><p>40:50 – What worked and what didn’t with keeping the realness of Barovia after the published adventure is complete.</p><p>47:30 – How to best onboard your Monster Wrangler so they can succeed.</p><p>54:00 – Communicating when side information needs to be shared as opposed to can be shared.</p><p>55:50 – How the frequency of play can affect immersion and using narrative out-of-game communication to make up for it.</p><p>59:25 – Final Thoughts.</p>]]></description><content:encoded><![CDATA[<p>Hello and welcome <strong>BACK</strong> to 3 Wise DMs! It’s been quite some time and we’re glad that we’re back… Back in Black, that is - like Vampyr, our epic, final BBEG to end all BBEGs in Barovia. We thought that it worked out that the absolute, final ending to our 2+ year Curse of Strahd campaign coincided almost perfectly with the initial launch of 3 Wise DMs – and that deserves a proper sendoff. So, we gathered the players, the Monster Wrangler (what’s that?), and the DM to discuss how we homebrewed the second half of our adventures in Barovia after the dread vampire lord was defeated while staying true to the setting and the tone. For everyone wanting to continue with your 5e games after your players hit 11th level and the book finishes, this is the episode for you!</p><p><u>Time Stamps</u></p><p>0:20 – Thank you to the listeners.</p><p>1:10 – Where do we go from here?</p><p>1:30 – Episode Intro.</p><p>2:50 – Player Introductions.</p><p>6:05 – The Monster Wrangler: What is it and how to use them?</p><p>9:05 – How to delegate responsibilities to the Monster Wrangler to help manage the session.</p><p>10:40 – First impressions of Scott’s table set-up of Mount Ghakis, Tsolenka Pass, and the Amber Temple.</p><p>19:01 – The Psychology of D&amp;D: how the characters mowed through 2000+ hit points without a rest, yet still felt the tension.</p><p>27:30 – DM Dave FINALLY dropped the Bear Totem Barbarian.</p><p>28:50 – A DM Regret: How we completed every character arc except one. </p><p>31:00 - Lore dumps to set the scene to complete a character arc. Do they work?</p><p>34:50 - How we homebrewed the 2nd half of the adventure without losing the original tone.</p><p>40:50 – What worked and what didn’t with keeping the realness of Barovia after the published adventure is complete.</p><p>47:30 – How to best onboard your Monster Wrangler so they can succeed.</p><p>54:00 – Communicating when side information needs to be shared as opposed to can be shared.</p><p>55:50 – How the frequency of play can affect immersion and using narrative out-of-game communication to make up for it.</p><p>59:25 – Final Thoughts.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/back-in-black-the-players-wrap-up-to-the-absolutely-epic-curse-of-strahd-finale-with-vampyr-the-star-of-blood]]></link><guid isPermaLink="false">34f1a98b-835f-4985-832e-cff3d88b360f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Mar 2023 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/47186c3c-998a-4b71-a2e5-bc640e86494c/Ep111b-converted.mp3" length="36660265" type="audio/mpeg"/><itunes:duration>01:16:22</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>111</itunes:episode><podcast:episode>111</podcast:episode></item><item><title>Finish Your Homebrew Campaign With a Bang: DMs’ Breakdown of the Epic Ending of the Woodstock Wanderers</title><itunes:title>Finish Your Homebrew Campaign With a Bang: DMs’ Breakdown of the Epic Ending of the Woodstock Wanderers</itunes:title><description><![CDATA[<p>How do you bring a 4-year Dungeons &amp; Dragons campaign to a satisfying, epic ending? With an epic, solo boss. Some would say you shouldn’t do that in D&amp;D 5E because the action economy favors a more numerically balanced battle. But with seven level-15 PCs, that’s exactly how we finished off the main quest in DM Thorin’s homebrew, mostly improv, campaign.</p><p>We realize that reviewing a homebrew campaign is different from Curse of Strahd or Storm King’s Thunder – after all, you can’t go pick up the contents of Thorin’s head at the bookstore. But everyone should try their hand at homebrew at one point or another, and this episode is choc full of tips and feedback for creative DMs everywhere. That includes frank discussion of what worked, what didn’t, our biggest challenges (looking at you, Roll20), where the world seemed too shallow, and what was most interesting in this long-running homebrew D&amp;D campaign. We hope it helps you craft even better games for your table.</p><p>1:00 Wrapping up the 4-year Woodstock Wanderers campaign</p><p>4:00 The final showdown with the Malbion, a solo archmage made to face seven 15th-level players</p><p>12:00 Just the right amount of wrong: How to make the PCs hate the villain without making them hate the game</p><p>19:00 What was different in DMing a homebrew game vs. a WotC published campaign </p><p>25:00 How the transition from in-person to Roll20 affected the game (and not for the better)</p><p>28:00 Home-made terrain (by our crafty player Scott of Paper Terrain) made in-person gaming even cooler</p><p>32:00 What did we like about the campaign?</p><p>38:00 The deal with the GOO: Instigating party tension and temptation</p><p>50:00 What was most memorable (besides Ghatanothoa and the final battle)?</p><p>58:00 What would DM Thorin change if he had it to do all over again and what were his high points?</p><p>64:00 What didn’t work?</p><p>66:00 Advice for homebrew DMs</p><p>68:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>How do you bring a 4-year Dungeons &amp; Dragons campaign to a satisfying, epic ending? With an epic, solo boss. Some would say you shouldn’t do that in D&amp;D 5E because the action economy favors a more numerically balanced battle. But with seven level-15 PCs, that’s exactly how we finished off the main quest in DM Thorin’s homebrew, mostly improv, campaign.</p><p>We realize that reviewing a homebrew campaign is different from Curse of Strahd or Storm King’s Thunder – after all, you can’t go pick up the contents of Thorin’s head at the bookstore. But everyone should try their hand at homebrew at one point or another, and this episode is choc full of tips and feedback for creative DMs everywhere. That includes frank discussion of what worked, what didn’t, our biggest challenges (looking at you, Roll20), where the world seemed too shallow, and what was most interesting in this long-running homebrew D&amp;D campaign. We hope it helps you craft even better games for your table.</p><p>1:00 Wrapping up the 4-year Woodstock Wanderers campaign</p><p>4:00 The final showdown with the Malbion, a solo archmage made to face seven 15th-level players</p><p>12:00 Just the right amount of wrong: How to make the PCs hate the villain without making them hate the game</p><p>19:00 What was different in DMing a homebrew game vs. a WotC published campaign </p><p>25:00 How the transition from in-person to Roll20 affected the game (and not for the better)</p><p>28:00 Home-made terrain (by our crafty player Scott of Paper Terrain) made in-person gaming even cooler</p><p>32:00 What did we like about the campaign?</p><p>38:00 The deal with the GOO: Instigating party tension and temptation</p><p>50:00 What was most memorable (besides Ghatanothoa and the final battle)?</p><p>58:00 What would DM Thorin change if he had it to do all over again and what were his high points?</p><p>64:00 What didn’t work?</p><p>66:00 Advice for homebrew DMs</p><p>68:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/finish-your-homebrew-campaign-with-a-bang-dms-breakdown-of-the-epic-ending-of-the-woodstock-wanderers]]></link><guid isPermaLink="false">809cbd47-30cd-4336-8077-96b28d408554</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Sep 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/d6dfb3fd-3ce3-45bc-956f-a4aecc2cbb02/3WD-20Ep110-converted.mp3" length="36744437" type="audio/mpeg"/><itunes:duration>01:16:33</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>110</itunes:episode><podcast:episode>110</podcast:episode></item><item><title>Will Player Character Secrets Ruin Your Campaign?</title><itunes:title>Will Player Character Secrets Ruin Your Campaign?</itunes:title><description><![CDATA[<p>Secrets: Are they powerful character-building tools or TPK time bombs waiting to destroy your RPG campaign? We’ve seen it go both ways, from character background secrets that added depth and immersion for the player to secrets pacts that saw PCs murdered in-game by other PCs. Is that second one a failure? That depends on your group, but it certainly wasn’t what the DM had in mind.</p><p>In this episode, Thorin, Tony and Dave talk about secrets in the game, how they’ve worked out in their campaigns, and times when they went disastrously wrong!  </p><p>2:00 A listener question: How do you DM around a player character with a secret? </p><p>6:00 How PC secrets have played out in our games</p><p>15:00 Using secrets and rewards to tempt player characters into doing … interesting things</p><p>21:00 When secrets go wrong: That time DM Tony assassinated another player character and more stories</p><p>28:00 Secrets in characters’ backgrounds can add depth and enhance roleplay</p><p>32:00 Is it a successful secret if it never gets revealed in the game?</p><p>39:00 Even when secrets go bad, it’s usually a pretty good story</p><p>42:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Secrets: Are they powerful character-building tools or TPK time bombs waiting to destroy your RPG campaign? We’ve seen it go both ways, from character background secrets that added depth and immersion for the player to secrets pacts that saw PCs murdered in-game by other PCs. Is that second one a failure? That depends on your group, but it certainly wasn’t what the DM had in mind.</p><p>In this episode, Thorin, Tony and Dave talk about secrets in the game, how they’ve worked out in their campaigns, and times when they went disastrously wrong!  </p><p>2:00 A listener question: How do you DM around a player character with a secret? </p><p>6:00 How PC secrets have played out in our games</p><p>15:00 Using secrets and rewards to tempt player characters into doing … interesting things</p><p>21:00 When secrets go wrong: That time DM Tony assassinated another player character and more stories</p><p>28:00 Secrets in characters’ backgrounds can add depth and enhance roleplay</p><p>32:00 Is it a successful secret if it never gets revealed in the game?</p><p>39:00 Even when secrets go bad, it’s usually a pretty good story</p><p>42:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/will-player-character-secrets-ruin-your-campaign]]></link><guid isPermaLink="false">b6558b16-c0b1-4ed7-8ee7-5f9488606204</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Aug 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ecbdcaf6-56e6-4cf5-9ec6-5d2de9b30389/3WD-20Ep109-converted.mp3" length="23279798" type="audio/mpeg"/><itunes:duration>48:30</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>109</itunes:episode><podcast:episode>109</podcast:episode></item><item><title>The Epic-Tier Divide: Bringing Your DnD Campaign Into the Wild World of High-Level Play</title><itunes:title>The Epic-Tier Divide: Bringing Your DnD Campaign Into the Wild World of High-Level Play</itunes:title><description><![CDATA[<p>Super-powered archmages, alien vampire gods, Tiamat and the devil himself – once your campaign crosses about level 15, it’s all on the table. But the same is true for super-powerful spells, legendary artifacts, and a hundred other things that make the players as tough as your wildest villain creations. This is why epic-tier play just isn’t the same as everything your campaign has been through before. </p><p>As you hit the endgame of your campaign, a couple things happen. First, your story should be coming to a head, which means the game gets less flexible, but you still need to allow room for player agency. At the same time, the game gets a little crazy. This is when it pays off to bring in your coolest ideas for monsters, magic items, and more. You want the ending to be memorable and unique. </p><p>In this episode, Thorin, Tony and Dave talk about how they bring their games into the epic tier, what changes, and how they shift from story-building to creating a really satisfying end. Along the way, they talk about their own campaigns entering the final leg, the BBEG villains they’ve introduced and how to spar with a high-level party without the PCs or BBEG getting killed before the big showdown.</p><p>1:00 Several of our games just crossed level 15, and this is how they feel different</p><p>4:00 The Malbion and Vampyr: Super-charged endgame villains in our campaigns </p><p>8:00 Why the endgame is a bad time to introduce the deck of many things</p><p>13:00 Introducing the BBEG, the first fight with them and shifting focus to the climax of the campaign</p><p>31:00 Make sure the players don’t lose their agency as you start wrapping up the story</p><p>44:00 Should you let your party talk the Great Old One back to sleep?</p><p>51:00 How high-level spells change the game for the players and villains</p><p>56:00 What’s awesome about moving into higher-level play</p><p>60:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Super-powered archmages, alien vampire gods, Tiamat and the devil himself – once your campaign crosses about level 15, it’s all on the table. But the same is true for super-powerful spells, legendary artifacts, and a hundred other things that make the players as tough as your wildest villain creations. This is why epic-tier play just isn’t the same as everything your campaign has been through before. </p><p>As you hit the endgame of your campaign, a couple things happen. First, your story should be coming to a head, which means the game gets less flexible, but you still need to allow room for player agency. At the same time, the game gets a little crazy. This is when it pays off to bring in your coolest ideas for monsters, magic items, and more. You want the ending to be memorable and unique. </p><p>In this episode, Thorin, Tony and Dave talk about how they bring their games into the epic tier, what changes, and how they shift from story-building to creating a really satisfying end. Along the way, they talk about their own campaigns entering the final leg, the BBEG villains they’ve introduced and how to spar with a high-level party without the PCs or BBEG getting killed before the big showdown.</p><p>1:00 Several of our games just crossed level 15, and this is how they feel different</p><p>4:00 The Malbion and Vampyr: Super-charged endgame villains in our campaigns </p><p>8:00 Why the endgame is a bad time to introduce the deck of many things</p><p>13:00 Introducing the BBEG, the first fight with them and shifting focus to the climax of the campaign</p><p>31:00 Make sure the players don’t lose their agency as you start wrapping up the story</p><p>44:00 Should you let your party talk the Great Old One back to sleep?</p><p>51:00 How high-level spells change the game for the players and villains</p><p>56:00 What’s awesome about moving into higher-level play</p><p>60:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-epic-tier-divide-bringing-your-dnd-campaign-into-the-wild-world-of-high-level-play]]></link><guid isPermaLink="false">0204e3b6-76fe-4252-88af-2a2c0d1f1df1</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Aug 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/1c5ca68f-afc5-4fa5-adbb-ddc6aa90b584/3WD-20Ep108-converted.mp3" length="63521662" type="audio/mpeg"/><itunes:duration>01:06:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>108</itunes:episode><podcast:episode>108</podcast:episode></item><item><title>11 Quirky Dungeon Master Habits of the 3 Wise DMs</title><itunes:title>11 Quirky Dungeon Master Habits of the 3 Wise DMs</itunes:title><description><![CDATA[<p>Do you walk around talking in funny voices? Are you constantly thinking about how game mechanics apply to real-world situations? Have you ever turned a person or thing you know into a Dungeons and Dragons monster? (Did you have your players kill that monster?) … Then you, too, may be a quirky Dungeon Master.</p><p>DMing certainly isn’t subtle. The little things we do to prep for sessions and keep the game fresh can seem a bit … well … weird. Sometimes they even drive our loved ones a little nuts. But still, they come out. Because your DM quirks are part of who you are, and no one can stop that vibe. So, at a listener’s request, here are 11-plus things the 3 Wise DMs do that are definitely a bit quirky. Maybe you can relate to them?</p><p>2:00 A listener question: Do you guys have any quirky DM habits?</p><p>4:00 Weird quirk #1: Our wives and girlfriends are begrudging sounding boards</p><p>8:00 Weird quirk #2: Random pop culture quotes and inspiration come out anytime, anywhere, to any audience</p><p>15:00 Weird quirk #3: Where do your RPG books live and how do you use them?</p><p>23:00 Weird quirk #4: Bringing in people from outside the game</p><p>26:00 Weird quirk #5: The silly voices we practice around the house</p><p>34:00 Weird quirk #6: DM Tony hates shopping in-game</p><p>35:00 Weird quirk #7: DM Dave’s goblin market</p><p>36:00 Weird quirk #8: Standing over the table and walking around the room while DMing</p><p>37:00 Weird quirk #9: DM Thorin brings Lovecraft into D&amp;D … in every campaign</p><p>38:00 Weird quirk #10: The super analog DM</p><p>40:00 Weird quirk #11: Dice quirks we all have</p><p>42:00 “All of a Sudden!” – quirky things we’ve seen other DMs do</p><p>50:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Do you walk around talking in funny voices? Are you constantly thinking about how game mechanics apply to real-world situations? Have you ever turned a person or thing you know into a Dungeons and Dragons monster? (Did you have your players kill that monster?) … Then you, too, may be a quirky Dungeon Master.</p><p>DMing certainly isn’t subtle. The little things we do to prep for sessions and keep the game fresh can seem a bit … well … weird. Sometimes they even drive our loved ones a little nuts. But still, they come out. Because your DM quirks are part of who you are, and no one can stop that vibe. So, at a listener’s request, here are 11-plus things the 3 Wise DMs do that are definitely a bit quirky. Maybe you can relate to them?</p><p>2:00 A listener question: Do you guys have any quirky DM habits?</p><p>4:00 Weird quirk #1: Our wives and girlfriends are begrudging sounding boards</p><p>8:00 Weird quirk #2: Random pop culture quotes and inspiration come out anytime, anywhere, to any audience</p><p>15:00 Weird quirk #3: Where do your RPG books live and how do you use them?</p><p>23:00 Weird quirk #4: Bringing in people from outside the game</p><p>26:00 Weird quirk #5: The silly voices we practice around the house</p><p>34:00 Weird quirk #6: DM Tony hates shopping in-game</p><p>35:00 Weird quirk #7: DM Dave’s goblin market</p><p>36:00 Weird quirk #8: Standing over the table and walking around the room while DMing</p><p>37:00 Weird quirk #9: DM Thorin brings Lovecraft into D&amp;D … in every campaign</p><p>38:00 Weird quirk #10: The super analog DM</p><p>40:00 Weird quirk #11: Dice quirks we all have</p><p>42:00 “All of a Sudden!” – quirky things we’ve seen other DMs do</p><p>50:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/11-quirky-dungeon-master-habits-of-the-3-wise-dms]]></link><guid isPermaLink="false">c2d2329c-bd68-46ad-9644-4322eb8d00bf</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Aug 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/2584ba69-a344-4f6b-a197-7b63010204e5/3WD-20Ep107-converted.mp3" length="26869189" type="audio/mpeg"/><itunes:duration>55:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>107</itunes:episode><podcast:episode>107</podcast:episode></item><item><title>DMing All-Ranged Parties in Dungeons and Dragons 5E</title><itunes:title>DMing All-Ranged Parties in Dungeons and Dragons 5E</itunes:title><description><![CDATA[<p>Has SEAL Team 6 rolled up on your D&amp;D 5E dungeon yet? You know the party we mean: Archers, wizards, sorcerers, warlocks, ranged assassins … and not a single melee tank among them. Just hundreds of points of damage pouring into your helpless melee monsters from football fields away. </p><p>It was near impossible to make the all-ranged party work in earlier editions, but in Dungeons and Dragon 5E, it can work shockingly well. It can even “ruin” the campaign for DMs who don’t know how to handle it. On the other hand, if you make them spend all their time shut away in bare 10’ dungeon corridors, that ruins the fun for the party and likely ends in a level-1 TPK.</p><p>So how do you DM the all-ranged party so you and the players all have fun? In this episode of 3 Wise DMs, Thorin, Tony and Dave talk about their experiences DMing and playing D&amp;D 5E’s powerful ranged classes and how you can bring balance to the field, even when it’s raining death like the beaches of Normandy.</p><p>1:00 A listener question: What do you do when the party is built like a Navy SEAL Sniper Team?</p><p>2:00 D&amp;D 5E party composition vs. old-school D&amp;D</p><p>4:00 How our parties are built and the many flavors of ranged characters we’ve played</p><p>11:00 The tactical challenge of threatening ranged parties with D&amp;D 5E monsters</p><p>14:00 What do we think of firearms in fantasy D&amp;D 5E?</p><p>20:00 How do you build encounters that start more than 100 feet away?</p><p>28:00 The impact of long-range combat on non-ranged PCs</p><p>35:00 Should you pressure the party to add more front-line characters?</p><p>40:00 How often should you use encounters that totally nullify the range advantage?</p><p>45:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Has SEAL Team 6 rolled up on your D&amp;D 5E dungeon yet? You know the party we mean: Archers, wizards, sorcerers, warlocks, ranged assassins … and not a single melee tank among them. Just hundreds of points of damage pouring into your helpless melee monsters from football fields away. </p><p>It was near impossible to make the all-ranged party work in earlier editions, but in Dungeons and Dragon 5E, it can work shockingly well. It can even “ruin” the campaign for DMs who don’t know how to handle it. On the other hand, if you make them spend all their time shut away in bare 10’ dungeon corridors, that ruins the fun for the party and likely ends in a level-1 TPK.</p><p>So how do you DM the all-ranged party so you and the players all have fun? In this episode of 3 Wise DMs, Thorin, Tony and Dave talk about their experiences DMing and playing D&amp;D 5E’s powerful ranged classes and how you can bring balance to the field, even when it’s raining death like the beaches of Normandy.</p><p>1:00 A listener question: What do you do when the party is built like a Navy SEAL Sniper Team?</p><p>2:00 D&amp;D 5E party composition vs. old-school D&amp;D</p><p>4:00 How our parties are built and the many flavors of ranged characters we’ve played</p><p>11:00 The tactical challenge of threatening ranged parties with D&amp;D 5E monsters</p><p>14:00 What do we think of firearms in fantasy D&amp;D 5E?</p><p>20:00 How do you build encounters that start more than 100 feet away?</p><p>28:00 The impact of long-range combat on non-ranged PCs</p><p>35:00 Should you pressure the party to add more front-line characters?</p><p>40:00 How often should you use encounters that totally nullify the range advantage?</p><p>45:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dming-all-ranged-parties-in-dungeons-and-dragons-5e]]></link><guid isPermaLink="false">3173e6cb-3b94-460d-a274-6352009838af</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Aug 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5a5b24d9-3377-4254-ad82-26629b6b2152/3WD-20Ep106-converted.mp3" length="24834431" type="audio/mpeg"/><itunes:duration>51:44</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>106</itunes:episode><podcast:episode>106</podcast:episode></item><item><title>When Is It OK to Kill a Player Character and What Do You Do Next?</title><itunes:title>When Is It OK to Kill a Player Character and What Do You Do Next?</itunes:title><description><![CDATA[<p>Player character deaths happen in all Dungeons and Dragons games and other TTRPGs … don’t they? Should you be worried about killing PCs, or is it fine to let the dice fall where they may? When is it OK to kill a character and how do you make sure the player is still into the game with their new PC? Is it even the DM’s choice?</p><p>These questions come to us from a reader, but they’re not as simple as they may first sound. Sure, let the dice fall where they may and if characters die, so be it … But is that always the best thing to do? We think of ourselves as “if it dies, it dies” DMs, but at the same time, we really haven’t killed many PCs in any of our 5E games. </p><p>Listen in to hear how Thorin, Tony and Dave handle character death and when/how/why it is OK to kill a player character.</p><p>1:00 Listener question: Is there ever a good time to kill a character? How to move forward after that?</p><p>2:00 Whether or not a player dies is not up to the DM, it’s a consequence of the situation</p><p>4:00 Have any of us actually killed a character in 5E? Well, one of us has</p><p>10:00 It is hard to permanently kill a player in 5E</p><p>17:00 Will D&amp;D 5E remove short rests from the game?</p><p>21:00 Do players want their characters to die more often? Is that the environment you want in your game?</p><p>26:00 Is PC death the most interesting thing that can happen in this situation?</p><p>31:00 The issue with undoing too many deaths: There need to be problems magic can’t just solve</p><p>34:00 When is it OK to kill a PC in a way that can’t be undone (i.e., Finger of Death or Disintegrate)?</p><p>36:00 The fear of character death is more useful than actual player character death</p><p>43:00 Before you kill a character “for plot reasons,” make sure their player is on-board with the plan</p><p>49:00 What do you do after a player character dies? </p><p>56:00 How do you introduce the new character?</p><p>59:00 A process for fitting new player characters into existing campaigns</p><p>101:00 Is there ever an appropriate time to TPK a party?</p><p>65:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Player character deaths happen in all Dungeons and Dragons games and other TTRPGs … don’t they? Should you be worried about killing PCs, or is it fine to let the dice fall where they may? When is it OK to kill a character and how do you make sure the player is still into the game with their new PC? Is it even the DM’s choice?</p><p>These questions come to us from a reader, but they’re not as simple as they may first sound. Sure, let the dice fall where they may and if characters die, so be it … But is that always the best thing to do? We think of ourselves as “if it dies, it dies” DMs, but at the same time, we really haven’t killed many PCs in any of our 5E games. </p><p>Listen in to hear how Thorin, Tony and Dave handle character death and when/how/why it is OK to kill a player character.</p><p>1:00 Listener question: Is there ever a good time to kill a character? How to move forward after that?</p><p>2:00 Whether or not a player dies is not up to the DM, it’s a consequence of the situation</p><p>4:00 Have any of us actually killed a character in 5E? Well, one of us has</p><p>10:00 It is hard to permanently kill a player in 5E</p><p>17:00 Will D&amp;D 5E remove short rests from the game?</p><p>21:00 Do players want their characters to die more often? Is that the environment you want in your game?</p><p>26:00 Is PC death the most interesting thing that can happen in this situation?</p><p>31:00 The issue with undoing too many deaths: There need to be problems magic can’t just solve</p><p>34:00 When is it OK to kill a PC in a way that can’t be undone (i.e., Finger of Death or Disintegrate)?</p><p>36:00 The fear of character death is more useful than actual player character death</p><p>43:00 Before you kill a character “for plot reasons,” make sure their player is on-board with the plan</p><p>49:00 What do you do after a player character dies? </p><p>56:00 How do you introduce the new character?</p><p>59:00 A process for fitting new player characters into existing campaigns</p><p>101:00 Is there ever an appropriate time to TPK a party?</p><p>65:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-is-it-ok-to-kill-a-player-character-and-what-do-you-do-next]]></link><guid isPermaLink="false">69662350-b46e-4583-9452-e531d67a710a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 24 Jul 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/6c8c6365-8183-4241-8c53-3a21a08de69e/3WD-20Ep105-converted.mp3" length="70037197" type="audio/mpeg"/><itunes:duration>01:12:57</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>105</itunes:episode><podcast:episode>105</podcast:episode></item><item><title>Creating Fantastic RPG Factions: How to Use Groups, Guilds, Criminals, Guards, and More Organizations in Your TTRPG Campaigns</title><itunes:title>Creating Fantastic RPG Factions: How to Use Groups, Guilds, Criminals, Guards, and More Organizations in Your TTRPG Campaigns</itunes:title><description><![CDATA[<p>Every good campaign — whether it’s Dungeons and Dragons 5E, Call of Cthulhu, Marvel FASERIP, or any other system — has multiple factions for PCs to interact with. You may only need to flesh out criminals and guards, or you could build a world with dozens of competing factions all looking to use the PCs to their advantage. Whatever role factions play in your campaign, how do you build them out?</p><p>In this episode, an old friend of the show brings a new question to Thorin, Tony and Dave: How do you build and use factions? We go deep into the factions in our games, how we created or adopted them, and the different roles factions can play in your TTRPG.</p><p>2:00 A listener question: Jared is back and asking about how we build and use factions</p><p>9:00 Start with the role you want the faction to play</p><p>19:00 Different kinds of factions we use and how we use them to add depth to the game</p><p>22:00 Making your factions more than just another group of quest givers</p><p>34:00 How we create factions and the people in them</p><p>45:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Every good campaign — whether it’s Dungeons and Dragons 5E, Call of Cthulhu, Marvel FASERIP, or any other system — has multiple factions for PCs to interact with. You may only need to flesh out criminals and guards, or you could build a world with dozens of competing factions all looking to use the PCs to their advantage. Whatever role factions play in your campaign, how do you build them out?</p><p>In this episode, an old friend of the show brings a new question to Thorin, Tony and Dave: How do you build and use factions? We go deep into the factions in our games, how we created or adopted them, and the different roles factions can play in your TTRPG.</p><p>2:00 A listener question: Jared is back and asking about how we build and use factions</p><p>9:00 Start with the role you want the faction to play</p><p>19:00 Different kinds of factions we use and how we use them to add depth to the game</p><p>22:00 Making your factions more than just another group of quest givers</p><p>34:00 How we create factions and the people in them</p><p>45:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/creating-fantastic-rpg-factions-how-to-use-groups-guilds-criminals-guards-and-more-organizations-in-your-ttrpg-campaigns]]></link><guid isPermaLink="false">9fb81511-7f23-4090-bdac-7491c0265fe5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Jul 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a1312e90-fcc9-48b7-9297-a2bbd9642d5a/3WD-20Ep104-converted.mp3" length="50666377" type="audio/mpeg"/><itunes:duration>52:47</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>104</itunes:episode><podcast:episode>104</podcast:episode></item><item><title>Playing With the Future: How to DM Foreshadowing in Dungeons and Dragons and other TTRPG Campaigns</title><itunes:title>Playing With the Future: How to DM Foreshadowing in Dungeons and Dragons and other TTRPG Campaigns</itunes:title><description><![CDATA[<p>Foreshadowing is a powerful tool for any storyteller, but it can be hard to use effectively at the campaign table. Whether you’re playing D&amp;D or another role-playing game, you’re really DMing against your players’ distractions. And a table full of food, phones and click-clackety math rocks can hide subtle hints more effectively than the rug you put them under. On the other hand, if you hit your players over the head with foreshadowing, it can ruin your surprises and turn the plot into a running table joke. </p><p>So can you use foreshadowing in your games in ways your players will notice but not too easily? In this episode, Thorin, Tony and Dave talk about how they use foreshadowing in their games, what’s worked and not worked for them in the past, and tell a few campaign stories about DMing with an eye on the future of your story.</p><p>2:00 A listener question: How do you foreshadow major events without beating your players over the head?</p><p>10:00 The tactics of foreshadowing and how to hint that the joke character is actually the BBEG	</p><p>18:00 What to do when the players don’t remember your foreshadowing</p><p>23:00 How foreshadowing in a TTRPG is different from a book or movie, and that changes what works and doesn’t work</p><p>32:00 Storytime: How foreshadowing has worked out in some of our campaigns</p><p>36:00 Give them something to do with it: How players remember details and experience foreshadowing</p><p>39:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Foreshadowing is a powerful tool for any storyteller, but it can be hard to use effectively at the campaign table. Whether you’re playing D&amp;D or another role-playing game, you’re really DMing against your players’ distractions. And a table full of food, phones and click-clackety math rocks can hide subtle hints more effectively than the rug you put them under. On the other hand, if you hit your players over the head with foreshadowing, it can ruin your surprises and turn the plot into a running table joke. </p><p>So can you use foreshadowing in your games in ways your players will notice but not too easily? In this episode, Thorin, Tony and Dave talk about how they use foreshadowing in their games, what’s worked and not worked for them in the past, and tell a few campaign stories about DMing with an eye on the future of your story.</p><p>2:00 A listener question: How do you foreshadow major events without beating your players over the head?</p><p>10:00 The tactics of foreshadowing and how to hint that the joke character is actually the BBEG	</p><p>18:00 What to do when the players don’t remember your foreshadowing</p><p>23:00 How foreshadowing in a TTRPG is different from a book or movie, and that changes what works and doesn’t work</p><p>32:00 Storytime: How foreshadowing has worked out in some of our campaigns</p><p>36:00 Give them something to do with it: How players remember details and experience foreshadowing</p><p>39:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/playing-with-the-future-how-to-dm-foreshadowing-in-dungeons-and-dragons-and-other-ttrpg-campaigns]]></link><guid isPermaLink="false">d3cdca27-4eb9-4e5d-8543-2c3b685c4d97</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 10 Jul 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/39121141-a0c9-46a4-ac00-3968e5da0902/3WD-20Ep103-converted.mp3" length="45503086" type="audio/mpeg"/><itunes:duration>47:24</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>103</itunes:episode><podcast:episode>103</podcast:episode></item><item><title>DMing Advantage and Disadvantage: How and When to Play With D&amp;D 5E’s Most Elegant Tool</title><itunes:title>DMing Advantage and Disadvantage: How and When to Play With D&amp;D 5E’s Most Elegant Tool</itunes:title><description><![CDATA[<p>One of the best new mechanics in Dungeons and Dragons 5E is the advantage/disadvantage system. It’s simple, elegant and we’ve played several other games that have blatantly stolen it. We think it’s here to stay. But the decision of when to apply discretionary advantage and disadvantage falls on the DM, and the many mechanical ways players have to get advantage themselves sometimes conflict with the DM’s intent when awarding advantage.</p><p>In this episode, hear how Thorin, Tony and Dave handle advantage and disadvantage along with plus and minus modifiers in their games along with plenty of examples from our gaming history (including the time a PC talked the DM into letting him one-shot the BBEG at 3rd level when they caught the guy simply walking across the road). You’ll also hear how you can use these mechanics to create the kind of game you want to run without making combat and skill checks overcomplicated or letting them overshadow the story. </p><p>2:00 Answering a listener question: How to DM high ground and when do we use discretionary advantage? </p><p>3:00 The math and mechanical impact of D&amp;D 5E’s advantage and disadvantage</p><p>6:00 How we each approach advantage and disadvantage</p><p>17:00 Using these modifiers in combat vs. out-of-combat skill checks</p><p>22:00 Called Crits Gone Wild! How one player rules lawyered his way into one-shotting the campaign BBEG at 3rd level</p><p>27:00 The danger of excessive modifiers and complexity slowing combat down even more</p><p>30:00 More thoughts on how to reward high ground and why it may be best to hold onto advantage/disadvantage for discretionary use</p><p>31:00 Specifically, when do we use discretionary advantage and disadvantage?</p><p>40:00 DM inspiration and the case for stacking multiple inspirations</p><p>42:00 When do we use disadvantage?</p><p>46:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>One of the best new mechanics in Dungeons and Dragons 5E is the advantage/disadvantage system. It’s simple, elegant and we’ve played several other games that have blatantly stolen it. We think it’s here to stay. But the decision of when to apply discretionary advantage and disadvantage falls on the DM, and the many mechanical ways players have to get advantage themselves sometimes conflict with the DM’s intent when awarding advantage.</p><p>In this episode, hear how Thorin, Tony and Dave handle advantage and disadvantage along with plus and minus modifiers in their games along with plenty of examples from our gaming history (including the time a PC talked the DM into letting him one-shot the BBEG at 3rd level when they caught the guy simply walking across the road). You’ll also hear how you can use these mechanics to create the kind of game you want to run without making combat and skill checks overcomplicated or letting them overshadow the story. </p><p>2:00 Answering a listener question: How to DM high ground and when do we use discretionary advantage? </p><p>3:00 The math and mechanical impact of D&amp;D 5E’s advantage and disadvantage</p><p>6:00 How we each approach advantage and disadvantage</p><p>17:00 Using these modifiers in combat vs. out-of-combat skill checks</p><p>22:00 Called Crits Gone Wild! How one player rules lawyered his way into one-shotting the campaign BBEG at 3rd level</p><p>27:00 The danger of excessive modifiers and complexity slowing combat down even more</p><p>30:00 More thoughts on how to reward high ground and why it may be best to hold onto advantage/disadvantage for discretionary use</p><p>31:00 Specifically, when do we use discretionary advantage and disadvantage?</p><p>40:00 DM inspiration and the case for stacking multiple inspirations</p><p>42:00 When do we use disadvantage?</p><p>46:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dming-advantage-and-disadvantage-how-and-when-to-play-with-dd-5es-most-elegant-tool]]></link><guid isPermaLink="false">09cffd59-30f1-422c-8a89-7050b943e169</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 26 Jun 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/0bfa1c9e-2f74-43e2-be44-12f296013570/3WD-20Ep102-converted.mp3" length="50588583" type="audio/mpeg"/><itunes:duration>52:42</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>102</itunes:episode><podcast:episode>102</podcast:episode></item><item><title>The Pregnant PC: Handling Odd Character Creation Requests in Dungeons and Dragons and Other RPGs</title><itunes:title>The Pregnant PC: Handling Odd Character Creation Requests in Dungeons and Dragons and Other RPGs</itunes:title><description><![CDATA[<p>Would you allow a player to bring a pregnant PC into your game? That’s the question listener Joel brings to us for this episode. And while at first, it caught us off-guard, we realized this doesn’t need to be a deal-breaker. In fact, not many PC backstory requests need to be a deal-breaker. It all depends on how you implement them in your fantasy game.</p><p>In this episode, Thorin, Tony and Dave take a deeper look at how to DM a pregnant character without ruining their game. We also look at the starting character requests we’ve gotten and how we made them work in our campaigns. </p><p>1:00 A listener question: A new PC wants to start with a 2-month pregnant character, is this a veto situation?</p><p>5:00 A few important questions: Who wants to play the character, why, and how does it fit the table?</p><p>10:00 As long as the character isn’t disruptive to the table, why veto it? Talk to the player about their expectations of how it plays out in the game</p><p>15:00 Look at how books and TV shows handle pregnant characters – is the baby supernatural itself?</p><p>19:00 When would we veto a character concept?</p><p>26:00 How DM Tony’s upgraded Wand of Wonder faired in field testing</p><p>33:00 Wild PC requests we’ve gotten, from doomed nobles to ghost PCs, and how we handled them</p><p>41:00 Old-Timers: DMing PCs that want to start the game as older, experienced characters</p><p>49:00 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Would you allow a player to bring a pregnant PC into your game? That’s the question listener Joel brings to us for this episode. And while at first, it caught us off-guard, we realized this doesn’t need to be a deal-breaker. In fact, not many PC backstory requests need to be a deal-breaker. It all depends on how you implement them in your fantasy game.</p><p>In this episode, Thorin, Tony and Dave take a deeper look at how to DM a pregnant character without ruining their game. We also look at the starting character requests we’ve gotten and how we made them work in our campaigns. </p><p>1:00 A listener question: A new PC wants to start with a 2-month pregnant character, is this a veto situation?</p><p>5:00 A few important questions: Who wants to play the character, why, and how does it fit the table?</p><p>10:00 As long as the character isn’t disruptive to the table, why veto it? Talk to the player about their expectations of how it plays out in the game</p><p>15:00 Look at how books and TV shows handle pregnant characters – is the baby supernatural itself?</p><p>19:00 When would we veto a character concept?</p><p>26:00 How DM Tony’s upgraded Wand of Wonder faired in field testing</p><p>33:00 Wild PC requests we’ve gotten, from doomed nobles to ghost PCs, and how we handled them</p><p>41:00 Old-Timers: DMing PCs that want to start the game as older, experienced characters</p><p>49:00 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-pregnant-pc-handling-odd-character-creation-requests-in-dungeons-and-dragons-and-other-rpgs]]></link><guid isPermaLink="false">d0eb53eb-60d5-424b-b5c1-af2a53fbaa22</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Jun 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e810c83a-28eb-45ff-85d6-c11bb806f994/3WD-20Ep101-converted.mp3" length="57893995" type="audio/mpeg"/><itunes:duration>01:00:18</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>101</itunes:episode><podcast:episode>101</podcast:episode></item><item><title>100 Episodes of Dungeon Master Advice: The 22 Most Important DM Lessons From 2 Years of Gaming and Recording 3 Wise DMs</title><itunes:title>100 Episodes of Dungeon Master Advice: The 22 Most Important DM Lessons From 2 Years of Gaming and Recording 3 Wise DMs</itunes:title><description><![CDATA[<p>What are the most important things every dungeon master (or game master) needs to know? In the 100th episode of 3 Wise DMs, Thorin, Tony and Dave run down the biggest things they’ve learned about running RPGs from Dungeons and Dragons to Marvel to Call of Cthulhu over two years of intensive gaming and discussion on this podcast. </p><p>This has been like a 2-year DMing workshop for all of us, and we hope you’ve learned as much from it as we have. How do you make sure your game gets off on the right foot? Is your plot too complex? How do you keep combat from killing the game and your players? Hear the answers to these questions and more in this centennial episode of 3 Wise DMs.</p><p>2:00 The most intense 2 years of DMing in our lives</p><p>4:00 Lesson 1: It’s a partnership with your players</p><p>5:00 Lesson 2: Session 0 can be the difference between a great campaign and utter failure</p><p>11:00 Lesson 3: Game recaps before the session let you influence what the players remember and refresh your own memory</p><p>15:00 Lesson 4: Don’t make the story too complex</p><p>21:00 Lesson 5: Don’t count on the whole party listening during other player’s solo moments</p><p>22:00 Lesson 6: Too many hard fights in a row will make your players feel like you’re trying to kill them</p><p>23:00 Lesson 7: Combats need to be meaningful and not just slogs </p><p>24:00 Lesson 8: If the tension is always high, it never is</p><p>25:00 Lesson 9: Balance upbeats and downbeats</p><p>26:00 Lesson 10: It’s very easy for 5E combat to take a long time</p><p>28:00 Lesson 11: For some players, combat is their least favorite part of D&amp;D</p><p>29:00 Lesson 12: DM Tony’s formula for RPG session clock management</p><p>30:00 Lesson 13: Spend your prep time on the important things: Your plot and story</p><p>31:00 Lesson 14: Some DMs need prep to be able to improvise effectively and enjoyably at the table</p><p>35:00 Lesson 15: NPCs – “serve fewer dishes, but better dishes”</p><p>37:00 Lesson 16: The best way to get better at DMing is to DM a lot – it’s more important to run a game than to run a great game</p><p>40:00 Lesson 17: Protect the continuity of your game – even if you have to kill the whole party to do it</p><p>45:00 Lesson 18: Listen to your players to understand what they really want for their characters</p><p>50:00 Lesson 19: Let the role players eat, but know how to bring other players to the table, too</p><p>52:00 Lesson 20: Always be experimenting with new techniques, mechanics, prep, etc.</p><p>54:00 Lesson 21: The ideal length for descriptions is about 3 lines</p><p>56:00 Lesson 22: Follow your inspiration</p><p>57:00 Final thoughts on what we’ve learned from 100 episodes of 3 Wise DMs</p>]]></description><content:encoded><![CDATA[<p>What are the most important things every dungeon master (or game master) needs to know? In the 100th episode of 3 Wise DMs, Thorin, Tony and Dave run down the biggest things they’ve learned about running RPGs from Dungeons and Dragons to Marvel to Call of Cthulhu over two years of intensive gaming and discussion on this podcast. </p><p>This has been like a 2-year DMing workshop for all of us, and we hope you’ve learned as much from it as we have. How do you make sure your game gets off on the right foot? Is your plot too complex? How do you keep combat from killing the game and your players? Hear the answers to these questions and more in this centennial episode of 3 Wise DMs.</p><p>2:00 The most intense 2 years of DMing in our lives</p><p>4:00 Lesson 1: It’s a partnership with your players</p><p>5:00 Lesson 2: Session 0 can be the difference between a great campaign and utter failure</p><p>11:00 Lesson 3: Game recaps before the session let you influence what the players remember and refresh your own memory</p><p>15:00 Lesson 4: Don’t make the story too complex</p><p>21:00 Lesson 5: Don’t count on the whole party listening during other player’s solo moments</p><p>22:00 Lesson 6: Too many hard fights in a row will make your players feel like you’re trying to kill them</p><p>23:00 Lesson 7: Combats need to be meaningful and not just slogs </p><p>24:00 Lesson 8: If the tension is always high, it never is</p><p>25:00 Lesson 9: Balance upbeats and downbeats</p><p>26:00 Lesson 10: It’s very easy for 5E combat to take a long time</p><p>28:00 Lesson 11: For some players, combat is their least favorite part of D&amp;D</p><p>29:00 Lesson 12: DM Tony’s formula for RPG session clock management</p><p>30:00 Lesson 13: Spend your prep time on the important things: Your plot and story</p><p>31:00 Lesson 14: Some DMs need prep to be able to improvise effectively and enjoyably at the table</p><p>35:00 Lesson 15: NPCs – “serve fewer dishes, but better dishes”</p><p>37:00 Lesson 16: The best way to get better at DMing is to DM a lot – it’s more important to run a game than to run a great game</p><p>40:00 Lesson 17: Protect the continuity of your game – even if you have to kill the whole party to do it</p><p>45:00 Lesson 18: Listen to your players to understand what they really want for their characters</p><p>50:00 Lesson 19: Let the role players eat, but know how to bring other players to the table, too</p><p>52:00 Lesson 20: Always be experimenting with new techniques, mechanics, prep, etc.</p><p>54:00 Lesson 21: The ideal length for descriptions is about 3 lines</p><p>56:00 Lesson 22: Follow your inspiration</p><p>57:00 Final thoughts on what we’ve learned from 100 episodes of 3 Wise DMs</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/100-episodes-of-dungeon-master-advice-the-22-most-important-dm-lessons-from-2-years-of-gaming-and-recording-3-wise-dms]]></link><guid isPermaLink="false">629d9997-2c29-4538-8f5a-77cb91f15c77</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Jun 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/bb888054-7889-41ac-9fc4-009428257b4a/3WD-20Ep100-converted.mp3" length="61692163" type="audio/mpeg"/><itunes:duration>01:04:16</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>100</itunes:episode><podcast:episode>100</podcast:episode></item><item><title>A Dark Sun Rising: The Allure and Compromises of Using Pre-Made Settings</title><itunes:title>A Dark Sun Rising: The Allure and Compromises of Using Pre-Made Settings</itunes:title><description><![CDATA[<p>Wizards of the Coast – and just about every other RPG company – puts out a lot of pre-made, boxed settings, and even more are made by third-party publishers. But in a game where you can play anywhere your imagination can create and customize the rules exactly how you want them, why use pre-made settings at all? That’s the question posed to us by a listener this week who’s gotten the itch to play a campaign in Dark Sun but is wondering why it has a hold on him.</p><p>There are a lot of pros and cons for using boxed settings and creating your own settings, and the 3 Wise DMs dabble in both in their own ways. Here’s what Thorin, Tony and Dave think of using pre-made settings, what makes a good setting, how they make them their own and how they pull elements of existing settings into their homebrew settings, too. </p><p>2:00 A listener question: Why use a book world instead of building your own, especially Dark Sun</p><p>8:00 Why build your own homebrew setting?</p><p>13:00 Dark Sun the cannibal world: How the setting should help set player expectations</p><p>21:00 Kit-bashing pieces and characters from established worlds into each other and into your homebrew</p><p>31:00 The dangers of altering well-known settings and characters too far for your own purposes</p><p>39:00 What makes a good pre-made world?</p><p>46:00 Never spurn a muse: Follow the settings that inspire you</p><p>51:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Wizards of the Coast – and just about every other RPG company – puts out a lot of pre-made, boxed settings, and even more are made by third-party publishers. But in a game where you can play anywhere your imagination can create and customize the rules exactly how you want them, why use pre-made settings at all? That’s the question posed to us by a listener this week who’s gotten the itch to play a campaign in Dark Sun but is wondering why it has a hold on him.</p><p>There are a lot of pros and cons for using boxed settings and creating your own settings, and the 3 Wise DMs dabble in both in their own ways. Here’s what Thorin, Tony and Dave think of using pre-made settings, what makes a good setting, how they make them their own and how they pull elements of existing settings into their homebrew settings, too. </p><p>2:00 A listener question: Why use a book world instead of building your own, especially Dark Sun</p><p>8:00 Why build your own homebrew setting?</p><p>13:00 Dark Sun the cannibal world: How the setting should help set player expectations</p><p>21:00 Kit-bashing pieces and characters from established worlds into each other and into your homebrew</p><p>31:00 The dangers of altering well-known settings and characters too far for your own purposes</p><p>39:00 What makes a good pre-made world?</p><p>46:00 Never spurn a muse: Follow the settings that inspire you</p><p>51:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/a-dark-sun-rising-the-allure-and-compromises-of-using-pre-made-settings]]></link><guid isPermaLink="false">6a4d0474-af01-4045-9c82-403c3b6af823</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Jun 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/0c272a38-f59d-4d71-b037-e404331949ef/3WD-20Ep99-converted.mp3" length="59241812" type="audio/mpeg"/><itunes:duration>01:01:43</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>99</itunes:episode><podcast:episode>99</podcast:episode></item><item><title>Ending the Campaign: Bringing Your Dungeons &amp; Dragons Story to a Satisfying Conclusion</title><itunes:title>Ending the Campaign: Bringing Your Dungeons &amp; Dragons Story to a Satisfying Conclusion</itunes:title><description><![CDATA[<p>Ending a long-running Dungeons &amp; Dragons campaign (or any TTRPG) can be one of the most intimidating moments for a DM. You’ve managed to carry the momentum, tension, and player interest for dozens of sessions over perhaps years. How do you wrap all that up into a few final sessions that leave you and your players feeling like it all paid off? </p><p>In this episode, Thorin, Tony and Dave answer a reader question all about taking your campaign past the point of no return, to the end-game, and beyond. How do you build tension heading into the final session? How do you make sure your ending grows organically from the quest? How do you customize that fight so it’s challenging and satisfying? The 3 Wise DMs talk about it all in this week’s podcast. </p><p>3:00 A listener question: How do you bring a long-running campaign to a satisfying, not rushed conclusion</p><p>6:00 Limit the number of loose ends you need to wrap up</p><p>9:00 The game ends when the story ends, not when you run out of levels</p><p>12:00 Building tension as you approach the end game</p><p>16:00 Customizing your BBEG encounter for the party when they meet it</p><p>22:00 Taking the temperature of the party: Are they ready for the end?</p><p>30:00 The end game should develop organically from the adventure arc</p><p>37:00 The end of the campaign doesn’t have to mean the end of these PCs</p><p>40:00 How to plan out the end of your campaign by the session</p><p>44:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Ending a long-running Dungeons &amp; Dragons campaign (or any TTRPG) can be one of the most intimidating moments for a DM. You’ve managed to carry the momentum, tension, and player interest for dozens of sessions over perhaps years. How do you wrap all that up into a few final sessions that leave you and your players feeling like it all paid off? </p><p>In this episode, Thorin, Tony and Dave answer a reader question all about taking your campaign past the point of no return, to the end-game, and beyond. How do you build tension heading into the final session? How do you make sure your ending grows organically from the quest? How do you customize that fight so it’s challenging and satisfying? The 3 Wise DMs talk about it all in this week’s podcast. </p><p>3:00 A listener question: How do you bring a long-running campaign to a satisfying, not rushed conclusion</p><p>6:00 Limit the number of loose ends you need to wrap up</p><p>9:00 The game ends when the story ends, not when you run out of levels</p><p>12:00 Building tension as you approach the end game</p><p>16:00 Customizing your BBEG encounter for the party when they meet it</p><p>22:00 Taking the temperature of the party: Are they ready for the end?</p><p>30:00 The end game should develop organically from the adventure arc</p><p>37:00 The end of the campaign doesn’t have to mean the end of these PCs</p><p>40:00 How to plan out the end of your campaign by the session</p><p>44:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/ending-the-campaign-bringing-your-dungeons-dragons-story-to-a-satisfying-conclusion]]></link><guid isPermaLink="false">7110c001-100f-45f0-a416-29d54fd080ed</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 22 May 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/90804f05-9150-4f7b-b038-2d32e9409828/3WD-20Ep98-converted.mp3" length="48348514" type="audio/mpeg"/><itunes:duration>50:22</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>98</itunes:episode><podcast:episode>98</podcast:episode></item><item><title>DMPCs vs. Sidekicks: What’s the Better Way to Give Your Dungeons and Dragons PCs a DM Avatar?</title><itunes:title>DMPCs vs. Sidekicks: What’s the Better Way to Give Your Dungeons and Dragons PCs a DM Avatar?</itunes:title><description><![CDATA[<p>We’ve talked about DMPCs before, but now Tasha’s Cauldron of Everything has added a new way for DMs to have an avatar in the game to help PCs out, cover any weak spots, or just have a view across the table: The sidekick.</p><p>The sidekick mechanics work a little differently than a straight DMPC (which is essentially a leveling PC that DM runs in the party). Which one is right for your campaign? That’s the question Minnesota DM brings us this week: “When making a party-companion NPC to fill the healing role, is it better to make it a character class or use the sidekick option from Tasha’s Cauldron on Everything?”</p><p>In this episode, Thorin, Tony and Dave break down how they handle party companions in their games, what they think of the sidekick mechanic, and how to run a sidekick or DMPC who doesn’t overshadow the party.</p><p>3:00 A listener question: If you want to add a DM character to help the party, is it better to add a DMPC or sidekick?</p><p>5:00 DMPCs and sidekicks, what’s the difference?</p><p>12:00 How Tasha’s sidekicks work</p><p>17:00 How we would approach DMPC vs. sidekick in our games</p><p>20:00 Do DMPCs cause problems with your players?</p><p>26:00 Will your sidekick or DMPC wind up playing Penny to the PC’s Inspector Gadget?</p><p>30:00 What makes a good sidekick: Fun ideas and examples from pop culture</p><p>34:00 Do you have time to create and play a sidekick with enough personality to do them justice?</p><p>43:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>We’ve talked about DMPCs before, but now Tasha’s Cauldron of Everything has added a new way for DMs to have an avatar in the game to help PCs out, cover any weak spots, or just have a view across the table: The sidekick.</p><p>The sidekick mechanics work a little differently than a straight DMPC (which is essentially a leveling PC that DM runs in the party). Which one is right for your campaign? That’s the question Minnesota DM brings us this week: “When making a party-companion NPC to fill the healing role, is it better to make it a character class or use the sidekick option from Tasha’s Cauldron on Everything?”</p><p>In this episode, Thorin, Tony and Dave break down how they handle party companions in their games, what they think of the sidekick mechanic, and how to run a sidekick or DMPC who doesn’t overshadow the party.</p><p>3:00 A listener question: If you want to add a DM character to help the party, is it better to add a DMPC or sidekick?</p><p>5:00 DMPCs and sidekicks, what’s the difference?</p><p>12:00 How Tasha’s sidekicks work</p><p>17:00 How we would approach DMPC vs. sidekick in our games</p><p>20:00 Do DMPCs cause problems with your players?</p><p>26:00 Will your sidekick or DMPC wind up playing Penny to the PC’s Inspector Gadget?</p><p>30:00 What makes a good sidekick: Fun ideas and examples from pop culture</p><p>34:00 Do you have time to create and play a sidekick with enough personality to do them justice?</p><p>43:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dmpcs-vs-sidekicks-whats-the-better-way-to-give-your-dungeons-and-dragons-pcs-a-dm-avatar]]></link><guid isPermaLink="false">479bbc6e-f917-4c63-9c7e-201e1b9041f5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 May 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/24afd3d9-15f2-466e-89b5-3aa6e0e30a71/3WD-20Ep97-converted.mp3" length="50601259" type="audio/mpeg"/><itunes:duration>52:43</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>97</itunes:episode><podcast:episode>97</podcast:episode></item><item><title>Is ‘Don’t Over-Prepare’ the Worst Advice for New DMs?</title><itunes:title>Is ‘Don’t Over-Prepare’ the Worst Advice for New DMs?</itunes:title><description><![CDATA[<p>DM prep: It can be the most important thing to putting on a good game or the biggest obstacle keeping you from getting back behind the screen. Some DMs say the most important thing to remember is to not over-prepare, but YouTube DM guru Ginny Di recently called this The Worst advice new DMs hear, and that it actually hurt her development as a young DM.</p><p>Is “don’t over-prepare” bad DMing advice? There’s a lot to dig into there. In this episode, Thorin, Tony and Dave take a close look at Ginny Di’s take, the different ways they approach prep, the pros and cons of trying to DM without over-preparing, and how new DMs can find the right level of prep for them. </p><p>2:00 “The worst DM advice that everyone gets” from Ginny Di</p><p>6:00 Lightening the game up: Where “don’t over-prepare” comes from and where it goes wrong</p><p>13:00 Should the DM be responsible for doing a ton of prep for each game? Is that fun?</p><p>18:00 Managing pre-game anxiety: When you’re not prepared, do you still enjoy running the game?</p><p>21:00 Learning what you need to prep to have a fun game</p><p>30:00 How appropriate prep is different in different types of games</p><p>40:00 The Tolantia Infiltration: The high-prep and low-prep ways to do a spy mission</p><p>46:00 Ways to prep more effectively and with less waste</p><p>53:00 How does a new DM find the level of prep that’s right for them?</p><p>63:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>DM prep: It can be the most important thing to putting on a good game or the biggest obstacle keeping you from getting back behind the screen. Some DMs say the most important thing to remember is to not over-prepare, but YouTube DM guru Ginny Di recently called this The Worst advice new DMs hear, and that it actually hurt her development as a young DM.</p><p>Is “don’t over-prepare” bad DMing advice? There’s a lot to dig into there. In this episode, Thorin, Tony and Dave take a close look at Ginny Di’s take, the different ways they approach prep, the pros and cons of trying to DM without over-preparing, and how new DMs can find the right level of prep for them. </p><p>2:00 “The worst DM advice that everyone gets” from Ginny Di</p><p>6:00 Lightening the game up: Where “don’t over-prepare” comes from and where it goes wrong</p><p>13:00 Should the DM be responsible for doing a ton of prep for each game? Is that fun?</p><p>18:00 Managing pre-game anxiety: When you’re not prepared, do you still enjoy running the game?</p><p>21:00 Learning what you need to prep to have a fun game</p><p>30:00 How appropriate prep is different in different types of games</p><p>40:00 The Tolantia Infiltration: The high-prep and low-prep ways to do a spy mission</p><p>46:00 Ways to prep more effectively and with less waste</p><p>53:00 How does a new DM find the level of prep that’s right for them?</p><p>63:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/is-dont-over-prepare-the-worst-advice-for-new-dms]]></link><guid isPermaLink="false">8daa1679-22c6-4c01-b146-9fd350d77da9</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 08 May 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e7d105d8-f557-4a72-b32c-924451977530/3WD-20Ep96-converted.mp3" length="69617859" type="audio/mpeg"/><itunes:duration>01:12:31</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>96</itunes:episode><podcast:episode>96</podcast:episode></item><item><title>Are Red Herrings Derailing Your D&amp;D Game? Here’s What to Do About It</title><itunes:title>Are Red Herrings Derailing Your D&amp;D Game? Here’s What to Do About It</itunes:title><description><![CDATA[<p>Rich, vivid descriptions bring your fantasy world to life. Unfortunately, they can also lead your players to think that the intricately carved and decorated elven bridge they’re crossing has to be an important clue or secret! If it weren’t, why would the DM have given it such a cool description?</p><p>This is the curse of the red herring: When you’re casually monologuing details to give the world depth, and the players lock onto something that you meant to be insignificant. Next thing you know, they’re spending 3 hours trying to investigate a mystery that isn’t there. Now, you can always put a mystery there to pay off their curiosity, but that doesn’t always fit the plans, timeframe or story you wanted to cover in this session. So, what do you do? Stop describing the world? Slap the players’ hands to get them back on track? Ditch your story and follow their lead?</p><p>In this episode, Thorin, Tony and Dave talk about red herrings they’ve seen get out of control and what they do in their games to try to back to the story … if they can. </p><p>3:00 A listener question: What to do when players think every detail you describe is hiding a mystery?</p><p>6:00 Sometimes DM-PC miscommunications are an opportunity for better storytelling</p><p>10:00 Balancing descriptions: What you spend time on the players will spend time on</p><p>12:00 Baby Walter and the creative power of player investment</p><p>19:00 Managing red herrings with consistent descriptions</p><p>26:00 How “Gotchya” moments lead to future DM-Player miscommunication</p><p>30:00 Getting the party back on track and off of the false lead</p><p>38:00 What really are the important scenes and secrets in your game?</p><p>42:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Rich, vivid descriptions bring your fantasy world to life. Unfortunately, they can also lead your players to think that the intricately carved and decorated elven bridge they’re crossing has to be an important clue or secret! If it weren’t, why would the DM have given it such a cool description?</p><p>This is the curse of the red herring: When you’re casually monologuing details to give the world depth, and the players lock onto something that you meant to be insignificant. Next thing you know, they’re spending 3 hours trying to investigate a mystery that isn’t there. Now, you can always put a mystery there to pay off their curiosity, but that doesn’t always fit the plans, timeframe or story you wanted to cover in this session. So, what do you do? Stop describing the world? Slap the players’ hands to get them back on track? Ditch your story and follow their lead?</p><p>In this episode, Thorin, Tony and Dave talk about red herrings they’ve seen get out of control and what they do in their games to try to back to the story … if they can. </p><p>3:00 A listener question: What to do when players think every detail you describe is hiding a mystery?</p><p>6:00 Sometimes DM-PC miscommunications are an opportunity for better storytelling</p><p>10:00 Balancing descriptions: What you spend time on the players will spend time on</p><p>12:00 Baby Walter and the creative power of player investment</p><p>19:00 Managing red herrings with consistent descriptions</p><p>26:00 How “Gotchya” moments lead to future DM-Player miscommunication</p><p>30:00 Getting the party back on track and off of the false lead</p><p>38:00 What really are the important scenes and secrets in your game?</p><p>42:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/are-red-herrings-derailing-your-dd-game-heres-what-to-do-about-it]]></link><guid isPermaLink="false">a2e7ecff-8764-420e-99e0-91d12aae5b9b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 May 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/8d4c9cb2-a258-43d6-a389-e2b32dfb0a25/3WD-20Ep95-converted.mp3" length="48335822" type="audio/mpeg"/><itunes:duration>50:21</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>95</itunes:episode><podcast:episode>95</podcast:episode></item><item><title>DM Hacks and Tricks to Make Running D&amp;D Less Tedious and More Fun</title><itunes:title>DM Hacks and Tricks to Make Running D&amp;D Less Tedious and More Fun</itunes:title><description><![CDATA[<p>What’s some of the tedious stuff you have to do as a DM that you really wish had an easy button? Why does WotC make some essential DMing info hard to find (or at least hard to find while you’re trying to run a game)? This idea comes from Kaila Evans on Twitter, DM of the Comedy of Terrors podcast, who posted, “I've been waiting for some OG Dungeon Master to show up and starting giving us all some wicked obscure advice on the craft nobody ever heard of yet. Like maybe there's a hidden page in the DMG where the cost of magic items is fucking calculated already.” </p><p>Well, we’re OGs, so in this episode, we’re going to talk about the tricks and tips we use to try to make DM chores from magic item pricing to map making and initiative tracking less tedious and more fun. And, spoiler alert, it’s different for all of us because every DM has different things they find tedious in running the game. Here’s our best advice, let us know in the comments if this advice is wise or just makes things even more complicated.</p><p>2:00 How can you make DMing less tedious?</p><p>4:00 Making it easier to go magic item shopping</p><p>23:00 What’s tedious for you? Identify the aspects of DMing that you want to spend your time on and what you don’t</p><p>28:00 How little prep can you get away with without introducing plot holes</p><p>31:00 Maps hacks, and how often do you really need them? </p><p>35:00 Don’t be afraid to ask your players to handle some of the things you find tedious, from initiative tracking to map making (and here’s how Thorin runs his combats).</p><p>46:00 Tracking (or not tracking) PC gold and other character sheet violations</p><p>57:00 Do you use and track spell components?</p><p>59:00 Why D&amp;D 5E doesn’t always make things easy to find</p><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>What’s some of the tedious stuff you have to do as a DM that you really wish had an easy button? Why does WotC make some essential DMing info hard to find (or at least hard to find while you’re trying to run a game)? This idea comes from Kaila Evans on Twitter, DM of the Comedy of Terrors podcast, who posted, “I've been waiting for some OG Dungeon Master to show up and starting giving us all some wicked obscure advice on the craft nobody ever heard of yet. Like maybe there's a hidden page in the DMG where the cost of magic items is fucking calculated already.” </p><p>Well, we’re OGs, so in this episode, we’re going to talk about the tricks and tips we use to try to make DM chores from magic item pricing to map making and initiative tracking less tedious and more fun. And, spoiler alert, it’s different for all of us because every DM has different things they find tedious in running the game. Here’s our best advice, let us know in the comments if this advice is wise or just makes things even more complicated.</p><p>2:00 How can you make DMing less tedious?</p><p>4:00 Making it easier to go magic item shopping</p><p>23:00 What’s tedious for you? Identify the aspects of DMing that you want to spend your time on and what you don’t</p><p>28:00 How little prep can you get away with without introducing plot holes</p><p>31:00 Maps hacks, and how often do you really need them? </p><p>35:00 Don’t be afraid to ask your players to handle some of the things you find tedious, from initiative tracking to map making (and here’s how Thorin runs his combats).</p><p>46:00 Tracking (or not tracking) PC gold and other character sheet violations</p><p>57:00 Do you use and track spell components?</p><p>59:00 Why D&amp;D 5E doesn’t always make things easy to find</p><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dm-hacks-and-tricks-to-make-running-dd-less-tedious-and-more-fun]]></link><guid isPermaLink="false">b5594aaf-431e-48a1-aa9f-5e9d37a27e1a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 24 Apr 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/135d30a5-052d-4b17-a18d-5824b890b3db/3WD-20Ep94-converted.mp3" length="66755391" type="audio/mpeg"/><itunes:duration>01:09:32</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>94</itunes:episode><podcast:episode>94</podcast:episode></item><item><title>How Many Players Are Too Many for One D&amp;D Game? What About Other RPG Systems?</title><itunes:title>How Many Players Are Too Many for One D&amp;D Game? What About Other RPG Systems?</itunes:title><description><![CDATA[<p>The oldest Dungeons &amp; Dragons books said the game was for 4 to 50 players, and we know people who DMed white box D&amp;D campaigns with groups in the 20s. But that was then, and D&amp;D 5th Edition runs into a lot of issues once you pass a certain number of players. So, what do you do when your game is already at 6 players and 3 more want to join? That’s the question posed by one of our listeners in this week’s episode of 3 Wise DMs.</p><p>How many players can you comfortably DM at one time in D&amp;D 5E? How does that compare to earlier editions and other systems? And what do you do when your group passes that number? In this episode, Thorin, Tony and Dave talk about how many players is too many, the reasons it becomes a problem, tips and tricks for managing the chaos, and when to break the game up into two groups.  </p><p>3:00 A listener question: How to handle a 6-player game when 3 more people want to join?</p><p>7:00 The challenges of managing combat and story with a lot of players</p><p>12:00 More players can make the game less interesting because managing their turns cuts into time for other things, even the DM’s descriptions and narrative</p><p>18:00 What’s the ideal number of players for a game, and is that different across systems?</p><p>22:00 Ditch the battle map? Ways to streamline the game for more players</p><p>32:00 Can you split the party up into two or more groups? </p><p>46:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>The oldest Dungeons &amp; Dragons books said the game was for 4 to 50 players, and we know people who DMed white box D&amp;D campaigns with groups in the 20s. But that was then, and D&amp;D 5th Edition runs into a lot of issues once you pass a certain number of players. So, what do you do when your game is already at 6 players and 3 more want to join? That’s the question posed by one of our listeners in this week’s episode of 3 Wise DMs.</p><p>How many players can you comfortably DM at one time in D&amp;D 5E? How does that compare to earlier editions and other systems? And what do you do when your group passes that number? In this episode, Thorin, Tony and Dave talk about how many players is too many, the reasons it becomes a problem, tips and tricks for managing the chaos, and when to break the game up into two groups.  </p><p>3:00 A listener question: How to handle a 6-player game when 3 more people want to join?</p><p>7:00 The challenges of managing combat and story with a lot of players</p><p>12:00 More players can make the game less interesting because managing their turns cuts into time for other things, even the DM’s descriptions and narrative</p><p>18:00 What’s the ideal number of players for a game, and is that different across systems?</p><p>22:00 Ditch the battle map? Ways to streamline the game for more players</p><p>32:00 Can you split the party up into two or more groups? </p><p>46:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-many-players-are-too-many-for-one-dd-game-what-about-other-rpg-systems]]></link><guid isPermaLink="false">03084f9a-fb20-4972-888e-38de4a822d7d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Apr 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3a6ababa-b6bb-4d5d-b580-9a24928c9fa6/3WD-20Ep93-converted.mp3" length="53336665" type="audio/mpeg"/><itunes:duration>55:33</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>93</itunes:episode><podcast:episode>93</podcast:episode></item><item><title>Putting PCs In Charge: How Do You Handle RPG Players Characters Moving Up to Become Kings, Queens and Leaders of Powerful Organizations In Your World?</title><itunes:title>Putting PCs In Charge: How Do You Handle RPG Players Characters Moving Up to Become Kings, Queens and Leaders of Powerful Organizations In Your World?</itunes:title><description><![CDATA[<p>Many RPG campaigns end with the players taking over kingdoms, wizard colleges, crime syndicates or other powerful organizations in the world as a sort of epilogue. But what about when they want to take these titles during the campaign and actively run their new empires? How do you handle putting your player characters in charge of powerful organizations in your world as an active part of the game?</p><p>In this episode, Thorin, Tony and Dave take on a listener question about how to let PCs take on these responsibilities in the game without ruining the fun. Here’s how the 3 Wise DMs have put players in charge in their campaigns, the tricks they used to handle it, and how to make it fun for everyone.</p><p>1:00 Everybody Wants to Rule the World – A side quest about high school and musicals</p><p>5:00 A listener question: How do you handle PCs taking control of kingdoms, organizations and other powerful bodies in their world</p><p>10:00 How we’ve run players ruling kingdoms in our games</p><p>17:00 Is it good to be king? That depends on the perks and resources you give them</p><p>25:00 It’s not all on your PCs: How kingdoms and castles more or less ran themselves in history</p><p>41:00 How is taking over an organization, like a thieves’ guild, different from becoming king?</p><p>46:00 Where are the perks? How do you make running these things fun and rewarding for your players?</p><p>53:00 How many ways are there to run a kingdom?</p><p>61:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Many RPG campaigns end with the players taking over kingdoms, wizard colleges, crime syndicates or other powerful organizations in the world as a sort of epilogue. But what about when they want to take these titles during the campaign and actively run their new empires? How do you handle putting your player characters in charge of powerful organizations in your world as an active part of the game?</p><p>In this episode, Thorin, Tony and Dave take on a listener question about how to let PCs take on these responsibilities in the game without ruining the fun. Here’s how the 3 Wise DMs have put players in charge in their campaigns, the tricks they used to handle it, and how to make it fun for everyone.</p><p>1:00 Everybody Wants to Rule the World – A side quest about high school and musicals</p><p>5:00 A listener question: How do you handle PCs taking control of kingdoms, organizations and other powerful bodies in their world</p><p>10:00 How we’ve run players ruling kingdoms in our games</p><p>17:00 Is it good to be king? That depends on the perks and resources you give them</p><p>25:00 It’s not all on your PCs: How kingdoms and castles more or less ran themselves in history</p><p>41:00 How is taking over an organization, like a thieves’ guild, different from becoming king?</p><p>46:00 Where are the perks? How do you make running these things fun and rewarding for your players?</p><p>53:00 How many ways are there to run a kingdom?</p><p>61:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/putting-pcs-in-charge-how-do-you-handle-rpg-players-characters-moving-up-to-become-kings-queens-and-leaders-of-powerful-organizations-in-your-world]]></link><guid isPermaLink="false">5ef15ef2-5291-4ef4-bb66-1df92a375bf8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 10 Apr 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/feb121c8-3920-4c75-a8ea-35d12e79a899/3WD-20Ep92-converted.mp3" length="67179170" type="audio/mpeg"/><itunes:duration>01:09:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>92</itunes:episode><podcast:episode>92</podcast:episode></item><item><title>When Should You Bend RPG Rules? Handling Players Who Want to Adjust Game Mechanics They Don’t Like</title><itunes:title>When Should You Bend RPG Rules? Handling Players Who Want to Adjust Game Mechanics They Don’t Like</itunes:title><description><![CDATA[<p>Not every player is OK playing RPGs by the rules as they’re written. Some can’t even get through character creation without asking the DM to make some kind of mechanical adjustment. This may seem like an easy situation – do it my way or play with someone else – but it’s not always that simple. Sometimes the change may look harmless. Other times it’s a house rule you want to play with. And in rare occasions, it can become a battle of wills between the DM and a player constantly trying to twist rules to fit what they want to do, often without even asking first. </p><p>How do you handle those situations? Clearly, the players are invested enough in the game to be thinking about how things could be better, but they can also cause massive power imbalances, an expectation that every player can bend the rules, and an overall broken game vibe. </p><p>Those very questions came up for a couple of our readers this week. Listen in as Thorin, Tony and Dave help these D&amp;D 5E DMs figure out how to handle a player who wants to play a wizard without memorizing spells and a veteran who misinterprets the rules for his own benefit, much to the DM’s frustration.</p><p>2:00 2 listener questions about players bending rules </p><p>4:00 The RAW to Rule of Cool Spectrum: How firm are the rules in your game?</p><p>8:00 Does removing D&amp;D’s weird Vancian magic system break the Wizard class?</p><p>11:00 Called shots: How RAW and Rule of Cool change the game and beg the question, “Why can’t I”?</p><p>14:00 When bending the rules isn’t innocent and makes that PC better than everyone else</p><p>24:00 Negotiating with a player who wanted to bend the rules</p><p>28:00 If you’re going to let a player bend the rules, tie it to an item or boon that you can take away if it goes wrong</p><p>34:00 Making PC deities: Some of our adventures with homebrew power and abilities</p><p>37:00 How we handle players who want to bend the rules that we may or may not agree with</p><p>48:00 Handling a player who keeps misrepresenting the rules in their favor</p><p>58:00 Final thoughts</p><p><br></p>]]></description><content:encoded><![CDATA[<p>Not every player is OK playing RPGs by the rules as they’re written. Some can’t even get through character creation without asking the DM to make some kind of mechanical adjustment. This may seem like an easy situation – do it my way or play with someone else – but it’s not always that simple. Sometimes the change may look harmless. Other times it’s a house rule you want to play with. And in rare occasions, it can become a battle of wills between the DM and a player constantly trying to twist rules to fit what they want to do, often without even asking first. </p><p>How do you handle those situations? Clearly, the players are invested enough in the game to be thinking about how things could be better, but they can also cause massive power imbalances, an expectation that every player can bend the rules, and an overall broken game vibe. </p><p>Those very questions came up for a couple of our readers this week. Listen in as Thorin, Tony and Dave help these D&amp;D 5E DMs figure out how to handle a player who wants to play a wizard without memorizing spells and a veteran who misinterprets the rules for his own benefit, much to the DM’s frustration.</p><p>2:00 2 listener questions about players bending rules </p><p>4:00 The RAW to Rule of Cool Spectrum: How firm are the rules in your game?</p><p>8:00 Does removing D&amp;D’s weird Vancian magic system break the Wizard class?</p><p>11:00 Called shots: How RAW and Rule of Cool change the game and beg the question, “Why can’t I”?</p><p>14:00 When bending the rules isn’t innocent and makes that PC better than everyone else</p><p>24:00 Negotiating with a player who wanted to bend the rules</p><p>28:00 If you’re going to let a player bend the rules, tie it to an item or boon that you can take away if it goes wrong</p><p>34:00 Making PC deities: Some of our adventures with homebrew power and abilities</p><p>37:00 How we handle players who want to bend the rules that we may or may not agree with</p><p>48:00 Handling a player who keeps misrepresenting the rules in their favor</p><p>58:00 Final thoughts</p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-should-you-bend-rpg-rules-handling-players-who-want-to-adjust-game-mechanics-they-dont-like]]></link><guid isPermaLink="false">7cc34a9f-c773-4471-95c2-74558a2f6781</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Apr 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a2c9a9d1-7674-4ff0-a6d6-604bcecf614d/3WD-20Ep91-converted.mp3" length="64800816" type="audio/mpeg"/><itunes:duration>01:07:30</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>91</itunes:episode><podcast:episode>91</podcast:episode></item><item><title>How Do You Make New DMs?</title><itunes:title>How Do You Make New DMs?</itunes:title><description><![CDATA[<p>It’s the question forever DMs everywhere ponder at night: How do I get one of my players to jump in and DM their own stuff so I can get some playing time?! (And also, so they can express themselves, expand the hobby, and all that other good stuff.) It’s not always easy. Sometimes the players you think would be the best DMs don’t have the interest. Other times your own presence may be intimidating them out of trying. Perhaps you just don’t make DMing look very fun to them?</p><p>With those obstacles in mind, how do you make new DMs? Here’s how Thorin, Tony and Dave approach recruiting new players to DM, encouraging them to take the mantle, and supporting them as they take the reins.</p><p>2:00 A listener question: How do you convince players who’d be good DMs to try DMing? </p><p>3:00 How and why we started DMing and recruited each other to run games</p><p>13:00 How we try to talk players who’ve never run a game into DMing, and why they may say “No”</p><p>24:00 How do you spot players who will want to DM and help them overcome their obstacles?</p><p>26:00 The pros and cons of starting with official, “boxed” adventures</p><p>32:00 Sometimes younger players are more excited to try DMing than older, more experienced players</p><p>34:00 Let new DMs know you like their ideas and are excited to step back and be a player in their world</p><p>37:00 How do you help a new DM who struggles in their first game?</p><p>40:00 Bring your enthusiasm to their game</p><p>42:00 Final thoughts: Make DMing look fun, and more players will want to do it</p><p>48:00 P.S. The creed of 3 Wise DMs: Everyone gets to play what they want to play and do everything they want to do</p>]]></description><content:encoded><![CDATA[<p>It’s the question forever DMs everywhere ponder at night: How do I get one of my players to jump in and DM their own stuff so I can get some playing time?! (And also, so they can express themselves, expand the hobby, and all that other good stuff.) It’s not always easy. Sometimes the players you think would be the best DMs don’t have the interest. Other times your own presence may be intimidating them out of trying. Perhaps you just don’t make DMing look very fun to them?</p><p>With those obstacles in mind, how do you make new DMs? Here’s how Thorin, Tony and Dave approach recruiting new players to DM, encouraging them to take the mantle, and supporting them as they take the reins.</p><p>2:00 A listener question: How do you convince players who’d be good DMs to try DMing? </p><p>3:00 How and why we started DMing and recruited each other to run games</p><p>13:00 How we try to talk players who’ve never run a game into DMing, and why they may say “No”</p><p>24:00 How do you spot players who will want to DM and help them overcome their obstacles?</p><p>26:00 The pros and cons of starting with official, “boxed” adventures</p><p>32:00 Sometimes younger players are more excited to try DMing than older, more experienced players</p><p>34:00 Let new DMs know you like their ideas and are excited to step back and be a player in their world</p><p>37:00 How do you help a new DM who struggles in their first game?</p><p>40:00 Bring your enthusiasm to their game</p><p>42:00 Final thoughts: Make DMing look fun, and more players will want to do it</p><p>48:00 P.S. The creed of 3 Wise DMs: Everyone gets to play what they want to play and do everything they want to do</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-do-you-make-new-dms]]></link><guid isPermaLink="false">fa0bfc1f-d24d-4b36-b9af-25ba849ff015</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 27 Mar 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a2b15b68-ae41-4227-8d01-f5c95a78a551/3wd-ep90-mp3-converted.mp3" length="49562084" type="audio/mpeg"/><itunes:duration>51:38</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>90</itunes:episode><podcast:episode>90</podcast:episode></item><item><title>No Rest for the Weary: How the Rest Cadence of D&amp;D 5E Can Completely Change Your Game</title><itunes:title>No Rest for the Weary: How the Rest Cadence of D&amp;D 5E Can Completely Change Your Game</itunes:title><description><![CDATA[<p>Rest! In some D&amp;D 5E campaigns, it’s taken for granted. In others, like Tomb of Annihilation, PCs may have to make their HP and long-rest abilities stretch for days. And like in real life, sleep deprivation changes the game!</p><p>As we’ve started our Tomb campaign, it’s really driven home how Dungeons &amp; Dragons’s rest cadence has a huge impact on how characters play, and it’s not an even handicap. Barbarians, fighters and warlocks barely notice. Clerics, wizards, sorcerers and artificers (poor Bixy!) have to hoard power uses like platinum pieces — we hope you know where you stowed that crossbow you got during character creation!</p><p>And that’s just the start of our questions about rests in D&amp;D. Is it realistic for the party to take an hour-long lunch break in the dragon’s lair like this is a union gig? What do you do about parties that try to rest after every fight? Is the full-healing you get with a long rest essentially, as one Wise DM put it, “D&amp;D on super baby mode”? How can the DM use all of these nuances to their advantage to tortu… er, have fun with the players? Thorin, Tony and Dave discuss all that and more in this episode of 3 Wise DMs.</p><p>1:00 Sleep deprivation and your adventurers: Tomb of Annihilation doesn’t allow long rests in the jungle, here’s how it’s effecting our PCs</p><p>4:00 All classes are not equal: Rest restrictions hit certain PCs completely differently</p><p>13:00 Whittling away your will to survive: Is 5e’s long-rest full-healing mechanic “super baby mode”?</p><p>18:00 Some idea for increasing spell recharging without long rests</p><p>24:00 Make sure your players know what they’re getting into</p><p>27:00 Limiting long rests puts less burden on the difficulty and length of encounters</p><p>31:00 How frequently should the party be able to rest in your average D&amp;D 5E game?</p><p>41:00 Are their lunch breaks in the dragon’s lair?! When and where is it OK to let the party short rest?</p><p>51:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Rest! In some D&amp;D 5E campaigns, it’s taken for granted. In others, like Tomb of Annihilation, PCs may have to make their HP and long-rest abilities stretch for days. And like in real life, sleep deprivation changes the game!</p><p>As we’ve started our Tomb campaign, it’s really driven home how Dungeons &amp; Dragons’s rest cadence has a huge impact on how characters play, and it’s not an even handicap. Barbarians, fighters and warlocks barely notice. Clerics, wizards, sorcerers and artificers (poor Bixy!) have to hoard power uses like platinum pieces — we hope you know where you stowed that crossbow you got during character creation!</p><p>And that’s just the start of our questions about rests in D&amp;D. Is it realistic for the party to take an hour-long lunch break in the dragon’s lair like this is a union gig? What do you do about parties that try to rest after every fight? Is the full-healing you get with a long rest essentially, as one Wise DM put it, “D&amp;D on super baby mode”? How can the DM use all of these nuances to their advantage to tortu… er, have fun with the players? Thorin, Tony and Dave discuss all that and more in this episode of 3 Wise DMs.</p><p>1:00 Sleep deprivation and your adventurers: Tomb of Annihilation doesn’t allow long rests in the jungle, here’s how it’s effecting our PCs</p><p>4:00 All classes are not equal: Rest restrictions hit certain PCs completely differently</p><p>13:00 Whittling away your will to survive: Is 5e’s long-rest full-healing mechanic “super baby mode”?</p><p>18:00 Some idea for increasing spell recharging without long rests</p><p>24:00 Make sure your players know what they’re getting into</p><p>27:00 Limiting long rests puts less burden on the difficulty and length of encounters</p><p>31:00 How frequently should the party be able to rest in your average D&amp;D 5E game?</p><p>41:00 Are their lunch breaks in the dragon’s lair?! When and where is it OK to let the party short rest?</p><p>51:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/no-rest-for-the-weary-how-the-rest-cadence-of-dd-5e-can-completely-change-your-game]]></link><guid isPermaLink="false">6254cd23-5e7b-42a1-8ed2-4fb13a045292</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Mar 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/c92c40a2-f88f-4daa-b0a0-35227938ac06/3wd-ep89.mp3" length="26010289" type="audio/mpeg"/><itunes:duration>59:21</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>89</itunes:episode><podcast:episode>89</podcast:episode></item><item><title>The Sinister 7: How to Run 7 Iconic D&amp;D Monsters for Maximum Mystique</title><itunes:title>The Sinister 7: How to Run 7 Iconic D&amp;D Monsters for Maximum Mystique</itunes:title><description><![CDATA[<p>Dungeons &amp; Dragons is a lot more than just dungeons and dragons. The game is full of iconic monsters with unique legends and mystique, some pulled from mythology and others found only in this game. But from D&amp;D, many of these monsters have become pop culture icons with stories and expectations that have taken on a life of their own.</p><p>There is a fine line between meeting expectations and playing a boring cliché, though. In some ways, the iconic monsters can be the hardest to DM because you have a type to play, but it helps to play against it just a little to make the game more fun. </p><p>Here are seven of the most iconic monsters in D&amp;D and how Thorin, Tony and Dave get the most out of them in their campaigns.</p><p>2:00 Embracing the legends: How do you make goblins feel like goblins and vampires feel like vampires, but still make them memorable?</p><p>4:00 Give yourself some range for memorable characters … but not too much</p><p>6:00 Monster 1: What makes goblins iconic?</p><p>16:00 Monster 2: Kobolds – a short flight</p><p>20:00 Monster 3: Orcs from D&amp;D to Star Trek</p><p>29:00 Monster 4: Mind flayers – Squids From Space! Bring your inner H.R. Geiger to play</p><p>38:00 Monster 5: Black pudding or gelatinous cube?</p><p>42:00 Monster 0: The Logo: Dragons – listen to episode 62 for more</p><p>44:00 Monster 6: Giants – Storm, fire and thunder</p><p>52:00 Monster 7: Beholders – The Round Mound of Eye-Beam Beatdown</p><p>60:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Dungeons &amp; Dragons is a lot more than just dungeons and dragons. The game is full of iconic monsters with unique legends and mystique, some pulled from mythology and others found only in this game. But from D&amp;D, many of these monsters have become pop culture icons with stories and expectations that have taken on a life of their own.</p><p>There is a fine line between meeting expectations and playing a boring cliché, though. In some ways, the iconic monsters can be the hardest to DM because you have a type to play, but it helps to play against it just a little to make the game more fun. </p><p>Here are seven of the most iconic monsters in D&amp;D and how Thorin, Tony and Dave get the most out of them in their campaigns.</p><p>2:00 Embracing the legends: How do you make goblins feel like goblins and vampires feel like vampires, but still make them memorable?</p><p>4:00 Give yourself some range for memorable characters … but not too much</p><p>6:00 Monster 1: What makes goblins iconic?</p><p>16:00 Monster 2: Kobolds – a short flight</p><p>20:00 Monster 3: Orcs from D&amp;D to Star Trek</p><p>29:00 Monster 4: Mind flayers – Squids From Space! Bring your inner H.R. Geiger to play</p><p>38:00 Monster 5: Black pudding or gelatinous cube?</p><p>42:00 Monster 0: The Logo: Dragons – listen to episode 62 for more</p><p>44:00 Monster 6: Giants – Storm, fire and thunder</p><p>52:00 Monster 7: Beholders – The Round Mound of Eye-Beam Beatdown</p><p>60:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-sinister-7-how-to-run-7-iconic-dd-monsters-for-maximum-mystique]]></link><guid isPermaLink="false">e24eff2e-7d04-4bad-86a7-747d42c97955</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Mar 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/c3f35fb9-a905-4193-a840-b69934444c1b/3wd-ep88.mp3" length="28160681" type="audio/mpeg"/><itunes:duration>01:05:04</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>88</itunes:episode><podcast:episode>88</podcast:episode></item><item><title>Do D&amp;D Magic Item Limits Crimp Your DM Style?</title><itunes:title>Do D&amp;D Magic Item Limits Crimp Your DM Style?</itunes:title><description><![CDATA[<p>Do the magic item attunement rules and limits make D&amp;D 5E a better game or just add a layer of frustration? When we started playing 5E, we actually ignored attunement. Now, we’ve started using it across all of our campaigns to understand how the game is meant to be played. … And we have some concerns. </p><p>What role do magic items play in your game? Are they rewards? Character development tools? Just items that help optimize PC builds? We’ve found that attunement, while it helps keep PC power in check, can be an obstacle to playing how we want to play. It changes PC motivations and reward mechanisms in ways that aren’t always in line with our goals. So, what should we do about it?</p><p>In this episode, Thorin, Tony and Dave talk about attunement, magic items in older editions, and the role these tools play in their games. </p><p>1:00 What is attunement and why does it matter?</p><p>5:00 A quick history of magic items’ role in D&amp;D from Basic to 5E</p><p>12:00 How attunement can get your PC killed (and make higher-level play more boring)</p><p>20:00 Does attunement make treasure rewards less interesting? </p><p>29:00 How magic item limits impact PC motivations</p><p>34:00 Does breaking the attunement rule make D&amp;D 5E any worse?</p><p>38:00 What role do you want magic items to play in your games?</p><p>43:00 Character-defining magic items</p><p>52:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Do the magic item attunement rules and limits make D&amp;D 5E a better game or just add a layer of frustration? When we started playing 5E, we actually ignored attunement. Now, we’ve started using it across all of our campaigns to understand how the game is meant to be played. … And we have some concerns. </p><p>What role do magic items play in your game? Are they rewards? Character development tools? Just items that help optimize PC builds? We’ve found that attunement, while it helps keep PC power in check, can be an obstacle to playing how we want to play. It changes PC motivations and reward mechanisms in ways that aren’t always in line with our goals. So, what should we do about it?</p><p>In this episode, Thorin, Tony and Dave talk about attunement, magic items in older editions, and the role these tools play in their games. </p><p>1:00 What is attunement and why does it matter?</p><p>5:00 A quick history of magic items’ role in D&amp;D from Basic to 5E</p><p>12:00 How attunement can get your PC killed (and make higher-level play more boring)</p><p>20:00 Does attunement make treasure rewards less interesting? </p><p>29:00 How magic item limits impact PC motivations</p><p>34:00 Does breaking the attunement rule make D&amp;D 5E any worse?</p><p>38:00 What role do you want magic items to play in your games?</p><p>43:00 Character-defining magic items</p><p>52:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/do-dd-magic-item-limits-crimp-your-dm-style]]></link><guid isPermaLink="false">ea97dfdb-e2a2-4ac0-866c-12e466715778</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Mar 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e81401ad-397f-4e55-98bf-7ed03c714046/3wd-ep87.mp3" length="27920460" type="audio/mpeg"/><itunes:duration>01:03:54</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>87</itunes:episode><podcast:episode>87</podcast:episode></item><item><title>The Fetch Quest: Are They Fun? Are They Worth It? Are They Just Filler for the Big Story?</title><itunes:title>The Fetch Quest: Are They Fun? Are They Worth It? Are They Just Filler for the Big Story?</itunes:title><description><![CDATA[<p>Sometimes your players want something, or you want to give them something, that would be kind of lame to just leave lying around. After all, The Awesome Staff of Mega Power probably deserves its own quest to find. But how long should that quest be? And how do you keep the other players personally involved so they don’t get bored?</p><p>In this episode, Thorin, Tony, and Dave talk about a fetch quest they just started in the Curse of Strahd game, how it could play out, and the risks of other players tuning out while Hawk leads them off to get his Megasword. Along the way, they talk about how they handle player requests, fitting them into your campaign, and much more.</p><p>2:00 An aside about game styles</p><p>6:00 Getting Hawk’s new sword and what we mean by fetch quest</p><p>14:00 Giving a focus PC some spotlight time</p><p>17:00 Does focusing on one player’s goal undermine the other PCs’ motivations?</p><p>26:00 How much time should it take to get that fetch item?</p><p>32:00 How do you bring an item or idea your player wants into the game?</p><p>37:00 When is the best time to give out custom items in the PCs’ careers? </p><p>44:00 Heirloom weapon pros and cons: Items that level up with the character (include pendragon sword write up)</p><p>47:00 Managing fetch quest time</p><p>56:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Sometimes your players want something, or you want to give them something, that would be kind of lame to just leave lying around. After all, The Awesome Staff of Mega Power probably deserves its own quest to find. But how long should that quest be? And how do you keep the other players personally involved so they don’t get bored?</p><p>In this episode, Thorin, Tony, and Dave talk about a fetch quest they just started in the Curse of Strahd game, how it could play out, and the risks of other players tuning out while Hawk leads them off to get his Megasword. Along the way, they talk about how they handle player requests, fitting them into your campaign, and much more.</p><p>2:00 An aside about game styles</p><p>6:00 Getting Hawk’s new sword and what we mean by fetch quest</p><p>14:00 Giving a focus PC some spotlight time</p><p>17:00 Does focusing on one player’s goal undermine the other PCs’ motivations?</p><p>26:00 How much time should it take to get that fetch item?</p><p>32:00 How do you bring an item or idea your player wants into the game?</p><p>37:00 When is the best time to give out custom items in the PCs’ careers? </p><p>44:00 Heirloom weapon pros and cons: Items that level up with the character (include pendragon sword write up)</p><p>47:00 Managing fetch quest time</p><p>56:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-fetch-quest-are-they-fun-are-they-worth-it-are-they-just-filler-for-the-big-story]]></link><guid isPermaLink="false">4c5bb9ee-dd75-4915-9f6d-0ac2ca678647</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 27 Feb 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/1e396a15-1f47-438b-b971-f056b044a0d6/3wd-ep86.mp3" length="27601097" type="audio/mpeg"/><itunes:duration>01:02:56</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>86</itunes:episode><podcast:episode>86</podcast:episode></item><item><title>Getting the “Face” Player to Shut Up and Let Other Players Share the Spotlight</title><itunes:title>Getting the “Face” Player to Shut Up and Let Other Players Share the Spotlight</itunes:title><description><![CDATA[<p>Some players are more assertive than others, as every DM quickly learns. Some players sit quietly waiting for their turn to speak, while the “Face,” like his A-Team counterpart, never misses a chance to go to town. Before you know it, the party is down another rabbit hole or skipping through a  conversation without anyone else getting a chance to participate.</p><p>Or, as this week’s listener question asks: “How do you get the “Face” to STFU?</p><p>To be fair, none of us actually recommends telling a player to shut up. But every group deals with some variation of this issue, and while the Face can be entertaining, none of your other players wants to play Robin to their Batman. Worse, you have other players in your group who want to contribute just as much as the Face, but they can’t get a word in edgewise. What’s a DM to do?</p><p>In this episode, Thorin, Tony and Dave talk about how they handle the more dominant role players in their groups (especially when it’s one of them) and the tricks they use to make sure everyone gets to roleplay the way they want to.</p><p>1:00 A reader question about balancing the personalities in your game that really hits home</p><p>6:00 As a player: Have you made your point? Have you started repeating yourself? Then stop talking</p><p>8:00 Turns matter outside of combat, too: Don’t let one player take more than a turn’s worth of actions or advance the conversation to a new topic without letting everyone have a chance to do something</p><p>13:00 How our games are becoming more roleplay-focused, which can make the “Face” problem worse</p><p>16:00 An example of turn-based roleplaying in our games and tricks we use to make sure everyone gets to talk and act</p><p>27:00 Pros and cons of handling single-character vignettes outside of the game vs. at the table</p><p>36:00 Chaos in Marvel Town: An example of a couple characters jumping the gun and pushing the whole party into a God fight (a fight Thorin swears he didn’t start…)</p><p>55:00 How to rein in the Face if they’re still disrupting the game</p><p>60:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Some players are more assertive than others, as every DM quickly learns. Some players sit quietly waiting for their turn to speak, while the “Face,” like his A-Team counterpart, never misses a chance to go to town. Before you know it, the party is down another rabbit hole or skipping through a  conversation without anyone else getting a chance to participate.</p><p>Or, as this week’s listener question asks: “How do you get the “Face” to STFU?</p><p>To be fair, none of us actually recommends telling a player to shut up. But every group deals with some variation of this issue, and while the Face can be entertaining, none of your other players wants to play Robin to their Batman. Worse, you have other players in your group who want to contribute just as much as the Face, but they can’t get a word in edgewise. What’s a DM to do?</p><p>In this episode, Thorin, Tony and Dave talk about how they handle the more dominant role players in their groups (especially when it’s one of them) and the tricks they use to make sure everyone gets to roleplay the way they want to.</p><p>1:00 A reader question about balancing the personalities in your game that really hits home</p><p>6:00 As a player: Have you made your point? Have you started repeating yourself? Then stop talking</p><p>8:00 Turns matter outside of combat, too: Don’t let one player take more than a turn’s worth of actions or advance the conversation to a new topic without letting everyone have a chance to do something</p><p>13:00 How our games are becoming more roleplay-focused, which can make the “Face” problem worse</p><p>16:00 An example of turn-based roleplaying in our games and tricks we use to make sure everyone gets to talk and act</p><p>27:00 Pros and cons of handling single-character vignettes outside of the game vs. at the table</p><p>36:00 Chaos in Marvel Town: An example of a couple characters jumping the gun and pushing the whole party into a God fight (a fight Thorin swears he didn’t start…)</p><p>55:00 How to rein in the Face if they’re still disrupting the game</p><p>60:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/getting-the-face-player-to-shut-up-and-let-other-players-share-the-spotlight]]></link><guid isPermaLink="false">3368b9eb-cc7a-4e98-b824-a8d4b5b70ad9</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Feb 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/af6e772c-45a7-48b2-8991-949306c4eceb/3wd-ep85.mp3" length="30672974" type="audio/mpeg"/><itunes:duration>01:09:08</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>85</itunes:episode><podcast:episode>85</podcast:episode></item><item><title>9 Alternate D&amp;D Rules to Try: Our Favorite Optional Mechanics From the DMG, Homebrew and Other Games</title><itunes:title>9 Alternate D&amp;D Rules to Try: Our Favorite Optional Mechanics From the DMG, Homebrew and Other Games</itunes:title><description><![CDATA[<p>Vanilla Dungeons &amp; Dragons 5E is a fine game, but depending on the atmosphere you want to set and the possibilities of your setting, there are a lot of alternate rules that can bring your game to the next level. The D&amp;D 5E Dungeon Masters Guide has some great optional rules you can use to bring different genres of games to life by playing up things like honor and horror. Beyond D&amp;D itself, a lot of other games use mechanics that are worth porting in to create certain effects in your campaign world. Your own unique homebrew mechanics can be even more powerful tools for bringing your setting more to life.</p><p>In this episode, Thorin, Tony and Dave talk about their favorite optional rules, how to use them and when. They’ll also talk about how they designed alternate combat and wrestling rules, and how the right alternate mechanics make your campaign feel more like the world you’re trying to portray. There’s a difference between making your game more immersive and just making it more complicated, and this episode will help you know when you’re on the right side of that line.</p><p>1:00 An aside about U2, changing up musical rules, and the weird stuff you see at business conferences (we’re not sorry)</p><p>5:00 Alternate rules and a new question from Jared</p><p>8:00 Mechanic 1: Doing more with Skills and Proficiencies — and what exactly can a cleric use on a Rod of Lordly Might?</p><p>20:00 From firearms to madness: A few of the alternate rules we already play with</p><p>24:00 Mechanic 2: Monsters with character classes and levels like Strahd</p><p>26:00 Mechanic 3: Opposed-roll parries and abusing them with 2E Bladesingers</p><p>30:00 Mechanic 4: House-ruling treasure to make it less predictable</p><p>32:00 Using alternate mechanics to feed the atmosphere of your campaign — like human sacrifice</p><p>38:00 Mechanic 5: Slow natural healing and lingering injuries</p><p>41:00 Mechanic 6: Taking weapons off simple mode and adding deeper combat mechanics</p><p>47:00 Mechanic 7: Damage rules for crits, mass damage, and more</p><p>55:00 Mechanic 8: Honor and reputation systems for codifying how PC’s impact the world</p><p>63:00 Mechanic 9: Divine intervention and how the Ghatanothoa sentient sacrifice mechanic works</p><p>67:00 Final thoughts and more mechanics we’d like to play with </p>]]></description><content:encoded><![CDATA[<p>Vanilla Dungeons &amp; Dragons 5E is a fine game, but depending on the atmosphere you want to set and the possibilities of your setting, there are a lot of alternate rules that can bring your game to the next level. The D&amp;D 5E Dungeon Masters Guide has some great optional rules you can use to bring different genres of games to life by playing up things like honor and horror. Beyond D&amp;D itself, a lot of other games use mechanics that are worth porting in to create certain effects in your campaign world. Your own unique homebrew mechanics can be even more powerful tools for bringing your setting more to life.</p><p>In this episode, Thorin, Tony and Dave talk about their favorite optional rules, how to use them and when. They’ll also talk about how they designed alternate combat and wrestling rules, and how the right alternate mechanics make your campaign feel more like the world you’re trying to portray. There’s a difference between making your game more immersive and just making it more complicated, and this episode will help you know when you’re on the right side of that line.</p><p>1:00 An aside about U2, changing up musical rules, and the weird stuff you see at business conferences (we’re not sorry)</p><p>5:00 Alternate rules and a new question from Jared</p><p>8:00 Mechanic 1: Doing more with Skills and Proficiencies — and what exactly can a cleric use on a Rod of Lordly Might?</p><p>20:00 From firearms to madness: A few of the alternate rules we already play with</p><p>24:00 Mechanic 2: Monsters with character classes and levels like Strahd</p><p>26:00 Mechanic 3: Opposed-roll parries and abusing them with 2E Bladesingers</p><p>30:00 Mechanic 4: House-ruling treasure to make it less predictable</p><p>32:00 Using alternate mechanics to feed the atmosphere of your campaign — like human sacrifice</p><p>38:00 Mechanic 5: Slow natural healing and lingering injuries</p><p>41:00 Mechanic 6: Taking weapons off simple mode and adding deeper combat mechanics</p><p>47:00 Mechanic 7: Damage rules for crits, mass damage, and more</p><p>55:00 Mechanic 8: Honor and reputation systems for codifying how PC’s impact the world</p><p>63:00 Mechanic 9: Divine intervention and how the Ghatanothoa sentient sacrifice mechanic works</p><p>67:00 Final thoughts and more mechanics we’d like to play with </p>]]></content:encoded><link><![CDATA[https://3wisedms.com/9-alternate-dd-rules-to-try-our-favorite-optional-mechanics-from-the-dmg-homebrew-and-other-games]]></link><guid isPermaLink="false">a7b4dad8-2191-4db6-953a-60453dc6053d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Feb 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e19efb66-065d-4a0c-bbae-69dc6e308599/3wd-ep84.mp3" length="34524439" type="audio/mpeg"/><itunes:duration>01:17:36</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>84</itunes:episode><podcast:episode>84</podcast:episode></item><item><title>How to Handle a Backseat DM: 11 Things to Know</title><itunes:title>How to Handle a Backseat DM: 11 Things to Know</itunes:title><description><![CDATA[<p>Why won’t the experienced DM playing in your game back off and let you run it? A backseat DM can be a frustrating experience and force some difficult conversations — but having an experienced DM on the player side of the table to help lookup rulings and encourage the other players can also be a really beneficial asset in your game. How do you leverage that DM player as a good assistant and not let them become your worst critic?</p><p>At 3 Wise DMS, we’ve played with backseat DMs, been backseat DMs, and even been backseat DMs to each other. In this episode, Thorin, Tony and Dave talk about how they handle the situation, how they try to leverage DM players as helpers, and how they communicate when the backseat DMing gets out of line (including when it’s one of us getting out of line). Here are 11 things you should know about handling the backseat DM in your game.</p><p>2:00 2 listeners who feel undermined by experienced DMs playing in their campaigns</p><p>4:00 Assistants and food critics: The benefits and pitfalls of having another seasoned DM at the table</p><p>8:00 Rules vs adjudication, and times we’ve been the backseat DMs</p><p>12:00 Understand the rule before you house rule — and the danger of bad calls that become precedents and problems going forward</p><p>16:00 Be open to reasonable feedback and make adjustments if they have a point</p><p>20:00 How DMs should act when playing in another DM’s game (especially if you taught them the game)</p><p>24:00 Letting a new DM run the game their way will teach you new things about DMing</p><p>34:00 How we handle backseat DMs when we’re DMing</p><p>39:00 Exerting your authority to bring a backseat DM player inline</p><p>44:00 Knowing the rules, making wise decisions, and ruling with consistency all reinforce your authority</p><p>50:00 How to handle a DM player who wants you to step aside and kill your campaign</p><p>56:00 Adjust your pacing to the frequency of play: Monthly games have to feel like the players accomplished something</p><p>67:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Why won’t the experienced DM playing in your game back off and let you run it? A backseat DM can be a frustrating experience and force some difficult conversations — but having an experienced DM on the player side of the table to help lookup rulings and encourage the other players can also be a really beneficial asset in your game. How do you leverage that DM player as a good assistant and not let them become your worst critic?</p><p>At 3 Wise DMS, we’ve played with backseat DMs, been backseat DMs, and even been backseat DMs to each other. In this episode, Thorin, Tony and Dave talk about how they handle the situation, how they try to leverage DM players as helpers, and how they communicate when the backseat DMing gets out of line (including when it’s one of us getting out of line). Here are 11 things you should know about handling the backseat DM in your game.</p><p>2:00 2 listeners who feel undermined by experienced DMs playing in their campaigns</p><p>4:00 Assistants and food critics: The benefits and pitfalls of having another seasoned DM at the table</p><p>8:00 Rules vs adjudication, and times we’ve been the backseat DMs</p><p>12:00 Understand the rule before you house rule — and the danger of bad calls that become precedents and problems going forward</p><p>16:00 Be open to reasonable feedback and make adjustments if they have a point</p><p>20:00 How DMs should act when playing in another DM’s game (especially if you taught them the game)</p><p>24:00 Letting a new DM run the game their way will teach you new things about DMing</p><p>34:00 How we handle backseat DMs when we’re DMing</p><p>39:00 Exerting your authority to bring a backseat DM player inline</p><p>44:00 Knowing the rules, making wise decisions, and ruling with consistency all reinforce your authority</p><p>50:00 How to handle a DM player who wants you to step aside and kill your campaign</p><p>56:00 Adjust your pacing to the frequency of play: Monthly games have to feel like the players accomplished something</p><p>67:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-handle-a-backseat-dm-11-things-to-know]]></link><guid isPermaLink="false">61548169-e1d8-4c42-9f18-3571143d3fc3</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Feb 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5bf83e1a-9ba6-4f33-8163-9c83a9b3af4c/3wd-ep83.mp3" length="32972670" type="audio/mpeg"/><itunes:duration>01:14:47</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>83</itunes:episode><podcast:episode>83</podcast:episode></item><item><title>Sharing RPG Worlds: Balancing PC Power Levels and NPC Portrayals Across Shared Campaigns With Multiple DMs</title><itunes:title>Sharing RPG Worlds: Balancing PC Power Levels and NPC Portrayals Across Shared Campaigns With Multiple DMs</itunes:title><description><![CDATA[<p>Across the games we’re running and playing, we have several campaign worlds, NPCs, and PCs that cross over between DMs. Usually, this is no big deal, but sometimes what one DM does can unbalance what another DM is trying to do. </p><p>Often this revolves around PC power, with characters in both our Marvel and Woodstock Wanderers game sometimes breaking the curve for the other DMs/GMs. But conflict can also arise over how shared NPCs and campaign worlds are portrayed. If one DM’s giant unfeeling tentacle monster is going to destroy the world, they can’t have another DM turning it into a Chibi Cthulhu familiar.</p><p>How do you handle balance and communication with these shared world pieces? That’s what Thorin, Tony and Dave are digging into in this episode of 3 Wise DMs. They talk about where the conflicts arise, why they’re a problem, and how they’ve dealt with them so everyone can run the games they want but still dip into the other campaigns in a fun way.</p><p>2:00 DMing PCs in shared universes with multiple DMs</p><p>4:00 PC power levels in shared universes: Our Marvel Super Heroes and D&amp;D Sword Coast campaigns</p><p>8:00 Don’t be the grandparent spoiling the kids and sending them home to their “parent” DM</p><p>13:00 The ol’ “Mom said no, go ask dad” DMing conundrum</p><p>16:00 When Storm King’s Thunder came to Woodstock: Why a level 13 Wizard tried to wrestle an ancient green dragon … and almost won</p><p>22:00 How one over-powered character can bust the encounter curve and drive up difficulty</p><p>29:00 “But my character played in those games and earned those boons. They deserve to be able to use them.”</p><p>31:00 Making PCs from other games NPCs in your games in a shared universe</p><p>34:00 Topping out: When have you given out too much power?</p><p>38:00 Where should the boundaries be for giving out magic and homebrew?</p><p>46:00 How the sacrifice boons work in Woodstock Wanderers</p><p>50:00 How much level and power variation is OK between characters in the same game?</p><p>62:00 Dealing with differences in DM style</p><p>66:00 How do you communicate and manage these issues with the other DMs?</p><p>72:00 Sharing NPCs without taking them “off-brand”</p><p>77:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Across the games we’re running and playing, we have several campaign worlds, NPCs, and PCs that cross over between DMs. Usually, this is no big deal, but sometimes what one DM does can unbalance what another DM is trying to do. </p><p>Often this revolves around PC power, with characters in both our Marvel and Woodstock Wanderers game sometimes breaking the curve for the other DMs/GMs. But conflict can also arise over how shared NPCs and campaign worlds are portrayed. If one DM’s giant unfeeling tentacle monster is going to destroy the world, they can’t have another DM turning it into a Chibi Cthulhu familiar.</p><p>How do you handle balance and communication with these shared world pieces? That’s what Thorin, Tony and Dave are digging into in this episode of 3 Wise DMs. They talk about where the conflicts arise, why they’re a problem, and how they’ve dealt with them so everyone can run the games they want but still dip into the other campaigns in a fun way.</p><p>2:00 DMing PCs in shared universes with multiple DMs</p><p>4:00 PC power levels in shared universes: Our Marvel Super Heroes and D&amp;D Sword Coast campaigns</p><p>8:00 Don’t be the grandparent spoiling the kids and sending them home to their “parent” DM</p><p>13:00 The ol’ “Mom said no, go ask dad” DMing conundrum</p><p>16:00 When Storm King’s Thunder came to Woodstock: Why a level 13 Wizard tried to wrestle an ancient green dragon … and almost won</p><p>22:00 How one over-powered character can bust the encounter curve and drive up difficulty</p><p>29:00 “But my character played in those games and earned those boons. They deserve to be able to use them.”</p><p>31:00 Making PCs from other games NPCs in your games in a shared universe</p><p>34:00 Topping out: When have you given out too much power?</p><p>38:00 Where should the boundaries be for giving out magic and homebrew?</p><p>46:00 How the sacrifice boons work in Woodstock Wanderers</p><p>50:00 How much level and power variation is OK between characters in the same game?</p><p>62:00 Dealing with differences in DM style</p><p>66:00 How do you communicate and manage these issues with the other DMs?</p><p>72:00 Sharing NPCs without taking them “off-brand”</p><p>77:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/sharing-rpg-worlds-balancing-pc-power-levels-and-npc-portrayals-across-shared-campaigns-with-multiple-dms]]></link><guid isPermaLink="false">0ff2102c-da99-4d0c-a2e4-77b5a11a6870</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 30 Jan 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/76849032-76f5-4b5a-9e7b-8e2914364b9d/3wd-ep82.mp3" length="37660972" type="audio/mpeg"/><itunes:duration>01:25:04</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>82</itunes:episode><podcast:episode>82</podcast:episode></item><item><title>Does D&amp;D 5E Need Character Levels? Radical (Heretical?) Ideas About D&amp;D Advancement</title><itunes:title>Does D&amp;D 5E Need Character Levels? Radical (Heretical?) Ideas About D&amp;D Advancement</itunes:title><description><![CDATA[<p>Leveling up! It’s synonymous with D&amp;D and one of the game’s biggest contributions to gaming culture. The very idea of gaining a level has become a staple of RPG video games, board games, and even most (but not all, as we’ll discuss) Tabletop Roleplaying Games. But is it the best way to handle character advancement in D&amp;D 5th Edition?</p><p>Dael Kingsmill of the MonarchsFactory YouTube channel has some different ideas. In a recent video, she even suggested that D&amp;D shouldn’t use levels! Our knee-jerk reaction was to pass out the torches and pitchforks, but maybe she’s on to something. A lot of RPGs handle leveling in different ways, and we play a couple (TSR’s Marvel Super Heroes RPG and Call of Cthulhu, to name two) that don’t use leveling at all. Maybe it’s not so crazy to consider swapping levels out of D&amp;D for the kind of open XP-buy system Dael suggests?</p><p>Also, this is our first podcast recorded in-person as the guys finally get together in 3WD headquarters: Our game room. (We apologize for the extra echoes and room sounds.) Together with about two gallons of coffee, Thorin, Tony and Dave break down Dael’s suggestions and talk about how different games and older D&amp;D editions handled leveling, player agency in PC advancement, leveling beyond 20 and more! Don’t miss it.</p><p>2:00 Dael Kingsmill says D&amp;D shouldn’t use character levels. Is that a crazy idea?</p><p>4:00 Do D&amp;D classes have 20 levels worth of good level-up stuff?</p><p>8:00 Using XP as a currency to buy character powers (much like the TSR Marvel Super Heroes RPG)</p><p>13:00 How to grind: Looking at how different systems handle leveling up, including past D&amp;D editions</p><p>18:00 Are levels hard for new players to understand?</p><p>23:00 DM emotional blackmail and a little bit about our Christmas games</p><p>25:00 Is D&amp;D inherently a level-up game?</p><p>27:00 “I got a rock” - Should we offer a way to pass up your class level ability for a feat or some other type of flexibility?</p><p>34:00 What we like and don’t like about how D&amp;D 5E handles leveling, and how you could improve it</p><p>43:00 Does more flexibility make your character decisions less meaningful?</p><p>51:00 Character convergence: Unlimited customization can lead to a smaller number of builds actually being played</p><p>55:00 How can we add more options and player agency to leveling up?</p><p>64:00 Leveling beyond level 20 and how to challenge players once they get there</p><p>91:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Leveling up! It’s synonymous with D&amp;D and one of the game’s biggest contributions to gaming culture. The very idea of gaining a level has become a staple of RPG video games, board games, and even most (but not all, as we’ll discuss) Tabletop Roleplaying Games. But is it the best way to handle character advancement in D&amp;D 5th Edition?</p><p>Dael Kingsmill of the MonarchsFactory YouTube channel has some different ideas. In a recent video, she even suggested that D&amp;D shouldn’t use levels! Our knee-jerk reaction was to pass out the torches and pitchforks, but maybe she’s on to something. A lot of RPGs handle leveling in different ways, and we play a couple (TSR’s Marvel Super Heroes RPG and Call of Cthulhu, to name two) that don’t use leveling at all. Maybe it’s not so crazy to consider swapping levels out of D&amp;D for the kind of open XP-buy system Dael suggests?</p><p>Also, this is our first podcast recorded in-person as the guys finally get together in 3WD headquarters: Our game room. (We apologize for the extra echoes and room sounds.) Together with about two gallons of coffee, Thorin, Tony and Dave break down Dael’s suggestions and talk about how different games and older D&amp;D editions handled leveling, player agency in PC advancement, leveling beyond 20 and more! Don’t miss it.</p><p>2:00 Dael Kingsmill says D&amp;D shouldn’t use character levels. Is that a crazy idea?</p><p>4:00 Do D&amp;D classes have 20 levels worth of good level-up stuff?</p><p>8:00 Using XP as a currency to buy character powers (much like the TSR Marvel Super Heroes RPG)</p><p>13:00 How to grind: Looking at how different systems handle leveling up, including past D&amp;D editions</p><p>18:00 Are levels hard for new players to understand?</p><p>23:00 DM emotional blackmail and a little bit about our Christmas games</p><p>25:00 Is D&amp;D inherently a level-up game?</p><p>27:00 “I got a rock” - Should we offer a way to pass up your class level ability for a feat or some other type of flexibility?</p><p>34:00 What we like and don’t like about how D&amp;D 5E handles leveling, and how you could improve it</p><p>43:00 Does more flexibility make your character decisions less meaningful?</p><p>51:00 Character convergence: Unlimited customization can lead to a smaller number of builds actually being played</p><p>55:00 How can we add more options and player agency to leveling up?</p><p>64:00 Leveling beyond level 20 and how to challenge players once they get there</p><p>91:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/does-dd-5e-need-character-levels-radical-heretical-ideas-about-dd-advancement]]></link><guid isPermaLink="false">da68da98-c35f-49fd-937f-e30e7b01480b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Jan 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/39647fb7-421c-4e4b-a51b-9a652c695e31/3wd-ep81.mp3" length="103122634" type="audio/mpeg"/><itunes:duration>01:37:50</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>81</itunes:episode><podcast:episode>81</podcast:episode></item><item><title>How to DM PC Builds and Abilities That Piss You Off</title><itunes:title>How to DM PC Builds and Abilities That Piss You Off</itunes:title><description><![CDATA[<p>In any TTRPG, but perhaps especially D&amp;D 5E, the DM runs the world and the players run their characters, who are built within the rules of the game. You should let players build the characters they want to play, but that doesn’t mean you have to like it!</p><p>It’s OK to have a TTRPG PC build that pisses you off. Whether it’s because they’re unkillable, unhittable, undetectable, unsurvivable, or, like our listener question this week, they passively perceive absolutely frickin’ everything! This may mean you have to change your game or not use pieces you wanted to use — like big dumb monster fights against casters with Banish. (“Which is BULL$#!7!” – DM Thorin.) But you can adjust both your own DMing and the player expectations of how their showcase abilities work in the game.</p><p>In this episode, Thorin, Tony and Dave talk about how to handle builds that piss you off or at least challenge you as a DM. Along the way, they talk about builds, abilities and spells they’ve struggled with and how you can handle the situation without ruining the game for yourself or any of your players.</p><p>2:00: Extreme passives: A listener asks how to handle a D&amp;D 5E PC with extremely high passive perception and investigation who expects all the secrets to be revealed automatically </p><p>6:00 Respect is a 2-way street: Just like the DM wants to run the world they built, the players want to play the characters they created</p><p>10:00 How we handle passive perception, use stats and dice rolls, and the problem with dice rolls</p><p>16:00 Is it unfair for a player to build a character so good in one area they automatically succeed?</p><p>21:00 The Observant Problem: Creating challenges and obstacles for builds that see all the secrets</p><p>26:00 DMing Sherlock Holmes: How do you reign the player in but make sure they’re still having fun?</p><p>32:00 Player builds and abilities that piss us off — and why Banishment is a really poorly designed spell</p><p>45:00 Moon Druids, Barbarians, and dealing with ridiculous damage absorption</p><p>55:00 Challenging control and stealth character builds in D&amp;D 5E</p><p>64:00 “If we’re not encouraging clever ideas at the table, then what are we doing as DMs?” Adapting your DMing style to fit the character builds at your table</p><p>69:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>In any TTRPG, but perhaps especially D&amp;D 5E, the DM runs the world and the players run their characters, who are built within the rules of the game. You should let players build the characters they want to play, but that doesn’t mean you have to like it!</p><p>It’s OK to have a TTRPG PC build that pisses you off. Whether it’s because they’re unkillable, unhittable, undetectable, unsurvivable, or, like our listener question this week, they passively perceive absolutely frickin’ everything! This may mean you have to change your game or not use pieces you wanted to use — like big dumb monster fights against casters with Banish. (“Which is BULL$#!7!” – DM Thorin.) But you can adjust both your own DMing and the player expectations of how their showcase abilities work in the game.</p><p>In this episode, Thorin, Tony and Dave talk about how to handle builds that piss you off or at least challenge you as a DM. Along the way, they talk about builds, abilities and spells they’ve struggled with and how you can handle the situation without ruining the game for yourself or any of your players.</p><p>2:00: Extreme passives: A listener asks how to handle a D&amp;D 5E PC with extremely high passive perception and investigation who expects all the secrets to be revealed automatically </p><p>6:00 Respect is a 2-way street: Just like the DM wants to run the world they built, the players want to play the characters they created</p><p>10:00 How we handle passive perception, use stats and dice rolls, and the problem with dice rolls</p><p>16:00 Is it unfair for a player to build a character so good in one area they automatically succeed?</p><p>21:00 The Observant Problem: Creating challenges and obstacles for builds that see all the secrets</p><p>26:00 DMing Sherlock Holmes: How do you reign the player in but make sure they’re still having fun?</p><p>32:00 Player builds and abilities that piss us off — and why Banishment is a really poorly designed spell</p><p>45:00 Moon Druids, Barbarians, and dealing with ridiculous damage absorption</p><p>55:00 Challenging control and stealth character builds in D&amp;D 5E</p><p>64:00 “If we’re not encouraging clever ideas at the table, then what are we doing as DMs?” Adapting your DMing style to fit the character builds at your table</p><p>69:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-dm-pc-builds-and-abilities-that-piss-you-off]]></link><guid isPermaLink="false">405f7d3d-6046-45a9-836d-95a4c425264a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 16 Jan 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/8415c56d-e7d1-419f-9c25-735d8fd9f5af/3wd-ep80.mp3" length="34114042" type="audio/mpeg"/><itunes:duration>01:16:58</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>80</itunes:episode><podcast:episode>80</podcast:episode></item><item><title>How Hard Is Too Hard for Your RPG Campaign and Players?</title><itunes:title>How Hard Is Too Hard for Your RPG Campaign and Players?</itunes:title><description><![CDATA[<p>Balance can be the trickiest thing to strike in any RPG campaign. On the one hand, the DM is running monsters and villains who are literally plotting the PC’s destruction. If their plans aren’t good or their combat abilities aren’t challenging, like DM Tony says, it’s like playing the game on baby mode. A game that’s not challenging is unrewarding. On the other, a game that gets too hard can frustrate your players right out of wanting to play it. So where is the balance? How hard is too hard for your style of game and your players?</p><p>In this episode, Thorin, Tony and Dave go deep on what makes things hard. They talk frankly about their own troubles keeping things balanced and times their players were just about ready to turn their vorpal blades on the DM and mutiny. Along the way, we get into the difference between difficult “hard” and time-consuming “hard” (both of which can derail a game), why it’s never just about numbers, and the one thing that really tells you if your encounters have gotten too hard. </p><p>2:00 Is it too hard or too long?</p><p>11:00 Managing time and difficulty for large groups (7+ players) – should there be less combat?</p><p>15:00 How D&amp;D 5E makes this harder by favoring multimonster fights </p><p>21:00 How hard is too hard? Learning from our COS Strahd fight and super-powered Santas</p><p>29:00 When is a more powerful big bad hounding the players too much?</p><p>36:00 Fights that’ve been too hard: When NPCs and homebrew goes wrong</p><p>45:00 How players may read hard encounters</p><p>56:00 When players get frustrated … and is that a reasonable way to judge your game?</p><p>65:00 How much can you frustrate your players before they don’t want to play?</p><p>69:00 Why the book Strahd isn’t a fun fight, even if he is technically balanced and challenging</p><p>75:00 No number can tell you how hard is too hard, but your players will</p><p>81:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Balance can be the trickiest thing to strike in any RPG campaign. On the one hand, the DM is running monsters and villains who are literally plotting the PC’s destruction. If their plans aren’t good or their combat abilities aren’t challenging, like DM Tony says, it’s like playing the game on baby mode. A game that’s not challenging is unrewarding. On the other, a game that gets too hard can frustrate your players right out of wanting to play it. So where is the balance? How hard is too hard for your style of game and your players?</p><p>In this episode, Thorin, Tony and Dave go deep on what makes things hard. They talk frankly about their own troubles keeping things balanced and times their players were just about ready to turn their vorpal blades on the DM and mutiny. Along the way, we get into the difference between difficult “hard” and time-consuming “hard” (both of which can derail a game), why it’s never just about numbers, and the one thing that really tells you if your encounters have gotten too hard. </p><p>2:00 Is it too hard or too long?</p><p>11:00 Managing time and difficulty for large groups (7+ players) – should there be less combat?</p><p>15:00 How D&amp;D 5E makes this harder by favoring multimonster fights </p><p>21:00 How hard is too hard? Learning from our COS Strahd fight and super-powered Santas</p><p>29:00 When is a more powerful big bad hounding the players too much?</p><p>36:00 Fights that’ve been too hard: When NPCs and homebrew goes wrong</p><p>45:00 How players may read hard encounters</p><p>56:00 When players get frustrated … and is that a reasonable way to judge your game?</p><p>65:00 How much can you frustrate your players before they don’t want to play?</p><p>69:00 Why the book Strahd isn’t a fun fight, even if he is technically balanced and challenging</p><p>75:00 No number can tell you how hard is too hard, but your players will</p><p>81:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-hard-is-too-hard-for-your-rpg-campaign-and-players]]></link><guid isPermaLink="false">12d934f9-8b7d-4f0d-acb1-d1f582c50d11</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Jan 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/752c4741-a8d1-4017-96ac-bfa32f0bfa83/3wd-ep79.mp3" length="38874967" type="audio/mpeg"/><itunes:duration>01:28:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>79</itunes:episode><podcast:episode>79</podcast:episode></item><item><title>Characters Over Combat: What We Learned From Gaming in 2021</title><itunes:title>Characters Over Combat: What We Learned From Gaming in 2021</itunes:title><description><![CDATA[<p>Happy New Year! It’s a new year for new games or just continuing the ones you already love. But before we look forward to 2022, it’s important to look back at what we learned from gaming in 2021. Between playing and running about 6 different campaigns throughout the year, not to mention talking about all of it here on 3 Wise DMs, we learned a lot. From speeding up combat to the importance of good characters, especially PCs, the way we play and DM keeps evolving. </p><p>In this episode, Thorin, Tony and Dave talk about everything they learned throughout 2021, how it’s changed the way they play, and what they’re planning for 2022.</p><p>2:00 2021: A year in 3 Wise DMs gaming</p><p>5:00 Tony hints at some upcoming post-level-20 house rules for D&amp;D 5E</p><p>11:00 Is it better to push characters into epic-level, beyond-20 play or start new characters? </p><p>17:00 Why don’t 5E’s published adventures support high-level play?</p><p>23:00 How do you keep the tension and interest up to continue playing after you complete a book adventure?</p><p>26:00 Moments we remember from gaming in 2021: </p><ul><li>Epic-powered one-shots</li><li>Teaching people who are totally new to gaming</li><li>Completing classic book modules</li><li>Alien technology</li><li>Making new characters</li></ul><br/><p>30:00 Cross-overs and shared DM universes </p><p>35:00 Running a totally different, combat-light, character-focused RPG in Call of Cthulhu</p><p>43:00 Time management: The tension between letting players figure things out and do their own things, D&amp;D combat, and slowing the game down</p><p>50:00 Confronting the time-twisting horror of maps!</p><p>54:00 Time management and large games (6 players and up … plus pets)</p><p>56:00 Is D&amp;D 5E just another big, clunky combat system?</p><p>59:00 Making combat more epic and less time-consuming</p><p>63:00 What did we learn in 2021?</p><ul><li>Tony’s trying to limit plot complexity</li><li>Dave’s trying to learn to balance Tony’s storytelling with Thorin’s improv</li><li>Creating your own world vs running a book module</li><li>Thorin’s still trying to speed up sessions and combat</li></ul><br/><p>69:00 Final thoughts and the games we’re looking forward to in 2022</p>]]></description><content:encoded><![CDATA[<p>Happy New Year! It’s a new year for new games or just continuing the ones you already love. But before we look forward to 2022, it’s important to look back at what we learned from gaming in 2021. Between playing and running about 6 different campaigns throughout the year, not to mention talking about all of it here on 3 Wise DMs, we learned a lot. From speeding up combat to the importance of good characters, especially PCs, the way we play and DM keeps evolving. </p><p>In this episode, Thorin, Tony and Dave talk about everything they learned throughout 2021, how it’s changed the way they play, and what they’re planning for 2022.</p><p>2:00 2021: A year in 3 Wise DMs gaming</p><p>5:00 Tony hints at some upcoming post-level-20 house rules for D&amp;D 5E</p><p>11:00 Is it better to push characters into epic-level, beyond-20 play or start new characters? </p><p>17:00 Why don’t 5E’s published adventures support high-level play?</p><p>23:00 How do you keep the tension and interest up to continue playing after you complete a book adventure?</p><p>26:00 Moments we remember from gaming in 2021: </p><ul><li>Epic-powered one-shots</li><li>Teaching people who are totally new to gaming</li><li>Completing classic book modules</li><li>Alien technology</li><li>Making new characters</li></ul><br/><p>30:00 Cross-overs and shared DM universes </p><p>35:00 Running a totally different, combat-light, character-focused RPG in Call of Cthulhu</p><p>43:00 Time management: The tension between letting players figure things out and do their own things, D&amp;D combat, and slowing the game down</p><p>50:00 Confronting the time-twisting horror of maps!</p><p>54:00 Time management and large games (6 players and up … plus pets)</p><p>56:00 Is D&amp;D 5E just another big, clunky combat system?</p><p>59:00 Making combat more epic and less time-consuming</p><p>63:00 What did we learn in 2021?</p><ul><li>Tony’s trying to limit plot complexity</li><li>Dave’s trying to learn to balance Tony’s storytelling with Thorin’s improv</li><li>Creating your own world vs running a book module</li><li>Thorin’s still trying to speed up sessions and combat</li></ul><br/><p>69:00 Final thoughts and the games we’re looking forward to in 2022</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/characters-over-combat-what-we-learned-from-gaming-in-2021]]></link><guid isPermaLink="false">4e79fbd2-0172-4e0b-8d01-ff7e610ebcfa</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 02 Jan 2022 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a3a28804-ce15-49a5-b0e9-770131e9dc0a/3wd-ep78.mp3" length="34948523" type="audio/mpeg"/><itunes:duration>01:18:22</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>78</itunes:episode><podcast:episode>78</podcast:episode></item><item><title>What to do With a Bored D&amp;D Player? A DM’s Dilemma</title><itunes:title>What to do With a Bored D&amp;D Player? A DM’s Dilemma</itunes:title><description><![CDATA[<p>What if you have your D&amp;D campaign going, the players are having a good time … except one of them, who’s bored? Maybe they’re bored with their character or combat or the way things are going, and now figuring out a way to pick things up a notch for this player falls to you. Do you let them revamp or replace their character? Do you make combat more difficult? Making things more complicated, if the other players are having fun, is adjusting for the bored player going to ruin it for the rest of them?</p><p>That’s the question Larry H. brought to us in a message to 3 Wise DMs. In this episode, Thorin, Tony and Dave talk about their experience with bored players, sometimes being the bored players, and the things they do to try to accommodate players who aren’t having fun in the game with their characters. They even get into some extreme character tinkering, like the Dr. Jekyll and Mr. Hyde, or “Rockwell,” a character who could wake up as any of three characters every the morning. </p><p>2:00 A listener question from Larry H.: 2 players are having fun, but one player is bored, is it OK to let them revamp their character?</p><p>4:00 Who’s fault is it if the player’s bored with their character: the player or DM?</p><p>10:00 Those “Oh Shit!” moments: Putting combat-optimized PCs in more challenging situations</p><p>15:00 Combat shouldn’t always be the best option</p><p>18:00 What makes a character interesting to play and for how long?</p><p>20:00 When and how should you let players revamp their character or bring a new one to the table?</p><p>25:00 How do you avoid party awkwardness when you swap out or change a PC?</p><p>34:00 How far is too far? Do you allow retroactive multiclassing, for example?</p><p>41:00 Red flags that could mean the change is disrupting your group</p><p>45:00 More extreme ways to spice up characters and make things … more interesting</p><p>56:00 Tips to make combat more challenging for a min-maxer</p><p>63:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>What if you have your D&amp;D campaign going, the players are having a good time … except one of them, who’s bored? Maybe they’re bored with their character or combat or the way things are going, and now figuring out a way to pick things up a notch for this player falls to you. Do you let them revamp or replace their character? Do you make combat more difficult? Making things more complicated, if the other players are having fun, is adjusting for the bored player going to ruin it for the rest of them?</p><p>That’s the question Larry H. brought to us in a message to 3 Wise DMs. In this episode, Thorin, Tony and Dave talk about their experience with bored players, sometimes being the bored players, and the things they do to try to accommodate players who aren’t having fun in the game with their characters. They even get into some extreme character tinkering, like the Dr. Jekyll and Mr. Hyde, or “Rockwell,” a character who could wake up as any of three characters every the morning. </p><p>2:00 A listener question from Larry H.: 2 players are having fun, but one player is bored, is it OK to let them revamp their character?</p><p>4:00 Who’s fault is it if the player’s bored with their character: the player or DM?</p><p>10:00 Those “Oh Shit!” moments: Putting combat-optimized PCs in more challenging situations</p><p>15:00 Combat shouldn’t always be the best option</p><p>18:00 What makes a character interesting to play and for how long?</p><p>20:00 When and how should you let players revamp their character or bring a new one to the table?</p><p>25:00 How do you avoid party awkwardness when you swap out or change a PC?</p><p>34:00 How far is too far? Do you allow retroactive multiclassing, for example?</p><p>41:00 Red flags that could mean the change is disrupting your group</p><p>45:00 More extreme ways to spice up characters and make things … more interesting</p><p>56:00 Tips to make combat more challenging for a min-maxer</p><p>63:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/what-to-do-with-a-bored-dd-player-a-dms-dilemma]]></link><guid isPermaLink="false">a090db63-3e46-4c97-96ae-cb8d55d5d34c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Dec 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/1775db04-7569-49c3-aaf3-2a18d417b337/3wd-ep77.mp3" length="31768462" type="audio/mpeg"/><itunes:duration>01:10:12</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>77</itunes:episode><podcast:episode>77</podcast:episode></item><item><title>The Curse of Strahd Postmortem: Our Players Talk About What They Thought of D&amp;D 5E’s Barovia, the Things They Loved, and a Few Things They Didn’t</title><itunes:title>The Curse of Strahd Postmortem: Our Players Talk About What They Thought of D&amp;D 5E’s Barovia, the Things They Loved, and a Few Things They Didn’t</itunes:title><description><![CDATA[<p>You hear The 3 Wise DMs talk about our games all the time, but what do our players really think? In this episode, we have 6 of the 7 players from Curse of Strahd on to get honest with DM Dave about what they thought of his campaign! Along the way, we get into whether you should leave your Tarokka reading random, The Death House, what it was like playing in a low-magic setting, slow leveling, the Amber Temple and much more!</p><p>If you want the real scoop on how our game of Curse of Strahd went, and how we interact, this is the episode to watch. Hear not only about the adventure but about also how Thorin, Tony and Dave handle their players … and what their players think of that.</p><p>2:00 Introducing the players and their characters</p><p>12:00 “An experiment in self-inflicted multiple personality disorder” — remembering background and stories across multiple campaigns running at once</p><p>15:00 DMing to support your players and the things they’re afraid might happen in the game</p><p>24:00 Worldbuilding in Barovia by adding to the Torag mythology</p><p>26:00 Party balance in combat and role play</p><p>29:00 Our most memorable moments from Curse of Strahd</p><p>34:00 Bringing the Universal Monsters into Barovia</p><p>40:00 Saving the children in Old Bonegrinder</p><p>43:00 The Blinsky void</p><p>48:00 Saving Ireena entirely by accident</p><p>56:00 Where’s the lore? Why the adventure only lightly tapped Strahd’s motivations and background</p><p>59:00 What we didn’t love about playing Curse of Strahd</p><p>64:00 The problem with slow leveling and low magic items in a monthly game</p><p>68:00 Are vampires tough enough? Keeping CR levels in line with party power</p><p>72:00 How DM Dave dealt with forced alignment changes and lycanthropy</p><p>80:00 A few more nitpicks</p><p>86:00 Should you trust the Tarokka deck to a truly random reading?</p><p>90:00 Where we could have explored more and what DM Dave would do different running CoS again</p><p>95:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>You hear The 3 Wise DMs talk about our games all the time, but what do our players really think? In this episode, we have 6 of the 7 players from Curse of Strahd on to get honest with DM Dave about what they thought of his campaign! Along the way, we get into whether you should leave your Tarokka reading random, The Death House, what it was like playing in a low-magic setting, slow leveling, the Amber Temple and much more!</p><p>If you want the real scoop on how our game of Curse of Strahd went, and how we interact, this is the episode to watch. Hear not only about the adventure but about also how Thorin, Tony and Dave handle their players … and what their players think of that.</p><p>2:00 Introducing the players and their characters</p><p>12:00 “An experiment in self-inflicted multiple personality disorder” — remembering background and stories across multiple campaigns running at once</p><p>15:00 DMing to support your players and the things they’re afraid might happen in the game</p><p>24:00 Worldbuilding in Barovia by adding to the Torag mythology</p><p>26:00 Party balance in combat and role play</p><p>29:00 Our most memorable moments from Curse of Strahd</p><p>34:00 Bringing the Universal Monsters into Barovia</p><p>40:00 Saving the children in Old Bonegrinder</p><p>43:00 The Blinsky void</p><p>48:00 Saving Ireena entirely by accident</p><p>56:00 Where’s the lore? Why the adventure only lightly tapped Strahd’s motivations and background</p><p>59:00 What we didn’t love about playing Curse of Strahd</p><p>64:00 The problem with slow leveling and low magic items in a monthly game</p><p>68:00 Are vampires tough enough? Keeping CR levels in line with party power</p><p>72:00 How DM Dave dealt with forced alignment changes and lycanthropy</p><p>80:00 A few more nitpicks</p><p>86:00 Should you trust the Tarokka deck to a truly random reading?</p><p>90:00 Where we could have explored more and what DM Dave would do different running CoS again</p><p>95:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-curse-of-strahd-postmortem-our-players-talk-about-what-they-thought-of-dd-5es-barovia-the-things-they-loved-and-a-few-things-they-didnt]]></link><guid isPermaLink="false">2b54d0d7-5bc7-4074-94d6-1d096e3cdfc8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Dec 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3f3cc366-ac36-454c-97f2-a98a47028cf3/3wd-ep76.mp3" length="46472626" type="audio/mpeg"/><itunes:duration>01:43:44</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>76</itunes:episode><podcast:episode>76</podcast:episode></item><item><title>Strahd, Dead and Loving It? The 3 Wise DM’s Review of D&amp;D 5E’s Curse of Strahd and DM Dave’s Campaign Through Ravenloft</title><itunes:title>Strahd, Dead and Loving It? The 3 Wise DM’s Review of D&amp;D 5E’s Curse of Strahd and DM Dave’s Campaign Through Ravenloft</itunes:title><description><![CDATA[<p>Ding dong, Strahd is dead! He was thrown down from a pillar and we smashed his head! And with that epic victory, the 3 Wise DMs are finally able to talk about their review of D&amp;D 5E’s Curse of Strahd, including their thoughts on what worked, why and the adjustments DM Dave made.</p><p>It was a big group with 6 players, and Dave managed to connect each of them to the events in Ravenloft in some way. He talks with Thorin and Tony about how that worked, how the players and DM interacted to make the game what it was, and how he handled a group that pretty much refused to take Strahd seriously.</p><p>2:00 Strahd goes DOWN! The end of DM Dave’s Curse of Strahd campaign</p><p>5:00 The PCs and running a “serious” dark gothic campaign with characters who don’t take it that seriously</p><p>14:00 Tarokka Deck readings and how faith in randomness worked out</p><p>16:00 What brought us to Ravenloft and what DM Dave wanted to accomplish with it </p><p>18:00 Comparing 5E Curse of Strahd with previous editions of Ravenloft</p><p>21:00 The final battle and Dave’s version of Lord Strahd</p><p>26:00 Why Dave loved running this campaign and whether he accomplished his goals</p><p>29:00 Things Dave tweaked to make Ravenloft his own</p><p>35:00 How we set up the final battle in Castle Ravenloft</p><p>38:00 What is Strahd doing: Why he just didn’t kill everyone and why Dave played down the Ireena story</p><p>45:00 How Dave tied each player character into stories in Ravenloft</p><p>54:00 Story points where the party’s decisions caught the DM by surprise</p><p>58:00 One potentially triggering issue to run by players before Curse of Strahd: Violence against children</p><p>62:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Ding dong, Strahd is dead! He was thrown down from a pillar and we smashed his head! And with that epic victory, the 3 Wise DMs are finally able to talk about their review of D&amp;D 5E’s Curse of Strahd, including their thoughts on what worked, why and the adjustments DM Dave made.</p><p>It was a big group with 6 players, and Dave managed to connect each of them to the events in Ravenloft in some way. He talks with Thorin and Tony about how that worked, how the players and DM interacted to make the game what it was, and how he handled a group that pretty much refused to take Strahd seriously.</p><p>2:00 Strahd goes DOWN! The end of DM Dave’s Curse of Strahd campaign</p><p>5:00 The PCs and running a “serious” dark gothic campaign with characters who don’t take it that seriously</p><p>14:00 Tarokka Deck readings and how faith in randomness worked out</p><p>16:00 What brought us to Ravenloft and what DM Dave wanted to accomplish with it </p><p>18:00 Comparing 5E Curse of Strahd with previous editions of Ravenloft</p><p>21:00 The final battle and Dave’s version of Lord Strahd</p><p>26:00 Why Dave loved running this campaign and whether he accomplished his goals</p><p>29:00 Things Dave tweaked to make Ravenloft his own</p><p>35:00 How we set up the final battle in Castle Ravenloft</p><p>38:00 What is Strahd doing: Why he just didn’t kill everyone and why Dave played down the Ireena story</p><p>45:00 How Dave tied each player character into stories in Ravenloft</p><p>54:00 Story points where the party’s decisions caught the DM by surprise</p><p>58:00 One potentially triggering issue to run by players before Curse of Strahd: Violence against children</p><p>62:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/strahd-dead-and-loving-it-the-3-wise-dms-review-of-dd-5es-curse-of-strahd-and-dm-daves-campaign-through-ravenloft]]></link><guid isPermaLink="false">4f659a60-c124-4dc5-b309-97aefbf610f7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Dec 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/13eb2d5b-61e0-46f2-a41f-d94355dbfa30/3wd-ep75.mp3" length="31463292" type="audio/mpeg"/><itunes:duration>01:11:26</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>75</itunes:episode><podcast:episode>75</podcast:episode></item><item><title>All Eyes on the Game: 12 Tips to Keep Your RPG Players Involved and Focused on Playing</title><itunes:title>All Eyes on the Game: 12 Tips to Keep Your RPG Players Involved and Focused on Playing</itunes:title><description><![CDATA[<p>It’s a problem as old as roleplaying: You have a few players who are engaged, paying attention and driving the story, and other players who may be shy, or not interested in what’s going on today. The result is that half your table may not be involved in what’s going on. </p><p>A few weeks ago, DM Tony posted his article with 6 Tips to Get Everyone at the Game Table More Involved. That’s the tip of the iceberg for this essential DMing topic. On the show today, Thorin, Tony and Dave will dig into what causes players to disengage, how to bring their attention back to the table, and the tricks they use to keep everyone involved in the game.</p><p>2:00 Why do players check out at the table (or your online gaming platform) in the first place?</p><p>6:00 Hook ‘em right off the bat: Why DM Dave starts the game by asking each PC “what’s your character doing?”</p><p>10:00 Using initiative to make sure everyone gets a chance to participate even outside of combat</p><p>14:00 Don’t be afraid to call on players who haven’t spoken up to tell you what they’re doing</p><p>17:00 Call on everyone in every scene: Don’t assume shy/wallflower players don’t want to be more involved — they may not be seeing the opportunity, and that’s on the DM to facilitate</p><p>20:00 Recognize different types of role players: Non-actor role players may not want to engage as much in speaking in-character, but often they do want to come up with creative ideas and actions</p><p>23:00 The lesson of Tropic Thunder: D&amp;D is a game of individuals, make sure each player is enjoying the game and getting to do what they want their character to do</p><p>27:00 Tactical engagement: Can you run a big heist caper in your D&amp;D game? Who leads?</p><p>36:00 Tactics of engagement: Skill challenges and other tools we use to get everyone in the party involved at the same time</p><p>42:00 Using character backstories to keep players engaged (and why DM Thorin is a little cautious about them)</p><p>52:00 How DM Tony teased a PC’s flaw to get the other players interested in that character</p><p>59:00 Tempting the party into doing more exploration and discovery</p><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>It’s a problem as old as roleplaying: You have a few players who are engaged, paying attention and driving the story, and other players who may be shy, or not interested in what’s going on today. The result is that half your table may not be involved in what’s going on. </p><p>A few weeks ago, DM Tony posted his article with 6 Tips to Get Everyone at the Game Table More Involved. That’s the tip of the iceberg for this essential DMing topic. On the show today, Thorin, Tony and Dave will dig into what causes players to disengage, how to bring their attention back to the table, and the tricks they use to keep everyone involved in the game.</p><p>2:00 Why do players check out at the table (or your online gaming platform) in the first place?</p><p>6:00 Hook ‘em right off the bat: Why DM Dave starts the game by asking each PC “what’s your character doing?”</p><p>10:00 Using initiative to make sure everyone gets a chance to participate even outside of combat</p><p>14:00 Don’t be afraid to call on players who haven’t spoken up to tell you what they’re doing</p><p>17:00 Call on everyone in every scene: Don’t assume shy/wallflower players don’t want to be more involved — they may not be seeing the opportunity, and that’s on the DM to facilitate</p><p>20:00 Recognize different types of role players: Non-actor role players may not want to engage as much in speaking in-character, but often they do want to come up with creative ideas and actions</p><p>23:00 The lesson of Tropic Thunder: D&amp;D is a game of individuals, make sure each player is enjoying the game and getting to do what they want their character to do</p><p>27:00 Tactical engagement: Can you run a big heist caper in your D&amp;D game? Who leads?</p><p>36:00 Tactics of engagement: Skill challenges and other tools we use to get everyone in the party involved at the same time</p><p>42:00 Using character backstories to keep players engaged (and why DM Thorin is a little cautious about them)</p><p>52:00 How DM Tony teased a PC’s flaw to get the other players interested in that character</p><p>59:00 Tempting the party into doing more exploration and discovery</p><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/all-eyes-on-the-game-12-tips-to-keep-your-rpg-players-involved-and-focused-on-playing]]></link><guid isPermaLink="false">aea3dd49-e447-4453-ac1a-2effbbf7b74b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Nov 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/dface40e-92b7-4ccb-b997-8877d8bb24d2/3wd-ep74.mp3" length="33139618" type="audio/mpeg"/><itunes:duration>01:15:23</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>74</itunes:episode><podcast:episode>74</podcast:episode></item><item><title>Motivating Your Players: How to Get Your TTRPG Player Characters to Take the Hook and Get On With the Adventure</title><itunes:title>Motivating Your Players: How to Get Your TTRPG Player Characters to Take the Hook and Get On With the Adventure</itunes:title><description><![CDATA[<p>We’re all at the gaming table for an adventure, right? But what about when your players don’t take the bait? Maybe they’re not interested in the mysterious disappearances in town? Or you’ve built a full dungeon in “The Mysterious Cave,” but they’re not going anywhere near it? What do you do when the player characters just aren’t vibing with the adventure hooks you’ve put in the water?</p><p>In this episode, Thorin, Tony and Dave talk about what they’ve seen undercut PC motivation, how they get it back, and motivational tricks to use at lower and higher levels in your game (because the motivation challenge is different as the tiers advance).</p><p>1:00 PC inspiration: how do you motivate your players and their PCs to “DO THE THING!”</p><p>3:00 Justin Alexander reopens the debate about Storm King’s Thunder character motivations</p><p>6:00 Why Tony’s PCs will all take any quest</p><p>9:00 Where’s the fear?</p><p>11:00 Learning the truth can be a powerful motivation, but only in the right games </p><p>14:00 “I have a job to do” – Self-motivated PCs and the power of money</p><p>20:00 Does your campaign have enough cool things to buy to keep the PCs motivated by money?</p><p>24:00  Things PCs can spend money on as they level up</p><p>27:00 Story hooks are like gifts: If you pay attention to what your players are saying and joking about, you’ll have a good idea of what adventure hooks to give them. </p><p>34:00 How Session 0 helps you tune in to individual character motivations and set expectations for group goals</p><p>38:00 Don’t take motivation for granted in later levels</p><p>40:00 The problem with relying on the big story to motivate your higher level players (i.e., The Red Dead Redemption 2 problem)</p><p>43:00 Focus more on the story of the characters than the story of the adventures they’re in</p><p>45:00 Even high-level players are often motivated by getting epic loot and powers</p><p>46:00 Be ready to challenge high-level NPCs, even if they seem overpowered</p><p>49:00 What it looks like when motivation gets muddled later in the game.</p><p>55:00 Turning up the heat: The sublime motivation of imminent death or worse</p><p>62:00 Tricks for keeping your players motivated</p><p>71:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>We’re all at the gaming table for an adventure, right? But what about when your players don’t take the bait? Maybe they’re not interested in the mysterious disappearances in town? Or you’ve built a full dungeon in “The Mysterious Cave,” but they’re not going anywhere near it? What do you do when the player characters just aren’t vibing with the adventure hooks you’ve put in the water?</p><p>In this episode, Thorin, Tony and Dave talk about what they’ve seen undercut PC motivation, how they get it back, and motivational tricks to use at lower and higher levels in your game (because the motivation challenge is different as the tiers advance).</p><p>1:00 PC inspiration: how do you motivate your players and their PCs to “DO THE THING!”</p><p>3:00 Justin Alexander reopens the debate about Storm King’s Thunder character motivations</p><p>6:00 Why Tony’s PCs will all take any quest</p><p>9:00 Where’s the fear?</p><p>11:00 Learning the truth can be a powerful motivation, but only in the right games </p><p>14:00 “I have a job to do” – Self-motivated PCs and the power of money</p><p>20:00 Does your campaign have enough cool things to buy to keep the PCs motivated by money?</p><p>24:00  Things PCs can spend money on as they level up</p><p>27:00 Story hooks are like gifts: If you pay attention to what your players are saying and joking about, you’ll have a good idea of what adventure hooks to give them. </p><p>34:00 How Session 0 helps you tune in to individual character motivations and set expectations for group goals</p><p>38:00 Don’t take motivation for granted in later levels</p><p>40:00 The problem with relying on the big story to motivate your higher level players (i.e., The Red Dead Redemption 2 problem)</p><p>43:00 Focus more on the story of the characters than the story of the adventures they’re in</p><p>45:00 Even high-level players are often motivated by getting epic loot and powers</p><p>46:00 Be ready to challenge high-level NPCs, even if they seem overpowered</p><p>49:00 What it looks like when motivation gets muddled later in the game.</p><p>55:00 Turning up the heat: The sublime motivation of imminent death or worse</p><p>62:00 Tricks for keeping your players motivated</p><p>71:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/motivating-your-players-how-to-get-your-ttrpg-player-characters-to-take-the-hook-and-get-on-with-the-adventure]]></link><guid isPermaLink="false">55e315b3-1ffe-45fe-be54-2ff86454edfc</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Nov 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/818cca03-1921-47c7-a32c-780edc41da37/3wd-ep73.mp3" length="34525532" type="audio/mpeg"/><itunes:duration>01:17:29</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>73</itunes:episode><podcast:episode>73</podcast:episode></item><item><title>It Takes a Village: 19 Tips for Building Towns and Cities for Your RPG Campaigns</title><itunes:title>It Takes a Village: 19 Tips for Building Towns and Cities for Your RPG Campaigns</itunes:title><description><![CDATA[<p>What do you need to make a town or city for your RPG campaign? A place for your PCs to hang their hats and rest their weary feet? Stores and taverns for them to unload their loot and pick up new quests? How about an economy and some way the town makes money? Who runs it and how do they keep the peace? Who tries to intervene when the party gets up to PC shenanigans? </p><p>What about surprises? Is that beggar actually a shapeshifted silver dragon? Is there a secret wizard school operating out of a simple library? Are kobold tinkerers secretly keeping everything running in steam tunnels and sewers beneath the street? </p><p>We have warned you not to get caught up in building towns and cities before, but this time a listener asked what needs to be in them when you have to do it. Thorin, Tony and Dave came up with 19 tips to help you do it in pretty much any RPG.</p><p>2:00 A listener question: What do you need to have in your town or city when you build your own?</p><p>3:00 Town Tip 1: DM Tony’s big warning: Don’t overwhelm your players with dozens of quests and NPC backstory details at once</p><p>6:00 Town Tip 2: Understand how towns and cities are different</p><p>8:00 Town Tip 3: Are your players going to look in every house and steal every treasure box, or are they more story-focused? That determines how much detail to put in</p><p>9:00 Town Tips 4-7: The 4 things every town needs based on DM Thorin’s City of Greyhawk campaign</p><ol><li>How does the town survive economically? (Farming? Local mines? Trading hub?)</li><li>Who runs it and how do they police it? (Who tries to arrest the PCs when they cause trouble?)</li><li>Shops, lodging, services and taverns (Who do the players interact with?)</li><li>Secrets and surprises (A good town has layers, like an Ogre.)</li></ol><br/><p>15:00 Town Tip 8: Kitbashing! How DM Dave turned Against the Cult of the Reptile Gods into Slavers Bay</p><p>17:00 Town Tip 9: There needs to be attachment to the town, or the PCs won’t care what happens in it (or, just throw a lot of money at them)</p><p>19:00 Town Tip 10: Don’t be afraid to embellish a location to make it more interesting or fantastical</p><p>23:00 Town Tip 11: Not every important location needs to appear in the first few adventures — 10 Forward doesn’t appear in Star Trek TNG until the second season</p><p>25:00 Town Tip 12: If you make your own town, you get to put in the things that you want to play with</p><p>27:00 Town Tip 13: Know what needs to be in your town to set it up for the first adventure</p><p>30:00 Town Tip 14: Don’t hand them 100 quest hooks when they come into town (although, a beggar selling a map to the secrets of the city could be fun)</p><p>31:00 Town Tip 15: The town that begins your campaign start the whole story, and that’s more important than a town they’re passing through in the middle of the campaign</p><p>32:00 Town Tip 16: Let the players have a hand in building out the town by expanding on the things they show investment in (and how DM Tony’s player became the caretaker of a bunch of kobolds)</p><p>37:00 Town Tip 17: A town is a collection of the people in it</p><p>38:00 Town Tip 18: Don’t make the town so interconnected that the players have no room to work</p><p>39:00 Town Tip 19: How tough do you make the guards? It depends</p><p>45:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>What do you need to make a town or city for your RPG campaign? A place for your PCs to hang their hats and rest their weary feet? Stores and taverns for them to unload their loot and pick up new quests? How about an economy and some way the town makes money? Who runs it and how do they keep the peace? Who tries to intervene when the party gets up to PC shenanigans? </p><p>What about surprises? Is that beggar actually a shapeshifted silver dragon? Is there a secret wizard school operating out of a simple library? Are kobold tinkerers secretly keeping everything running in steam tunnels and sewers beneath the street? </p><p>We have warned you not to get caught up in building towns and cities before, but this time a listener asked what needs to be in them when you have to do it. Thorin, Tony and Dave came up with 19 tips to help you do it in pretty much any RPG.</p><p>2:00 A listener question: What do you need to have in your town or city when you build your own?</p><p>3:00 Town Tip 1: DM Tony’s big warning: Don’t overwhelm your players with dozens of quests and NPC backstory details at once</p><p>6:00 Town Tip 2: Understand how towns and cities are different</p><p>8:00 Town Tip 3: Are your players going to look in every house and steal every treasure box, or are they more story-focused? That determines how much detail to put in</p><p>9:00 Town Tips 4-7: The 4 things every town needs based on DM Thorin’s City of Greyhawk campaign</p><ol><li>How does the town survive economically? (Farming? Local mines? Trading hub?)</li><li>Who runs it and how do they police it? (Who tries to arrest the PCs when they cause trouble?)</li><li>Shops, lodging, services and taverns (Who do the players interact with?)</li><li>Secrets and surprises (A good town has layers, like an Ogre.)</li></ol><br/><p>15:00 Town Tip 8: Kitbashing! How DM Dave turned Against the Cult of the Reptile Gods into Slavers Bay</p><p>17:00 Town Tip 9: There needs to be attachment to the town, or the PCs won’t care what happens in it (or, just throw a lot of money at them)</p><p>19:00 Town Tip 10: Don’t be afraid to embellish a location to make it more interesting or fantastical</p><p>23:00 Town Tip 11: Not every important location needs to appear in the first few adventures — 10 Forward doesn’t appear in Star Trek TNG until the second season</p><p>25:00 Town Tip 12: If you make your own town, you get to put in the things that you want to play with</p><p>27:00 Town Tip 13: Know what needs to be in your town to set it up for the first adventure</p><p>30:00 Town Tip 14: Don’t hand them 100 quest hooks when they come into town (although, a beggar selling a map to the secrets of the city could be fun)</p><p>31:00 Town Tip 15: The town that begins your campaign start the whole story, and that’s more important than a town they’re passing through in the middle of the campaign</p><p>32:00 Town Tip 16: Let the players have a hand in building out the town by expanding on the things they show investment in (and how DM Tony’s player became the caretaker of a bunch of kobolds)</p><p>37:00 Town Tip 17: A town is a collection of the people in it</p><p>38:00 Town Tip 18: Don’t make the town so interconnected that the players have no room to work</p><p>39:00 Town Tip 19: How tough do you make the guards? It depends</p><p>45:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/it-takes-a-village-19-tips-for-building-towns-and-cities-for-your-rpg-campaigns]]></link><guid isPermaLink="false">746ffd52-4ff9-4d06-9086-659d962611ce</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Nov 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/af449a59-cb0e-40a9-bed2-341ecbb5ab21/3wd-ep72.mp3" length="22935740" type="audio/mpeg"/><itunes:duration>51:31</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>72</itunes:episode><podcast:episode>72</podcast:episode></item><item><title>D&amp;D 5E for Old Fogeys: What Old-School DMs Like Us Should Know About How this Edition Compares to Earlier Versions of Dungeons &amp; Dragons</title><itunes:title>D&amp;D 5E for Old Fogeys: What Old-School DMs Like Us Should Know About How this Edition Compares to Earlier Versions of Dungeons &amp; Dragons</itunes:title><description><![CDATA[<p>We all started DMing RPGs a long time ago. In the case of Thorin and Tony, we held on to older editions long after new ones were released (stretching 1E material into 2E and flat refusing to move to 3E later on). But Dungeons &amp; Dragon 5E has been around for 10 years now and is bigger than any edition has ever been in terms of sales, player base and media exposure. WotC recently announced that they’ll be releasing an update for 5E in 2024, not a replacement, and the edition itself shows no signs of slowing down. We like it quite a lot, even if there are things we miss from older editions. </p><p>Now, even old-school RPG players who haven’t played a new edition in decades are wondering what they’d need to know to run 5E. Players like Jeff, who emailed us and said, “After 40-ish years, my daughter and son-in-law got me back into RPGs with 5E and I have been playing for the last 2 years or so. In all this time, I have never been a DM/GM.” And he had a few questions about running 5E that we do our best to answer in the podcast. </p><p>In this episode, Thorin, Tony and Dave talk about how DMing 5E is different from older editions of D&amp;D, how the culture around playing it has changed, and what every old-school D&amp;D DM should know about running the system if they haven’t played it yet. </p><p>2:00 A reader question: What do you need to know as an older gamer getting in D&amp;D 5E?</p><p>4:00 How does 5E use ability scores and skills compared to older editions</p><p>10:00 Sword &amp; sorcery roleplaying (old-school D&amp;D) vs. heroic roleplaying (5E)</p><p>15:00 5E skills vs. 2E proficiencies</p><p>18:00 D&amp;D 2E overbearing shenanigans that you can’t use in D&amp;D 5E (and some other shenanigans we’ve seen)</p><p>25:00 Really high skill bonuses, impossible feats, and how not to be a dick DM in D&amp;D 5E</p><p>34:00 Other things old-school DMs should be prepared for in 5E: </p><p>•	Limited magic resistance</p><p>•	Hit dice used for healing during short rests</p><p>•	Long rests healing everything</p><p>•	Positive numbers are good now (a change from 2E and earlier)</p><p>38:00 Is D&amp;D 5E more cooperative with the players than earlier D&amp;D systems?</p><p>42:00 DMing in a more emotionally intelligent time</p><p>45:00 Was classic D&amp;D’s difficulty fun or good for the game? </p><p>48:00 Is it too hard to kill players in 5E?</p><p>50:00 5E magic is more constrained in terms of world-altering power, but wizards are more balanced with other classes now</p><p>53:00 D&amp;D 5E spells, abilities, actions, etc., do what they say and nothing more</p><p>55:00 The redeployment of alignment and “evil” in D&amp;D 5E mechanics</p><p>59:00 5E and class balance</p><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>We all started DMing RPGs a long time ago. In the case of Thorin and Tony, we held on to older editions long after new ones were released (stretching 1E material into 2E and flat refusing to move to 3E later on). But Dungeons &amp; Dragon 5E has been around for 10 years now and is bigger than any edition has ever been in terms of sales, player base and media exposure. WotC recently announced that they’ll be releasing an update for 5E in 2024, not a replacement, and the edition itself shows no signs of slowing down. We like it quite a lot, even if there are things we miss from older editions. </p><p>Now, even old-school RPG players who haven’t played a new edition in decades are wondering what they’d need to know to run 5E. Players like Jeff, who emailed us and said, “After 40-ish years, my daughter and son-in-law got me back into RPGs with 5E and I have been playing for the last 2 years or so. In all this time, I have never been a DM/GM.” And he had a few questions about running 5E that we do our best to answer in the podcast. </p><p>In this episode, Thorin, Tony and Dave talk about how DMing 5E is different from older editions of D&amp;D, how the culture around playing it has changed, and what every old-school D&amp;D DM should know about running the system if they haven’t played it yet. </p><p>2:00 A reader question: What do you need to know as an older gamer getting in D&amp;D 5E?</p><p>4:00 How does 5E use ability scores and skills compared to older editions</p><p>10:00 Sword &amp; sorcery roleplaying (old-school D&amp;D) vs. heroic roleplaying (5E)</p><p>15:00 5E skills vs. 2E proficiencies</p><p>18:00 D&amp;D 2E overbearing shenanigans that you can’t use in D&amp;D 5E (and some other shenanigans we’ve seen)</p><p>25:00 Really high skill bonuses, impossible feats, and how not to be a dick DM in D&amp;D 5E</p><p>34:00 Other things old-school DMs should be prepared for in 5E: </p><p>•	Limited magic resistance</p><p>•	Hit dice used for healing during short rests</p><p>•	Long rests healing everything</p><p>•	Positive numbers are good now (a change from 2E and earlier)</p><p>38:00 Is D&amp;D 5E more cooperative with the players than earlier D&amp;D systems?</p><p>42:00 DMing in a more emotionally intelligent time</p><p>45:00 Was classic D&amp;D’s difficulty fun or good for the game? </p><p>48:00 Is it too hard to kill players in 5E?</p><p>50:00 5E magic is more constrained in terms of world-altering power, but wizards are more balanced with other classes now</p><p>53:00 D&amp;D 5E spells, abilities, actions, etc., do what they say and nothing more</p><p>55:00 The redeployment of alignment and “evil” in D&amp;D 5E mechanics</p><p>59:00 5E and class balance</p><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-5e-for-old-fogeys-what-old-school-dms-like-us-should-know-about-how-this-edition-compares-to-earlier-versions-of-dungeons-dragons]]></link><guid isPermaLink="false">29cb22b5-c2bf-439d-adb7-bd41f1bdb4f8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Nov 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/02721f1b-18e5-4826-a4fd-23260ee8547e/3wd-ep71.mp3" length="31101172" type="audio/mpeg"/><itunes:duration>01:11:16</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>71</itunes:episode><podcast:episode>71</podcast:episode></item><item><title>Horror Gaming for Halloween: How We Squeeze Scares Out of Players Around the RPG Table</title><itunes:title>Horror Gaming for Halloween: How We Squeeze Scares Out of Players Around the RPG Table</itunes:title><description><![CDATA[<p>It’s the scary season around our gaming tables, and that brings up one of the age-old questions about DMing: Can you reasonably expect to scare adult roleplaying gamers? </p><p>Maybe, maybe not. But what you can definitely do is remove the illusion that they’re in control. Undermine that false comfort that their characters will be OK. Whether you’re threatening their hit points, sanity or character attachments, if you can shake the players’ sense of security, then you can scare them — and that’s what Halloween gaming is all about.</p><p>In this episode, Thorin, Tony and Dave talk about the things they’ve done to try to bring some terror to their tables and times they’ve felt the fear for their own characters’ lives and worse. </p><p>1:00 Can you expect to scare adult players at the RPG table, or is this a lost cause?</p><p>2:00 DM Dave’s Curse of Strahd Dinner … in full costume with a DM’s assistant playing butler and running NPCs</p><p>7:00 Give the players something to be afraid of: Unbalance the threat level, attack character sanity and get them out of their comfort zones</p><p>10:00 Upgrading Castle Ravenloft to make the final showdown with Strahd deadlier and scarier</p><p>14:00 The PCs must be vulnerable: Why super characters undermine horror gaming</p><p>17:00 It’s a long campaign: Don’t be afraid to let the players laugh and have some fun in your horror game, it just makes things scarier when the tension ratchets back up</p><p>24:00 Attachments are key to RPG horror: NPC allies and friends give the players something to lose</p><p>27:00 Pirates of the Caribbean is not a horror movie — atmosphere and threat build terror, not zombies, skeletons and undead pirates </p><p>29:00 Let the characters feel comfortable behind the armor and weapons they have, then introduce a threat that cannot be handled that way</p><p>33:00 Horror gaming is unfair, and you need players who are willing to go with that without complaining</p><p>37:00 Is a deathtrap like Tomb of Horrors really horror gaming or just a hardcore puzzle?</p><p>50:00 Keep power creep on your side</p><p>54:00 Some of the most horrifying games we’ve been in</p><p>59:00 The one mechanic you cannot allow in your game if you want to maintain a horror vibe</p><p>65:00 Final thoughts on horror gaming for Halloween</p>]]></description><content:encoded><![CDATA[<p>It’s the scary season around our gaming tables, and that brings up one of the age-old questions about DMing: Can you reasonably expect to scare adult roleplaying gamers? </p><p>Maybe, maybe not. But what you can definitely do is remove the illusion that they’re in control. Undermine that false comfort that their characters will be OK. Whether you’re threatening their hit points, sanity or character attachments, if you can shake the players’ sense of security, then you can scare them — and that’s what Halloween gaming is all about.</p><p>In this episode, Thorin, Tony and Dave talk about the things they’ve done to try to bring some terror to their tables and times they’ve felt the fear for their own characters’ lives and worse. </p><p>1:00 Can you expect to scare adult players at the RPG table, or is this a lost cause?</p><p>2:00 DM Dave’s Curse of Strahd Dinner … in full costume with a DM’s assistant playing butler and running NPCs</p><p>7:00 Give the players something to be afraid of: Unbalance the threat level, attack character sanity and get them out of their comfort zones</p><p>10:00 Upgrading Castle Ravenloft to make the final showdown with Strahd deadlier and scarier</p><p>14:00 The PCs must be vulnerable: Why super characters undermine horror gaming</p><p>17:00 It’s a long campaign: Don’t be afraid to let the players laugh and have some fun in your horror game, it just makes things scarier when the tension ratchets back up</p><p>24:00 Attachments are key to RPG horror: NPC allies and friends give the players something to lose</p><p>27:00 Pirates of the Caribbean is not a horror movie — atmosphere and threat build terror, not zombies, skeletons and undead pirates </p><p>29:00 Let the characters feel comfortable behind the armor and weapons they have, then introduce a threat that cannot be handled that way</p><p>33:00 Horror gaming is unfair, and you need players who are willing to go with that without complaining</p><p>37:00 Is a deathtrap like Tomb of Horrors really horror gaming or just a hardcore puzzle?</p><p>50:00 Keep power creep on your side</p><p>54:00 Some of the most horrifying games we’ve been in</p><p>59:00 The one mechanic you cannot allow in your game if you want to maintain a horror vibe</p><p>65:00 Final thoughts on horror gaming for Halloween</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/horror-gaming-for-halloween-how-we-squeeze-scares-out-of-players-around-the-rpg-table]]></link><guid isPermaLink="false">b3957792-f896-4279-87ee-9048db5ee04f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 31 Oct 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e9139b6c-5605-4fab-8167-d095dad67cca/3wd-ep70.mp3" length="31598714" type="audio/mpeg"/><itunes:duration>01:12:18</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>70</itunes:episode><podcast:episode>70</podcast:episode></item><item><title>Teaching Your Wife to Play RPGs: How to Bring a Non-Gamer — and Perhaps Shy or Unmotivated Player — Into the Game You Love Without Making Them Hate It</title><itunes:title>Teaching Your Wife to Play RPGs: How to Bring a Non-Gamer — and Perhaps Shy or Unmotivated Player — Into the Game You Love Without Making Them Hate It</itunes:title><description><![CDATA[<p>Can you teach your wife, girlfriend, best friend, family member or anyone you love to play your favorite RPG? It’s a risky proposition, as listener Dave points out in this week’s listener question: He wants to teach his wife to play D&amp;D, and she’s agreed to give it a try, but he’s afraid that “if she doesn’t enjoy that first session, she will never come back to the table.”</p><p>The thing is, we’ve all been there. Whether it’s a girlfriend, wife, best friend, brother … at some point, you want to share the games you love with the people you love, and you probably feel a lot of pressure to make them love it. The deck may even be stacked against you because these players may not come in dedicated to making it work. They may be shy, reluctant, or just less motivated to play RPGs than you are. What can you do to give them the best chance to become players?</p><p>In this episode, Thorin, Tony and Dave talk about their experiences — both successes and failures — in bringing non-gamers into RPGs and what they’ve learned about giving them the best chance to love it.</p><p>2:00 I hate myself for loving you: Why it’s a struggle to get the people you love to play the game you love</p><p>10:00 Where to begin: Where are their common points of reference for an RPG experience</p><p>14:00 How much should you simplify the game and explain as you play?</p><p>17:00 Getting to the bottom of the kind of character they’d really like to play </p><p>19:00 Connecting with characters outside of the fantasy genre: Meet Sifa the Dazzler, a barbarian halfling based on the mom from The Goldbergs</p><p>25:00 Hurdles to roleplaying and how not to scare off your would-be players</p><p>28:00 Teaching roleplaying first, rules second</p><p>31:00 Make character creation part of the adventure and get through one adventure that’s fun</p><p>33:00 Is building characters the best place to start new players, or do you risk losing them in the weeds?</p><p>38:00 Should you bother with alignment and new players?</p><p>41:00 How do you keep new players from feeling embarrassed about roleplaying?</p><p>47:00 What we want to accomplish in a new player’s first game </p><p>58:00 Make sure you have the right table for this new player</p><p>59:00 Final thoughts and what you can learn from DMing for non-gamers</p>]]></description><content:encoded><![CDATA[<p>Can you teach your wife, girlfriend, best friend, family member or anyone you love to play your favorite RPG? It’s a risky proposition, as listener Dave points out in this week’s listener question: He wants to teach his wife to play D&amp;D, and she’s agreed to give it a try, but he’s afraid that “if she doesn’t enjoy that first session, she will never come back to the table.”</p><p>The thing is, we’ve all been there. Whether it’s a girlfriend, wife, best friend, brother … at some point, you want to share the games you love with the people you love, and you probably feel a lot of pressure to make them love it. The deck may even be stacked against you because these players may not come in dedicated to making it work. They may be shy, reluctant, or just less motivated to play RPGs than you are. What can you do to give them the best chance to become players?</p><p>In this episode, Thorin, Tony and Dave talk about their experiences — both successes and failures — in bringing non-gamers into RPGs and what they’ve learned about giving them the best chance to love it.</p><p>2:00 I hate myself for loving you: Why it’s a struggle to get the people you love to play the game you love</p><p>10:00 Where to begin: Where are their common points of reference for an RPG experience</p><p>14:00 How much should you simplify the game and explain as you play?</p><p>17:00 Getting to the bottom of the kind of character they’d really like to play </p><p>19:00 Connecting with characters outside of the fantasy genre: Meet Sifa the Dazzler, a barbarian halfling based on the mom from The Goldbergs</p><p>25:00 Hurdles to roleplaying and how not to scare off your would-be players</p><p>28:00 Teaching roleplaying first, rules second</p><p>31:00 Make character creation part of the adventure and get through one adventure that’s fun</p><p>33:00 Is building characters the best place to start new players, or do you risk losing them in the weeds?</p><p>38:00 Should you bother with alignment and new players?</p><p>41:00 How do you keep new players from feeling embarrassed about roleplaying?</p><p>47:00 What we want to accomplish in a new player’s first game </p><p>58:00 Make sure you have the right table for this new player</p><p>59:00 Final thoughts and what you can learn from DMing for non-gamers</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/teaching-your-wife-to-play-rpgs-how-to-bring-a-non-gamer-and-perhaps-shy-or-unmotivated-player-into-the-game-you-love-without-making-them-hate-it]]></link><guid isPermaLink="false">3923015b-9cc2-4f4f-9184-7be25e322daf</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 24 Oct 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/600f71e4-369c-40ef-ab6c-4f6e7dae5895/3wd-ep69.mp3" length="29705061" type="audio/mpeg"/><itunes:duration>01:07:56</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>69</itunes:episode><podcast:episode>69</podcast:episode></item><item><title>WotC Changing D&amp;D 5E Monsters and More – Are These the Updates the Game Needs?</title><itunes:title>WotC Changing D&amp;D 5E Monsters and More – Are These the Updates the Game Needs?</itunes:title><description><![CDATA[<p>At D&amp;D Celebration, Wizards of the Coast held a Future of D&amp;D panel discussion with Ray Winninger, Liz Schuh, Jeremy Crawford, and Chris Perkins about new products and changes coming to D&amp;D 5E over the next year and beyond. Among the topics discussed were changes to the way monsters will be presented, balanced, rebalanced around Mordenkainen Presents: Monsters of the Multiverse as well as some hints about how settings will be presented in the future. </p><p>One of the big points of emphasis is to make the game simpler for the DM to run, especially when you’re using lots of monsters and trying to remember what they all do in the heat of battle. Are these the right changes to make? Thorin, Tony and Dave break down what we heard (or at least what we think the hints mean) and how it could impact the way we DM. Along the way we talk about monster design, PC-NPC balance, what we struggle with at the table, and changes we’d like to see to D&amp;D 5E.</p><p>1:00  Changes to monsters, stat blocks, alignment, and more</p><p>2:00 Making alignments “typical”</p><p>5:00 Rereleasing classic setting “guides” rather than comprehensive box sets</p><p>13:00 Monsters of the Multiverse monster overhaul</p><p>19:00 The war priest your players can’t play: Pros and cons of making NPCs more like monsters and less like PCs</p><p>35:00 What we think of the new monster stat block layout (and a lot about dragons)</p><p>48:00 Missing the Monstrous Compendium and 2E’s design philosophy</p><p>54:00 Final Thoughts and some changes we’d like to see in 5E</p><p>64:00 Post-script: Which edition is easier to teach, 2E or 5E?</p>]]></description><content:encoded><![CDATA[<p>At D&amp;D Celebration, Wizards of the Coast held a Future of D&amp;D panel discussion with Ray Winninger, Liz Schuh, Jeremy Crawford, and Chris Perkins about new products and changes coming to D&amp;D 5E over the next year and beyond. Among the topics discussed were changes to the way monsters will be presented, balanced, rebalanced around Mordenkainen Presents: Monsters of the Multiverse as well as some hints about how settings will be presented in the future. </p><p>One of the big points of emphasis is to make the game simpler for the DM to run, especially when you’re using lots of monsters and trying to remember what they all do in the heat of battle. Are these the right changes to make? Thorin, Tony and Dave break down what we heard (or at least what we think the hints mean) and how it could impact the way we DM. Along the way we talk about monster design, PC-NPC balance, what we struggle with at the table, and changes we’d like to see to D&amp;D 5E.</p><p>1:00  Changes to monsters, stat blocks, alignment, and more</p><p>2:00 Making alignments “typical”</p><p>5:00 Rereleasing classic setting “guides” rather than comprehensive box sets</p><p>13:00 Monsters of the Multiverse monster overhaul</p><p>19:00 The war priest your players can’t play: Pros and cons of making NPCs more like monsters and less like PCs</p><p>35:00 What we think of the new monster stat block layout (and a lot about dragons)</p><p>48:00 Missing the Monstrous Compendium and 2E’s design philosophy</p><p>54:00 Final Thoughts and some changes we’d like to see in 5E</p><p>64:00 Post-script: Which edition is easier to teach, 2E or 5E?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/wotc-changing-dd-5e-monsters-and-more-are-these-the-updates-the-game-needs]]></link><guid isPermaLink="false">62605035-c915-40d5-8dae-18dd027201f7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Oct 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/2bd8e3ae-08aa-4404-b388-9187164fa112/3wd-ep68.mp3" length="32386898" type="audio/mpeg"/><itunes:duration>01:14:04</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>68</itunes:episode><podcast:episode>68</podcast:episode></item><item><title>29 DM Ideas for Spicing Up D&amp;D 5E: New Twists for Campaigns, Combat, Equipment, Magic and More!</title><itunes:title>29 DM Ideas for Spicing Up D&amp;D 5E: New Twists for Campaigns, Combat, Equipment, Magic and More!</itunes:title><description><![CDATA[<p>DMing is all about bringing your ideas to the table, but some ideas reach beyond the story and dialogue to change the way the game is played. Today, 3 Wise DMs open a Pandora’s Box of DMing ideas and inspiration for D&amp;D 5E. </p><p>From campaign setting ideas to new weapon rules, combat formations, vampire and dragon age categories, and more, in this episode, Thorin, Tony and Dave pitch the craziest D&amp;D house rules and setting features they’d love to play with in the future. </p><p>1:00 Campaign ideas</p><ul><li>1. Dark Sun for 5E: Could you resurrect the survival desert setting full of slavery and cannibalism?</li><li>2. Spelljammer space travel for 5E (Note: we recorded before WotC revealed it’s happening)</li><li>3. Planescape for 5E: Plane shifting between different, wacky worlds and dimensions</li><li>4. Call of Cthulhu in Ravenloft with PCs like Van Helsing and Jonathan Harker</li><li>5. Celts vs. powerful nature spirits vs. Romans in a pseudo-historical setting with limited NPC magic</li><li>6. A prehistoric game with more intense magic and active gods, but low-level technology</li><li>7. Clerics vs. Wizards: A world where arcane magic has been branded heretical</li><li>8. Do you need to limit PC class selection in worlds with low magic or low technology?</li></ul><br/><p>25:00 Mechanical ideas for combat and encounters</p><ul><li>9.	Technologically low and high-quality swords with non-magical +/- bonuses</li><li>10. Injury rules and not recovering all your health after long rests</li><li>11.	Weapon wear and breakage</li><li>12. An aside on Viking sword and shield usage</li><li>13. Capping hit points at a lower level</li><li>14. Combat formations: shield walls, pike hedges, etc.</li><li>15. New weapon properties and action: long reach, weapon grapples</li><li>16. Called-shot attacks (Aim for the eyes!)</li><li>17. Weapons that give an AC bonus</li><li>18. Improving the shield bonus, but making it something you can lose</li><li>19. Heirloom weapons that get progressive bonuses/powers as the player advances in tiers</li></ul><br/><p>62:00 Magic and magic item ideas</p><ul><li>20. Expanding spell concentration (perhaps by allowing a familiar or item to hold concentration on one of your spells)</li><li>21. Creating unique spells</li><li>22. Places of power where players can cast unique spells </li><li>23. Rare spell components that boost the spells cast with them</li><li>24. Rebalancing charges</li></ul><br/><p>71:00 Monster ideas</p><ul><li>25. The bag man and other Candy Man type horror monsters</li><li>26. Giving dragons wider age categories and introducing mightier Great Wyrms </li><li>27. The Corpse Flower garden</li><li>28. Expanding vampire power levels and roles</li><li>29. Spirts of the Land</li></ul><br/><p>82:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>DMing is all about bringing your ideas to the table, but some ideas reach beyond the story and dialogue to change the way the game is played. Today, 3 Wise DMs open a Pandora’s Box of DMing ideas and inspiration for D&amp;D 5E. </p><p>From campaign setting ideas to new weapon rules, combat formations, vampire and dragon age categories, and more, in this episode, Thorin, Tony and Dave pitch the craziest D&amp;D house rules and setting features they’d love to play with in the future. </p><p>1:00 Campaign ideas</p><ul><li>1. Dark Sun for 5E: Could you resurrect the survival desert setting full of slavery and cannibalism?</li><li>2. Spelljammer space travel for 5E (Note: we recorded before WotC revealed it’s happening)</li><li>3. Planescape for 5E: Plane shifting between different, wacky worlds and dimensions</li><li>4. Call of Cthulhu in Ravenloft with PCs like Van Helsing and Jonathan Harker</li><li>5. Celts vs. powerful nature spirits vs. Romans in a pseudo-historical setting with limited NPC magic</li><li>6. A prehistoric game with more intense magic and active gods, but low-level technology</li><li>7. Clerics vs. Wizards: A world where arcane magic has been branded heretical</li><li>8. Do you need to limit PC class selection in worlds with low magic or low technology?</li></ul><br/><p>25:00 Mechanical ideas for combat and encounters</p><ul><li>9.	Technologically low and high-quality swords with non-magical +/- bonuses</li><li>10. Injury rules and not recovering all your health after long rests</li><li>11.	Weapon wear and breakage</li><li>12. An aside on Viking sword and shield usage</li><li>13. Capping hit points at a lower level</li><li>14. Combat formations: shield walls, pike hedges, etc.</li><li>15. New weapon properties and action: long reach, weapon grapples</li><li>16. Called-shot attacks (Aim for the eyes!)</li><li>17. Weapons that give an AC bonus</li><li>18. Improving the shield bonus, but making it something you can lose</li><li>19. Heirloom weapons that get progressive bonuses/powers as the player advances in tiers</li></ul><br/><p>62:00 Magic and magic item ideas</p><ul><li>20. Expanding spell concentration (perhaps by allowing a familiar or item to hold concentration on one of your spells)</li><li>21. Creating unique spells</li><li>22. Places of power where players can cast unique spells </li><li>23. Rare spell components that boost the spells cast with them</li><li>24. Rebalancing charges</li></ul><br/><p>71:00 Monster ideas</p><ul><li>25. The bag man and other Candy Man type horror monsters</li><li>26. Giving dragons wider age categories and introducing mightier Great Wyrms </li><li>27. The Corpse Flower garden</li><li>28. Expanding vampire power levels and roles</li><li>29. Spirts of the Land</li></ul><br/><p>82:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/29-dm-ideas-for-spicing-up-dd-5e-new-twists-for-campaigns-combat-equipment-magic-and-more]]></link><guid isPermaLink="false">09321c8a-78a6-4653-8304-94cd39d11fff</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 10 Oct 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/26283067-e88c-44cf-acae-5d7308de1aaf/3wd-ep67.mp3" length="39960659" type="audio/mpeg"/><itunes:duration>01:31:53</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>67</itunes:episode><podcast:episode>67</podcast:episode></item><item><title>Patrons, Powers and Punishments in D&amp;D 5E: So Many Classes Get Their Powers From a Higher Power … But at What Price?</title><itunes:title>Patrons, Powers and Punishments in D&amp;D 5E: So Many Classes Get Their Powers From a Higher Power … But at What Price?</itunes:title><description><![CDATA[<p>Patrons and punishments have been a part of D&amp;D since 1st Edition’s paladins had to toe the line or get busted down to fighter status by an angry deity. But with so many classes drawing their powers from gods, devils and monsters in 5e — and not really getting any better deal than the wizard who studied, sorcerer who was born with it, barbarian who’s too angry to die, or the bard who just has to rock out with his glockenspiel out — how can the DM handle these patron relationships in a way that feels cool but doesn’t become unfair compared to the other classes? </p><p>In this episode, Thorin, Tony and Dave talk about how they’ve played with patrons in past editions and how they treat them now in 5E — including mistakes they’ve made, tricks they’ve used, and the redemption stories that came about as characters tried to get back in a higher being’s good graces. </p><p>2:00 A Reader Question: How do you DM patrons that gift powers to PCs?</p><p>3:00 How much control does the patron have over the character, especially when comparing older editions to what players and the game expect today?</p><p>5:00 In the Name of Fun: How WotC closed the power delta that justified stripping powers from some classes for roleplay</p><p>7:00 Handling patron/deity behavior violations with roleplay and adventure fodder</p><p>11:00 What does the patron get from the PC’s service? </p><p>19:00 “I just want to play an infernal pact warlock; I don’t want a deal with a devil!” When players are not down with patron play</p><p>24:00 Are warlock, cleric, or paladin powers worth the risk when other classes get theirs for free?</p><p>31:00 What is the best way to take powers away if the character transgresses?</p><p>39:00 Redemption arcs: How our Curse of Strahd characters overcame their fall in the Amber Temple</p><p>43:00 The punishment has to fit the crime: How does a fallen character redeem themselves? </p><p>54:00 How do you create a patron for a character that wants to multiclass into a patronage mid-game</p><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Patrons and punishments have been a part of D&amp;D since 1st Edition’s paladins had to toe the line or get busted down to fighter status by an angry deity. But with so many classes drawing their powers from gods, devils and monsters in 5e — and not really getting any better deal than the wizard who studied, sorcerer who was born with it, barbarian who’s too angry to die, or the bard who just has to rock out with his glockenspiel out — how can the DM handle these patron relationships in a way that feels cool but doesn’t become unfair compared to the other classes? </p><p>In this episode, Thorin, Tony and Dave talk about how they’ve played with patrons in past editions and how they treat them now in 5E — including mistakes they’ve made, tricks they’ve used, and the redemption stories that came about as characters tried to get back in a higher being’s good graces. </p><p>2:00 A Reader Question: How do you DM patrons that gift powers to PCs?</p><p>3:00 How much control does the patron have over the character, especially when comparing older editions to what players and the game expect today?</p><p>5:00 In the Name of Fun: How WotC closed the power delta that justified stripping powers from some classes for roleplay</p><p>7:00 Handling patron/deity behavior violations with roleplay and adventure fodder</p><p>11:00 What does the patron get from the PC’s service? </p><p>19:00 “I just want to play an infernal pact warlock; I don’t want a deal with a devil!” When players are not down with patron play</p><p>24:00 Are warlock, cleric, or paladin powers worth the risk when other classes get theirs for free?</p><p>31:00 What is the best way to take powers away if the character transgresses?</p><p>39:00 Redemption arcs: How our Curse of Strahd characters overcame their fall in the Amber Temple</p><p>43:00 The punishment has to fit the crime: How does a fallen character redeem themselves? </p><p>54:00 How do you create a patron for a character that wants to multiclass into a patronage mid-game</p><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/patrons-powers-and-punishments-in-dd-5e-so-many-classes-get-their-powers-from-a-higher-power-but-at-what-price]]></link><guid isPermaLink="false">a2033140-ab62-4945-bdf1-eb7771c91c0d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Oct 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/394451e7-dcc5-476b-81de-1d945ca384fd/3wd-ep66.mp3" length="30954485" type="audio/mpeg"/><itunes:duration>01:11:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>66</itunes:episode><podcast:episode>66</podcast:episode></item><item><title>RPG Weather, Puzzles and Ritual Challenges: 3 Ways to Make Your Campaign World More Immersive</title><itunes:title>RPG Weather, Puzzles and Ritual Challenges: 3 Ways to Make Your Campaign World More Immersive</itunes:title><description><![CDATA[<p>How do you bring your campaign world to life? It’s a question lots of DMs and GMs ask from a lot of different angles. We’re all looking for ways to make sure our players have fun, but also have new experiences in the game that make it feel more like characters living out a story and less like tabletop Diablo. </p><p>Some of our best questions come from our listeners. That is once again the case this week as Thorin, Tony and Dave dig into three messages asking about different ways to make your RPG world a bit less hack-n-slash and a bit more immersive with interesting puzzles, rituals, and weather mechanics. </p><p>2:00 Listener question 1: Puzzles — the good, the bad, the ugly … and how we blew up Esmerelda’s wagon in Barovia</p><p>4:00 Puzzles and riddles: What we try to do, not to do, and how we involve the whole party </p><p>10:00 The puzzles the party ignored in Curse of Strahd’s Wizard Tower</p><p>12:00 The pros and cons of riddles </p><p>14:00 Should puzzles use character skills/talents or force players to rely on their personal knowledge?</p><p>20:00 How we design puzzles: If it’s difficult for you to explain, it’s probably too difficult for your players to solve</p><p>22:00 Puzzle ideas from Indiana Jones, The Fifth Element and The Lord of the Rings</p><p>26:00 The encounter mix: Where and when we use traps and puzzles</p><p>29:00 Listener question 2: Making rituals more immersive with tasks and skill challenges</p><p>39:00 If you made the players jump through a lot of hoops to do a ritual, don’t let bad rolls ruin it</p><p>42:00 It’s no fun to die (or have the story turn bad) due to bad luck</p><p>47:00 Listener question 3: How do you make weather a more impactful element in the game?</p><p>53:00 Ways we’ve used weather in different campaign settings, including Storm King’s Thunder, Curse of Strahd and Rime of the Frost Maiden</p><p>56:00 How much game time do you want to spend (waste?) dealing with the weather?</p><p>61:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>How do you bring your campaign world to life? It’s a question lots of DMs and GMs ask from a lot of different angles. We’re all looking for ways to make sure our players have fun, but also have new experiences in the game that make it feel more like characters living out a story and less like tabletop Diablo. </p><p>Some of our best questions come from our listeners. That is once again the case this week as Thorin, Tony and Dave dig into three messages asking about different ways to make your RPG world a bit less hack-n-slash and a bit more immersive with interesting puzzles, rituals, and weather mechanics. </p><p>2:00 Listener question 1: Puzzles — the good, the bad, the ugly … and how we blew up Esmerelda’s wagon in Barovia</p><p>4:00 Puzzles and riddles: What we try to do, not to do, and how we involve the whole party </p><p>10:00 The puzzles the party ignored in Curse of Strahd’s Wizard Tower</p><p>12:00 The pros and cons of riddles </p><p>14:00 Should puzzles use character skills/talents or force players to rely on their personal knowledge?</p><p>20:00 How we design puzzles: If it’s difficult for you to explain, it’s probably too difficult for your players to solve</p><p>22:00 Puzzle ideas from Indiana Jones, The Fifth Element and The Lord of the Rings</p><p>26:00 The encounter mix: Where and when we use traps and puzzles</p><p>29:00 Listener question 2: Making rituals more immersive with tasks and skill challenges</p><p>39:00 If you made the players jump through a lot of hoops to do a ritual, don’t let bad rolls ruin it</p><p>42:00 It’s no fun to die (or have the story turn bad) due to bad luck</p><p>47:00 Listener question 3: How do you make weather a more impactful element in the game?</p><p>53:00 Ways we’ve used weather in different campaign settings, including Storm King’s Thunder, Curse of Strahd and Rime of the Frost Maiden</p><p>56:00 How much game time do you want to spend (waste?) dealing with the weather?</p><p>61:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-weather-puzzles-and-ritual-challenges-3-ways-to-make-your-campaign-world-more-immersive]]></link><guid isPermaLink="false">05a93bba-56a5-43a2-9add-53d3c9f2442c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 26 Sep 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/54a08f05-cffc-4fe7-98ec-f9831f71ce1d/3wd-ep65.mp3" length="29288051" type="audio/mpeg"/><itunes:duration>01:08:17</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>65</itunes:episode><podcast:episode>65</podcast:episode></item><item><title>Keeping Your Story Straight: How We Manage All the DM Details of Our RPG Campaigns</title><itunes:title>Keeping Your Story Straight: How We Manage All the DM Details of Our RPG Campaigns</itunes:title><description><![CDATA[<p>No DM’s plan survives contact with the players. Between remembering the story you’re trying to tell, the details you had to improvise, and the players’ actions (which may or may not have made sense), it can be hard to keep the details straight in your RPG campaign. </p><p>How can you plan out the important stuff, capture improv details before you forget them, and make sure you remember it the same way week to week? Thorin, Tony and Dave each have their own tricks for keeping their stories straight. This episode digs into those as well as handling perception when players don’t remember the game the same way you do.</p><p>2:00 How do you keep your story straight as a DM?</p><p>5:00 If you can’t keep your story straight, your players definitely can’t: Session prep and Google Docs</p><p>9:00 The power of owing a favor … and making sure you, the DM, remember to call them in</p><p>14:00 DM Thorin’s tricks to keep details straight when improving without a prep doc</p><p>17:00 Control the session synopsis to influence what players remember and keep them moving forward</p><p>24:00 How not to lose player interest in the details and your game</p><p>27:00 DM Dave’s lasting misunderstandings in Barovia: </p><ul><li>The nagging ghost of Baby Walter</li><li>Unintended Tarroka deck meanings</li><li>Handling players who latch onto the wrong details so hard that they become part of the story — even if you don’t want them to</li></ul><br/><p>39:00 How these choices impact the tone of the game</p><p>41:00 The black dragon fiasco and the kind of details DMs can’t forget</p><p>49:00 How DM Tony kept Storm King’s Thunder straight with a ton of homebrew material</p><p>56:00 Plot holes are just potholes: If the game’s going well, you can keep driving forward</p><p>63:00 The real story lives in our heads</p><p>66:00 Sometimes the DM understands their story so well that we don’t appreciate how easy it is for the players to get lost</p><p>73:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>No DM’s plan survives contact with the players. Between remembering the story you’re trying to tell, the details you had to improvise, and the players’ actions (which may or may not have made sense), it can be hard to keep the details straight in your RPG campaign. </p><p>How can you plan out the important stuff, capture improv details before you forget them, and make sure you remember it the same way week to week? Thorin, Tony and Dave each have their own tricks for keeping their stories straight. This episode digs into those as well as handling perception when players don’t remember the game the same way you do.</p><p>2:00 How do you keep your story straight as a DM?</p><p>5:00 If you can’t keep your story straight, your players definitely can’t: Session prep and Google Docs</p><p>9:00 The power of owing a favor … and making sure you, the DM, remember to call them in</p><p>14:00 DM Thorin’s tricks to keep details straight when improving without a prep doc</p><p>17:00 Control the session synopsis to influence what players remember and keep them moving forward</p><p>24:00 How not to lose player interest in the details and your game</p><p>27:00 DM Dave’s lasting misunderstandings in Barovia: </p><ul><li>The nagging ghost of Baby Walter</li><li>Unintended Tarroka deck meanings</li><li>Handling players who latch onto the wrong details so hard that they become part of the story — even if you don’t want them to</li></ul><br/><p>39:00 How these choices impact the tone of the game</p><p>41:00 The black dragon fiasco and the kind of details DMs can’t forget</p><p>49:00 How DM Tony kept Storm King’s Thunder straight with a ton of homebrew material</p><p>56:00 Plot holes are just potholes: If the game’s going well, you can keep driving forward</p><p>63:00 The real story lives in our heads</p><p>66:00 Sometimes the DM understands their story so well that we don’t appreciate how easy it is for the players to get lost</p><p>73:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/keeping-your-story-straight-how-we-manage-all-the-dm-details-of-our-rpg-campaigns]]></link><guid isPermaLink="false">ebc3679a-c09b-4f04-b698-3e134d5b138c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Sep 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ce188e98-2f3a-4d05-ac88-0d84e30e6d14/3wd-ep64.mp3" length="35146511" type="audio/mpeg"/><itunes:duration>01:21:14</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>64</itunes:episode><podcast:episode>64</podcast:episode></item><item><title>I’m on a Boat! Running Sea-Faring, Space-Faring and Other Ship-Based RPG Campaigns</title><itunes:title>I’m on a Boat! Running Sea-Faring, Space-Faring and Other Ship-Based RPG Campaigns</itunes:title><description><![CDATA[<p>When you take your RPG campaign to the high seas (or under the seas, outer space or anywhere else they need a ship to survive), all bets are off. Sure, you could run it like any land-based campaign using the ship for fast travel, but is that really what a ship-based campaign is all about? Or are they about ship-to-ship combat, unlimited freedom, and unimaginable treasure? </p><p>The lure of the sea is about more than hopping from adventure to adventure. The captain is king of the vessel, whether that captain is one of your PCs or the guy enslaving them as shanghaied deckhands. So, what can you do to play up what’s different about nautical campaigns, make sure your players are happy on the high seas, and come up with cool new ideas to keep them adventuring? That’s what listener Eric asked when he sent us a note with the message “Yo, ho, a pirate’s life for me.” </p><p>Here’s what Thorin, Tony and Dave think nautical gaming is all about and how they bring it to life for their players. </p><p>2:00 Ship-based campaigns we’ve run and what we did with them</p><p>4:00 What elements make a ship-based campaign different from normal land-based games?</p><p>10:00 A ship is freedom … or a hostage situation</p><p>14:00 There has to be a reason you get on the boat — extreme freedom, extreme danger, extreme opportunities, etc. — because it would be easier to just stay on land</p><p>17:00 Don’t be afraid to let the party off the boat to have land adventures</p><p>19:00 An aside about loving Spelljammer</p><p>22:00 What do you do if your players aren’t that into a ship-based game?</p><p>24:00 The ship should be like a floating lair</p><p>29:00 Terrors of the deep: What to challenge your players with in a nautical campaign</p><p>40:00 Answering Eric’s question: How would we build a nautical pirate campaign from level 1? Contracts, letters of mark, and real pirate missions</p><p>47:00 Nautical campaigns don’t necessarily have to be pirates, they can be explorers, traders, treasure hunters, etc.</p><p>50:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>When you take your RPG campaign to the high seas (or under the seas, outer space or anywhere else they need a ship to survive), all bets are off. Sure, you could run it like any land-based campaign using the ship for fast travel, but is that really what a ship-based campaign is all about? Or are they about ship-to-ship combat, unlimited freedom, and unimaginable treasure? </p><p>The lure of the sea is about more than hopping from adventure to adventure. The captain is king of the vessel, whether that captain is one of your PCs or the guy enslaving them as shanghaied deckhands. So, what can you do to play up what’s different about nautical campaigns, make sure your players are happy on the high seas, and come up with cool new ideas to keep them adventuring? That’s what listener Eric asked when he sent us a note with the message “Yo, ho, a pirate’s life for me.” </p><p>Here’s what Thorin, Tony and Dave think nautical gaming is all about and how they bring it to life for their players. </p><p>2:00 Ship-based campaigns we’ve run and what we did with them</p><p>4:00 What elements make a ship-based campaign different from normal land-based games?</p><p>10:00 A ship is freedom … or a hostage situation</p><p>14:00 There has to be a reason you get on the boat — extreme freedom, extreme danger, extreme opportunities, etc. — because it would be easier to just stay on land</p><p>17:00 Don’t be afraid to let the party off the boat to have land adventures</p><p>19:00 An aside about loving Spelljammer</p><p>22:00 What do you do if your players aren’t that into a ship-based game?</p><p>24:00 The ship should be like a floating lair</p><p>29:00 Terrors of the deep: What to challenge your players with in a nautical campaign</p><p>40:00 Answering Eric’s question: How would we build a nautical pirate campaign from level 1? Contracts, letters of mark, and real pirate missions</p><p>47:00 Nautical campaigns don’t necessarily have to be pirates, they can be explorers, traders, treasure hunters, etc.</p><p>50:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/im-on-a-boat-running-sea-faring-space-faring-and-other-ship-based-rpg-campaigns]]></link><guid isPermaLink="false">ed6f6cde-3380-42f7-9dea-81d21a08c73c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Sep 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/fda31b64-a9d8-40a6-b54e-4f5ce96a3783/3wd-ep63.mp3" length="24891096" type="audio/mpeg"/><itunes:duration>57:13</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>63</itunes:episode><podcast:episode>63</podcast:episode></item><item><title>Dragons: Why We Love Them and How We Run Them</title><itunes:title>Dragons: Why We Love Them and How We Run Them</itunes:title><description><![CDATA[<p>Dragons are to D&amp;D what Jerry West is to the NBA: The Logo. They’re the monsters so iconic that they’re literally part of the name. No other fantasy property has done as much or gained as much from its dragons. So, when you decide to put a dragon in your campaign, you know it has to be special. But how do you make sure it hits the right notes for your players?</p><p>Fortunately, dragons are some of Thorin’s, Tony’s, and Dave’s favorite creatures. How do you make dragons feel epic? How do you make sure their hoards are the stuff of legends? Should you use really them in every campaign? In this episode, we break down everything we’ve learned about running dragons over the years and take you through how we turn them into adventures, not just encounters.</p><p>2:00 Dragon archetypes from pop culture</p><p>5:00 The D&amp;D dragon colors each play differently to encompass those pop-culture types and more</p><p>8:00 Dragons in D&amp;D should be special creatures: They’re a whole adventure, not just one encounter</p><p>11:00 Your dragon is hundreds or thousands of years old … What’s it done with its time?</p><p>14:00 How to make your dragon feel epic</p><p>21:00 How to build a dragon fight</p><p>27:00 The dragon’s hoard should be as epic as the dragon fight itself</p><p>39:00 Make sure you know how to use your dragon’s abilities, including legendary and lair actions</p><p>41:00 How to measure your treasure to leave room for cooler stuff later</p><p>48:00 Dragons and spellcasting: Do you add Wizard/Sorcerer levels to your dragons?</p><p>53:00 Dragons in our other games: Curse of Strahd and the Marvel SHRPG</p><p>57:00 Final thoughts</p><p>63:00 PS: Should you use dragons in every campaign?</p>]]></description><content:encoded><![CDATA[<p>Dragons are to D&amp;D what Jerry West is to the NBA: The Logo. They’re the monsters so iconic that they’re literally part of the name. No other fantasy property has done as much or gained as much from its dragons. So, when you decide to put a dragon in your campaign, you know it has to be special. But how do you make sure it hits the right notes for your players?</p><p>Fortunately, dragons are some of Thorin’s, Tony’s, and Dave’s favorite creatures. How do you make dragons feel epic? How do you make sure their hoards are the stuff of legends? Should you use really them in every campaign? In this episode, we break down everything we’ve learned about running dragons over the years and take you through how we turn them into adventures, not just encounters.</p><p>2:00 Dragon archetypes from pop culture</p><p>5:00 The D&amp;D dragon colors each play differently to encompass those pop-culture types and more</p><p>8:00 Dragons in D&amp;D should be special creatures: They’re a whole adventure, not just one encounter</p><p>11:00 Your dragon is hundreds or thousands of years old … What’s it done with its time?</p><p>14:00 How to make your dragon feel epic</p><p>21:00 How to build a dragon fight</p><p>27:00 The dragon’s hoard should be as epic as the dragon fight itself</p><p>39:00 Make sure you know how to use your dragon’s abilities, including legendary and lair actions</p><p>41:00 How to measure your treasure to leave room for cooler stuff later</p><p>48:00 Dragons and spellcasting: Do you add Wizard/Sorcerer levels to your dragons?</p><p>53:00 Dragons in our other games: Curse of Strahd and the Marvel SHRPG</p><p>57:00 Final thoughts</p><p>63:00 PS: Should you use dragons in every campaign?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dragons-why-we-love-them-and-how-we-run-them]]></link><guid isPermaLink="false">2d8dcc85-45ab-4141-ba0a-1d611e37a089</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Sep 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e78c2672-3a20-4402-8b4c-c7dac8e180bf/3wd-ep62.mp3" length="29004333" type="audio/mpeg"/><itunes:duration>01:08:01</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>62</itunes:episode><podcast:episode>62</podcast:episode></item><item><title>How to Bring WrestleMania to Barovia: DM Dave’s Curse of Strahd Goes WAY Off Book With a Homebrew Wrestling PPV</title><itunes:title>How to Bring WrestleMania to Barovia: DM Dave’s Curse of Strahd Goes WAY Off Book With a Homebrew Wrestling PPV</itunes:title><description><![CDATA[<p>Sometimes you want to change the game up completely, even if it’s just for the night. Maybe you want to have a night of gambling games, a carnival with an archery contest, a little football, or, like DM Dave’s Barovia, a werewolf wrestling match to put the WWE to shame! When you have that urge, how do you make that happen? The 3 Wise DMs call them minigames, and in this episode, they’ll use Dave’s wrestling escapades to break down how to make these sessions fun for everyone.</p><p>Thorin, Tony and Dave have talked about homebrew and crazy ideas before, but in this episode, they’re breaking down a fresh game with a look at how it came to be, how it felt to play in, and what you can take away for your own crazy minigame sessions. </p><p>1:00 Bringing WrestleMania to Barovia: How to develop a D&amp;D session where you essentially play a different homebrew minigame</p><p>3:00 5E’s wrestling isn’t interesting, so to support Hawk Morgan, DM Tony’s wrestling character, DM Dave have to invent a more cinematic wrestling system</p><p>8:00 Does a Hulk Hogan clone fit in Curse of Strahd? Here’s how Dave handled it</p><p>13:00 Where, when and how to pay off on a 1-on-1 wrestling match for Hawk yet still involve the rest of the party</p><p>22:00 The role of humor in horror games</p><p>24:00 Building the wrestling system and how it played out (see this week’s website article at 3wisedms.com for the whole system)</p><p>34:00 The lumberjack match rules that let the rest of the party get involved, but not too involved</p><p>44:00 The party stuck with the wrestling schtick even after they broke the rules and it went full combat</p><p>49:00 Did this save a boring werewolf side quest?</p><p>55:00 Advice for executing your own “minigame” sessions</p><p>64:00 Final thoughts </p>]]></description><content:encoded><![CDATA[<p>Sometimes you want to change the game up completely, even if it’s just for the night. Maybe you want to have a night of gambling games, a carnival with an archery contest, a little football, or, like DM Dave’s Barovia, a werewolf wrestling match to put the WWE to shame! When you have that urge, how do you make that happen? The 3 Wise DMs call them minigames, and in this episode, they’ll use Dave’s wrestling escapades to break down how to make these sessions fun for everyone.</p><p>Thorin, Tony and Dave have talked about homebrew and crazy ideas before, but in this episode, they’re breaking down a fresh game with a look at how it came to be, how it felt to play in, and what you can take away for your own crazy minigame sessions. </p><p>1:00 Bringing WrestleMania to Barovia: How to develop a D&amp;D session where you essentially play a different homebrew minigame</p><p>3:00 5E’s wrestling isn’t interesting, so to support Hawk Morgan, DM Tony’s wrestling character, DM Dave have to invent a more cinematic wrestling system</p><p>8:00 Does a Hulk Hogan clone fit in Curse of Strahd? Here’s how Dave handled it</p><p>13:00 Where, when and how to pay off on a 1-on-1 wrestling match for Hawk yet still involve the rest of the party</p><p>22:00 The role of humor in horror games</p><p>24:00 Building the wrestling system and how it played out (see this week’s website article at 3wisedms.com for the whole system)</p><p>34:00 The lumberjack match rules that let the rest of the party get involved, but not too involved</p><p>44:00 The party stuck with the wrestling schtick even after they broke the rules and it went full combat</p><p>49:00 Did this save a boring werewolf side quest?</p><p>55:00 Advice for executing your own “minigame” sessions</p><p>64:00 Final thoughts </p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-bring-wrestlemania-to-barovia-dm-daves-curse-of-strahd-goes-way-off-books-with-a-homebrew-wrestling-ppv]]></link><guid isPermaLink="false">0a5e3602-32cf-4809-b391-c4c6d9c87ca3</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 29 Aug 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/17fb8482-fd45-4b21-8f81-7782eff48ea6/3wd-ep61.mp3" length="28588246" type="audio/mpeg"/><itunes:duration>01:06:34</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>61</itunes:episode><podcast:episode>61</podcast:episode></item><item><title>Strange D&amp;D Homebrew: Knowing When, Where and How to Make Your RPG Campaign Weird Without Losing Your Players</title><itunes:title>Strange D&amp;D Homebrew: Knowing When, Where and How to Make Your RPG Campaign Weird Without Losing Your Players</itunes:title><description><![CDATA[<p>DMs have some crazy ideas. And deep down, there’s nothing most of us want to do more than unleash those ideas on our unsuspecting players. The party is rolling along a totally normal campaign in a non-descript fantasy world, and suddenly, you’ve dropped a giant, soul-eating, boon-granting, Lovecraftian spaghetti monster into the center of it with a cult that’s depopulating the world to wake it up. Or, through your Wizard’s misfiring experimentations, you’ve bonded him to a Venom-like symbiote bodysuit. Or, SURPRISE, your wizard now has the body of a larval mage, composed of 10,000s of undead bugs! (If we’re being honest, a lot of this does seem to happen to the wizards.)</p><p>These strange homebrew ideas can be the coolest and most memorable part of the campaign, but they’re also risky. Will your player throw a fit after their corporeal form is replaced with a pile of insects? The quit risk is high. The trick is knowing when, where and how to get weird and bring out the strange homebrew, and often that comes from your narrative and how the players have been engaging with it. What makes sense in the story? If you can get the players to go along with that, you can have fun with all sorts of crazy homebrew ideas.</p><p>And that’s exactly what Thorin, Tony and Dave have done (repeatedly, often to each other). Here’s how they use narrative-driven homebrew to make their games unique, memorable, and more fun for everyone.</p><p>2:00 A listener question: How do you decide where, what and when to homebrew?</p><p>3:00 Narrative-driven homebrew: When the players and the story call for something … Strange</p><p>5:00 The origins of Ghatanothoa in Woodstock Wanderers: How the big, weird god monster grew organically from solving mysteries DM Thorin’s setting created</p><p>11:00 Baiting players into choosing the big character changes, from the Ring of Winters in Storm King’s Thunder to the Amber Temple Dark Gifts in Curse of Strahd</p><p>14:00 Homebrewing systems: Wrestling and combat rules we’ve played with</p><p>17:00 Balance and power-creep: Why we’re hesitant to homebrew classes</p><p>22:00 The set-up and seduction that led to the moment DM Tony’s wizard Cassidus became a pile of undead bugs, and how the “modification” was designed for him and Erasmus’s Storm Giant Wish</p><p>36:00 Campaign flavor, resistances and setting the right bar for immunity</p><p>40:00 Tougher Vampires: An example of on-the-fly homebrew to fit the narrative</p><p>44:00 The D&amp;D Venom Symbiote: Another example of narrative-driven homebrew on the fly</p><p>50:00 Why create a new class out of whole cloth instead of changing the flavor of an existing one?</p><p>57:00 Steal smart: A lot of the best homebrew repurposes pieces from existing material</p><p>61:00 What if other players want to get into these homebrew goodies, too?</p><p>69:00 Final thoughts</p><p><br></p>]]></description><content:encoded><![CDATA[<p>DMs have some crazy ideas. And deep down, there’s nothing most of us want to do more than unleash those ideas on our unsuspecting players. The party is rolling along a totally normal campaign in a non-descript fantasy world, and suddenly, you’ve dropped a giant, soul-eating, boon-granting, Lovecraftian spaghetti monster into the center of it with a cult that’s depopulating the world to wake it up. Or, through your Wizard’s misfiring experimentations, you’ve bonded him to a Venom-like symbiote bodysuit. Or, SURPRISE, your wizard now has the body of a larval mage, composed of 10,000s of undead bugs! (If we’re being honest, a lot of this does seem to happen to the wizards.)</p><p>These strange homebrew ideas can be the coolest and most memorable part of the campaign, but they’re also risky. Will your player throw a fit after their corporeal form is replaced with a pile of insects? The quit risk is high. The trick is knowing when, where and how to get weird and bring out the strange homebrew, and often that comes from your narrative and how the players have been engaging with it. What makes sense in the story? If you can get the players to go along with that, you can have fun with all sorts of crazy homebrew ideas.</p><p>And that’s exactly what Thorin, Tony and Dave have done (repeatedly, often to each other). Here’s how they use narrative-driven homebrew to make their games unique, memorable, and more fun for everyone.</p><p>2:00 A listener question: How do you decide where, what and when to homebrew?</p><p>3:00 Narrative-driven homebrew: When the players and the story call for something … Strange</p><p>5:00 The origins of Ghatanothoa in Woodstock Wanderers: How the big, weird god monster grew organically from solving mysteries DM Thorin’s setting created</p><p>11:00 Baiting players into choosing the big character changes, from the Ring of Winters in Storm King’s Thunder to the Amber Temple Dark Gifts in Curse of Strahd</p><p>14:00 Homebrewing systems: Wrestling and combat rules we’ve played with</p><p>17:00 Balance and power-creep: Why we’re hesitant to homebrew classes</p><p>22:00 The set-up and seduction that led to the moment DM Tony’s wizard Cassidus became a pile of undead bugs, and how the “modification” was designed for him and Erasmus’s Storm Giant Wish</p><p>36:00 Campaign flavor, resistances and setting the right bar for immunity</p><p>40:00 Tougher Vampires: An example of on-the-fly homebrew to fit the narrative</p><p>44:00 The D&amp;D Venom Symbiote: Another example of narrative-driven homebrew on the fly</p><p>50:00 Why create a new class out of whole cloth instead of changing the flavor of an existing one?</p><p>57:00 Steal smart: A lot of the best homebrew repurposes pieces from existing material</p><p>61:00 What if other players want to get into these homebrew goodies, too?</p><p>69:00 Final thoughts</p><p><br></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/strange-dd-homebrew-knowing-when-where-and-how-to-make-your-rpg-campaign-weird-without-losing-your-players]]></link><guid isPermaLink="false">3a13d689-4c6a-4ce3-92bb-76bf754d5d24</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 Aug 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/72b5112f-08b9-4809-aee0-a35eed627b06/3wd-ep60.mp3" length="33387192" type="audio/mpeg"/><itunes:duration>01:16:44</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>60</itunes:episode><podcast:episode>60</podcast:episode></item><item><title>When DMs Go to War: How to Run Mass Combat in D&amp;D (and similar RPGs) and Not Bore Your Players</title><itunes:title>When DMs Go to War: How to Run Mass Combat in D&amp;D (and similar RPGs) and Not Bore Your Players</itunes:title><description><![CDATA[<p>Most DMs come to a point in their campaigns where they want to run The Big Battle. We’re not talking the players vs. a few Balors, but a real war: Storming the beaches of a fantasy Normandy, the Siege of Winterfell, the Battle of Pelennor Fields from Lord of the Rings. But when you go to set the battle up, you realize just how clunky mass combat is in D&amp;D and most RPGs. </p><p>The problem is, most RPGs are skirmish-level games, especially D&amp;D. That means they run well with up to about 20 characters in a battle. Beyond that, things slow down and there aren’t good ways to simulate the battle. So, you wind up having to homebrew or adapt some kind of mass combat ruleset, but these don’t always work out, either. Most mass combat expansions for D&amp;D, for example, are basically fantasy wargames, and your players may not be up for D&amp;D night turning into Warhammer 1100 AD. </p><p>A reader question inspired us to take it on: What do you do when you want your players to fight 300 zombies? In this episode, Thorin, Tony and Dave answer that and more as they break down what happens when DMs go to war. </p><p>1:00 A reader question: How would you handle a battle with 300 zombies?</p><p>2:00 Why mass combat is and always has been clunky in D&amp;D</p><p>6:00 Mass combat is basically opposed to what any edition of D&amp;D is designed to do</p><p>9:00 3 basic ways to handle mass combat: </p><p>•	Skill challenge</p><p>•	Dynasty Warriors </p><p>•	War games</p><p>13:00 D&amp;D mass combat rules releases of the past (were still clunky)</p><p>14:00 What makes a combat “mass”? A dozen characters? Hundreds? Thousands?</p><p>17:00 5E How D&amp;D characters change the way wars are fought</p><p>19:00 Slipping on dead bodies, siege engines, Oliphaunts! How mass combat and the chaos of war should change how D&amp;D characters are fought</p><p>22:00 How do you keep running the big battle from slowing downplay for the PCs?</p><p>25:00 Can you put your players in charge of an army? It depends on the party</p><p>28:00 Can the enemy soldiers harm your PCs, or is it mud farmers vs. invincible knights? </p><p>30:00 How do you simulate what happens to the rest of the armies that aren’t around the PCs?</p><p>34:00 An ad-hoc system for running mass combats that impacts each player and shouldn’t bog down</p><p>37:00 Morale and victory conditions: Showing how PC actions impact the battle</p><p>41:00 How we would handle a battle with 300 zombies: It depends on our players</p><p>50:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Most DMs come to a point in their campaigns where they want to run The Big Battle. We’re not talking the players vs. a few Balors, but a real war: Storming the beaches of a fantasy Normandy, the Siege of Winterfell, the Battle of Pelennor Fields from Lord of the Rings. But when you go to set the battle up, you realize just how clunky mass combat is in D&amp;D and most RPGs. </p><p>The problem is, most RPGs are skirmish-level games, especially D&amp;D. That means they run well with up to about 20 characters in a battle. Beyond that, things slow down and there aren’t good ways to simulate the battle. So, you wind up having to homebrew or adapt some kind of mass combat ruleset, but these don’t always work out, either. Most mass combat expansions for D&amp;D, for example, are basically fantasy wargames, and your players may not be up for D&amp;D night turning into Warhammer 1100 AD. </p><p>A reader question inspired us to take it on: What do you do when you want your players to fight 300 zombies? In this episode, Thorin, Tony and Dave answer that and more as they break down what happens when DMs go to war. </p><p>1:00 A reader question: How would you handle a battle with 300 zombies?</p><p>2:00 Why mass combat is and always has been clunky in D&amp;D</p><p>6:00 Mass combat is basically opposed to what any edition of D&amp;D is designed to do</p><p>9:00 3 basic ways to handle mass combat: </p><p>•	Skill challenge</p><p>•	Dynasty Warriors </p><p>•	War games</p><p>13:00 D&amp;D mass combat rules releases of the past (were still clunky)</p><p>14:00 What makes a combat “mass”? A dozen characters? Hundreds? Thousands?</p><p>17:00 5E How D&amp;D characters change the way wars are fought</p><p>19:00 Slipping on dead bodies, siege engines, Oliphaunts! How mass combat and the chaos of war should change how D&amp;D characters are fought</p><p>22:00 How do you keep running the big battle from slowing downplay for the PCs?</p><p>25:00 Can you put your players in charge of an army? It depends on the party</p><p>28:00 Can the enemy soldiers harm your PCs, or is it mud farmers vs. invincible knights? </p><p>30:00 How do you simulate what happens to the rest of the armies that aren’t around the PCs?</p><p>34:00 An ad-hoc system for running mass combats that impacts each player and shouldn’t bog down</p><p>37:00 Morale and victory conditions: Showing how PC actions impact the battle</p><p>41:00 How we would handle a battle with 300 zombies: It depends on our players</p><p>50:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-dms-go-to-war-how-to-run-mass-combat-in-dd-and-similar-rpgs-and-not-bore-your-players]]></link><guid isPermaLink="false">e8e09229-44cd-4ed9-9e0f-ddee91ccd7ee</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 08 Aug 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/aea1fe92-5427-49e2-81e3-c17dca34ab33/3wd-ep59.mp3" length="25063803" type="audio/mpeg"/><itunes:duration>57:38</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>59</itunes:episode><podcast:episode>59</podcast:episode></item><item><title>When Your Game Goes Hollywood: How to Adapt Jurassic Park, Jumanji, and Any Other Movie Into an RPG Adventure or Campaign</title><itunes:title>When Your Game Goes Hollywood: How to Adapt Jurassic Park, Jumanji, and Any Other Movie Into an RPG Adventure or Campaign</itunes:title><description><![CDATA[<p>Lots of DMs draw inspiration from their favorite movies. But adapting a movie to your game isn’t always as easy as it sounds. Can you really use D&amp;D, where the PCs are super-powered, to create Jurassic Park, where most of the characters are lunch? How do you capture the magic of Lord of the Rings in a way your players can actually play through without following the book scene-for-scene? How do you turn linear silver screen storytelling into something that can survive an encounter with your players’ shenanigans?</p><p>In this episode, Thorin, Tony and Dave dig into how they’d go about adopting some favorite movies into adventures or campaigns, including how it can go wrong, choosing the right system, and understanding the details your players will identify with.</p><p>1:00 Listener question: How do you adapt movies into a campaign without forcing your players to recreate the movie?</p><p>2:00 Think about why most video games based on movies suck, because your adaptation could suffer the same problems</p><p>6:00 Campaign or adventure? Does your movie have enough material to be more than a module?</p><p>9:00 Should you adapt the movie to D&amp;D or use a system that might support it better? </p><p>13:00 Souping up dinosaurs to be Jurassic-Park-worthy threats</p><p>15:00 Does a movie-inspired game have to railroad players down the movie plot scene-by-scene? (And DM Dave’s moonshot Lord of the Rings campaign idea)</p><p>21:00 Why we don’t recommend creating your own game system to play out a movie (and how DM Tony tried)</p><p>24:00 Is Call of Cthulhu better for doing Jurassic Park than D&amp;D 5E?</p><p>27:00 The Great Jumanji Debate: Robin Williams or The Rock version?</p><p>29:00 A campaign is more than the setting: How to build the movie idea into something bigger</p><p>35:00 Keeping Gandalf Cool: Should you limit character choices to fit the tone of the setting or pump up NPC abilities to match the power of your PCs? </p><p>38:00 NPCs, locations, and the feel of the movie you’re adapting</p><p>42:00 Session 0 or The Big Surprise? How to introduce your movie adaptation </p><p>47:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Lots of DMs draw inspiration from their favorite movies. But adapting a movie to your game isn’t always as easy as it sounds. Can you really use D&amp;D, where the PCs are super-powered, to create Jurassic Park, where most of the characters are lunch? How do you capture the magic of Lord of the Rings in a way your players can actually play through without following the book scene-for-scene? How do you turn linear silver screen storytelling into something that can survive an encounter with your players’ shenanigans?</p><p>In this episode, Thorin, Tony and Dave dig into how they’d go about adopting some favorite movies into adventures or campaigns, including how it can go wrong, choosing the right system, and understanding the details your players will identify with.</p><p>1:00 Listener question: How do you adapt movies into a campaign without forcing your players to recreate the movie?</p><p>2:00 Think about why most video games based on movies suck, because your adaptation could suffer the same problems</p><p>6:00 Campaign or adventure? Does your movie have enough material to be more than a module?</p><p>9:00 Should you adapt the movie to D&amp;D or use a system that might support it better? </p><p>13:00 Souping up dinosaurs to be Jurassic-Park-worthy threats</p><p>15:00 Does a movie-inspired game have to railroad players down the movie plot scene-by-scene? (And DM Dave’s moonshot Lord of the Rings campaign idea)</p><p>21:00 Why we don’t recommend creating your own game system to play out a movie (and how DM Tony tried)</p><p>24:00 Is Call of Cthulhu better for doing Jurassic Park than D&amp;D 5E?</p><p>27:00 The Great Jumanji Debate: Robin Williams or The Rock version?</p><p>29:00 A campaign is more than the setting: How to build the movie idea into something bigger</p><p>35:00 Keeping Gandalf Cool: Should you limit character choices to fit the tone of the setting or pump up NPC abilities to match the power of your PCs? </p><p>38:00 NPCs, locations, and the feel of the movie you’re adapting</p><p>42:00 Session 0 or The Big Surprise? How to introduce your movie adaptation </p><p>47:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-your-game-goes-hollywood-how-to-adapt-jurassic-park-jumanji-and-any-other-movie-into-an-rpg-adventure-or-campaign]]></link><guid isPermaLink="false">1a382df9-2d64-4005-a9ff-78a1da5f66b2</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Aug 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/89d424e0-0609-4f86-b6e8-d6cb55360cb5/3wd-ep58.mp3" length="23823901" type="audio/mpeg"/><itunes:duration>54:02</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>58</itunes:episode><podcast:episode>58</podcast:episode></item><item><title>Surrender Like a Boss: When RPG Monsters and NPCs Should Give Up and How to Get PCs to Accept Their Submission</title><itunes:title>Surrender Like a Boss: When RPG Monsters and NPCs Should Give Up and How to Get PCs to Accept Their Submission</itunes:title><description><![CDATA[<p>Sometimes the best stories play out after defeat, but to get to them, bad guys need to occasionally survive the fight. It’s not always so easy to recognize when it’s time to pull back and have the monsters or villains run away or surrender to the PCs, and it can be even harder to get the party to accept the surrender after it’s offered.</p><p>When should a DM surrender and how do you make sure it doesn’t turn into a slaughter? It all comes down to how you teach players to play your game. After all, if every bad guy they don’t kill comes back worse, what are you teaching them but to be murder hobos?</p><p>In this episode, Thorin, Tony and Dave roll out their best tricks for using surrender as a storytelling tool, combat hack, and reminder that actions in their RPG worlds have consequences. Listen to learn why the greatest DM victories often come from battles your villains lost. </p><p>2:00 “Make intelligence matter again”: How and when we have NPCs surrender in our games</p><p>5:00 Curse of Strahd: How the Hags escaped Old Bone Grinder to mess with the party for months</p><p>7:00 A solution to slow combat: Why DM Thorin has more 5E NPCs run away than previous editions</p><p>9:00 Scripted retreats: Steal a trick from Hollywood and give the party a taste of the BBEG to come</p><p>12:00 When bad guys running away gets frustrating to the party</p><p>15:00 If the villain surrenders and doesn’t deserve death, can they be redeemed? </p><p>19:00 The checkmate: Really good villains already have a reason the party can’t kill them</p><p>21:00 Should you “punish” PC parties that don’t accept surrender?</p><p>25:00 When surrenders lead to conflict in the party or the story</p><p>28:00 What do you do with a party that never accepts surrender?</p><p>31:00 What happens after the villain surrenders? It can be a more interesting story than killing them off</p><p>42:00 DM Dave’s 3-legged stool of villainy!</p><p>46:00 If your villain surrenders just to come back worse, you teach the party to never accept surrender</p><p>50:00 Is the modern trope that superheroes just beget supervillains a plot-hole-ridden cliché?</p><p>58:00 How to make players understand their actions will have consequences (And how DM Tony feels when his PCs can’t kill the bad guys)</p><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Sometimes the best stories play out after defeat, but to get to them, bad guys need to occasionally survive the fight. It’s not always so easy to recognize when it’s time to pull back and have the monsters or villains run away or surrender to the PCs, and it can be even harder to get the party to accept the surrender after it’s offered.</p><p>When should a DM surrender and how do you make sure it doesn’t turn into a slaughter? It all comes down to how you teach players to play your game. After all, if every bad guy they don’t kill comes back worse, what are you teaching them but to be murder hobos?</p><p>In this episode, Thorin, Tony and Dave roll out their best tricks for using surrender as a storytelling tool, combat hack, and reminder that actions in their RPG worlds have consequences. Listen to learn why the greatest DM victories often come from battles your villains lost. </p><p>2:00 “Make intelligence matter again”: How and when we have NPCs surrender in our games</p><p>5:00 Curse of Strahd: How the Hags escaped Old Bone Grinder to mess with the party for months</p><p>7:00 A solution to slow combat: Why DM Thorin has more 5E NPCs run away than previous editions</p><p>9:00 Scripted retreats: Steal a trick from Hollywood and give the party a taste of the BBEG to come</p><p>12:00 When bad guys running away gets frustrating to the party</p><p>15:00 If the villain surrenders and doesn’t deserve death, can they be redeemed? </p><p>19:00 The checkmate: Really good villains already have a reason the party can’t kill them</p><p>21:00 Should you “punish” PC parties that don’t accept surrender?</p><p>25:00 When surrenders lead to conflict in the party or the story</p><p>28:00 What do you do with a party that never accepts surrender?</p><p>31:00 What happens after the villain surrenders? It can be a more interesting story than killing them off</p><p>42:00 DM Dave’s 3-legged stool of villainy!</p><p>46:00 If your villain surrenders just to come back worse, you teach the party to never accept surrender</p><p>50:00 Is the modern trope that superheroes just beget supervillains a plot-hole-ridden cliché?</p><p>58:00 How to make players understand their actions will have consequences (And how DM Tony feels when his PCs can’t kill the bad guys)</p><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/surrender-like-a-boss-when-rpg-monsters-and-npcs-should-give-up-and-how-to-get-pcs-to-accept-their-submission]]></link><guid isPermaLink="false">0161ac39-d4d8-45b1-af51-e3707ed4194c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 25 Jul 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4fcc0b80-d13d-425f-bcd5-e574b5ab647c/3wd-ep57.mp3" length="30822111" type="audio/mpeg"/><itunes:duration>01:11:37</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>57</itunes:episode><podcast:episode>57</podcast:episode></item><item><title>21 Tips to Master D&amp;D Combat: How to Run RPG Fights That Balance Fun, Challenge and Time Investment</title><itunes:title>21 Tips to Master D&amp;D Combat: How to Run RPG Fights That Balance Fun, Challenge and Time Investment</itunes:title><description><![CDATA[<p>Combat is such a central part of D&amp;D 5E, but it’s also a part of the game that can take forever! And not all players are down for a 4-hour fight every game session. What can the DM do to keep the fights fun for everyone, even if some players in the party want fast combat and others want to take their time and enjoy the tactics? How do you make sure you’re not the one slowing combat down and killing the vibe?</p><p>It’s not just a D&amp;D question, either. DM’s who stumble running combat encounters can make even the fastest combat systems seem like a slog. In this episode, Thorin, Tony and Dave talk about how they run combat, from what makes a good or boring fight to how they manage their monsters, how they decide who gets attacked next, and how hard they try to kill the party. It’s everything you need to know to make your RPG combats, especially in D&amp;D 5E, as fun as they can be.</p><p>2:00 Is D&amp;D combat unique? In any system, you need to keep it moving and know your NPC/monster abilities, so you don’t bog the fight down.</p><p>6:00 What makes a combat encounter good or boring? It’s about the time invested and the context.</p><p>12:00 Encounter building: How we prep our combats, whether they’re planned or improvised.</p><p>16:00 An aside about our Curse of Strahd party making deals in the Amber Temple.</p><p>18:00 How you manage your monsters says a lot about how you DM.</p><p>24:00 Nothing kills combat faster than a DM trying to cast spells they’ve never read: Know your NPC abilities.</p><p>29:00 Treasure: Random rewards or planned gifts for every party member?</p><p>35:00 Too many easy fights are boring, but so is the party getting beat down every combat.</p><p>38:00 What do you do after initiative is rolled?</p><p>39:00 Why Call of Cthulhu combat runs much faster than D&amp;D 5E.</p><p>45:00 Balancing what different players want from combat: Some want fights to go faster, others want to take their time and enjoy tactical combat, and new players are still figuring it out.</p><p>48:00 Players need to feel like they’ve accomplished something with the game, not wasted all night on one meaningless combat</p><p>50:00 Understanding players’ mental ability to grasp D&amp;D combat, their options and theater of the mind</p><p>53:00 Is theater of the mind (combat without maps) a good way to make combat run faster?</p><p>55:00 How aggressively should you try to kill the party?</p><p>61:00 Fight about 1 in 3 encounters on the NPCs’ terms, not the party’s</p><p>65:00 The monsters should know what they’re doing (h/t Keith Ammann) and fight that way</p><p>70:00 DM Dave breaks Tony’s heart by saying Strahd won’t deign to wrestle Hawk Morgan </p><p>72:00 How DM Thorin decides monster tactics on the fly</p><p>74:00 Sometimes the party crates opportunities for the monsters … seize them!</p><p>76:00 When is it OK to run large, all-night combats, and how do you keep them from bogging down? (There may be no right decision.)</p><p>92:00 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Combat is such a central part of D&amp;D 5E, but it’s also a part of the game that can take forever! And not all players are down for a 4-hour fight every game session. What can the DM do to keep the fights fun for everyone, even if some players in the party want fast combat and others want to take their time and enjoy the tactics? How do you make sure you’re not the one slowing combat down and killing the vibe?</p><p>It’s not just a D&amp;D question, either. DM’s who stumble running combat encounters can make even the fastest combat systems seem like a slog. In this episode, Thorin, Tony and Dave talk about how they run combat, from what makes a good or boring fight to how they manage their monsters, how they decide who gets attacked next, and how hard they try to kill the party. It’s everything you need to know to make your RPG combats, especially in D&amp;D 5E, as fun as they can be.</p><p>2:00 Is D&amp;D combat unique? In any system, you need to keep it moving and know your NPC/monster abilities, so you don’t bog the fight down.</p><p>6:00 What makes a combat encounter good or boring? It’s about the time invested and the context.</p><p>12:00 Encounter building: How we prep our combats, whether they’re planned or improvised.</p><p>16:00 An aside about our Curse of Strahd party making deals in the Amber Temple.</p><p>18:00 How you manage your monsters says a lot about how you DM.</p><p>24:00 Nothing kills combat faster than a DM trying to cast spells they’ve never read: Know your NPC abilities.</p><p>29:00 Treasure: Random rewards or planned gifts for every party member?</p><p>35:00 Too many easy fights are boring, but so is the party getting beat down every combat.</p><p>38:00 What do you do after initiative is rolled?</p><p>39:00 Why Call of Cthulhu combat runs much faster than D&amp;D 5E.</p><p>45:00 Balancing what different players want from combat: Some want fights to go faster, others want to take their time and enjoy tactical combat, and new players are still figuring it out.</p><p>48:00 Players need to feel like they’ve accomplished something with the game, not wasted all night on one meaningless combat</p><p>50:00 Understanding players’ mental ability to grasp D&amp;D combat, their options and theater of the mind</p><p>53:00 Is theater of the mind (combat without maps) a good way to make combat run faster?</p><p>55:00 How aggressively should you try to kill the party?</p><p>61:00 Fight about 1 in 3 encounters on the NPCs’ terms, not the party’s</p><p>65:00 The monsters should know what they’re doing (h/t Keith Ammann) and fight that way</p><p>70:00 DM Dave breaks Tony’s heart by saying Strahd won’t deign to wrestle Hawk Morgan </p><p>72:00 How DM Thorin decides monster tactics on the fly</p><p>74:00 Sometimes the party crates opportunities for the monsters … seize them!</p><p>76:00 When is it OK to run large, all-night combats, and how do you keep them from bogging down? (There may be no right decision.)</p><p>92:00 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/21-tips-to-master-dd-combat-how-to-run-rpg-fights-that-balance-fun-challenge-and-time-investment]]></link><guid isPermaLink="false">a2e15d5c-571a-49bb-95ca-977f50049d91</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Jul 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4bcea66b-7695-4f74-ba8b-32ae7aee1f2d/3wd-ep56.mp3" length="43325871" type="audio/mpeg"/><itunes:duration>01:38:26</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>56</itunes:episode><podcast:episode>56</podcast:episode></item><item><title>Powering Up! Bringing D&amp;D Monsters, Villains and Campaigns Up to Your Party’s Level</title><itunes:title>Powering Up! Bringing D&amp;D Monsters, Villains and Campaigns Up to Your Party’s Level</itunes:title><description><![CDATA[<p>Whether you’re playing a book Dungeons &amp; Dragons campaign or just have big plans for a couple uglies in the Monster Manual, there’s a level window where your PCs will have a good, balanced encounter with those threats. But what do you do when the party isn’t in that window? </p><p>Maybe through the course of their adventures, the PCs have explored everything and leveled up too fast, so now Strahd or Auril or whatever big bad is looking a little wimpy? Or maybe your players have characters they’ve been playing for a while and love, but the campaign they want to play is lower level, so it’ll need some adjustment? Either way, you may find yourself looking for ways to scale up the danger so that climactic battle still has some bite.</p><p>In this episode, Thorin, Tony and Dave talk about how they approach these problems. Listen on to hear 3 good ways to bring underpowered villains’ power up to par, Dave’s dilemma with Strahd and the jacked level-10 party of 6, and whether or not level-adjusting modules is worth the effort in the first place.</p><p>1:00 A Listener Question: How can you scale up Rime of the Frostmaiden’s Auril for higher-level play?</p><p>2:00 Leveling out of the window: How do you keep your BBEG challenging for a party that’s powering up faster than expected?</p><p>7:00 The 1st Way to Boost Your Villain: Leveling up their monster type</p><p>10:00 “I want to play it the way it’s Done”: Why DM Dave is Reluctant to modify Strahd in Curse of Strahd or Auril in Rime of the Frostmaiden, even though the players may be higher level</p><p>13:00 Be careful just increasing Villain hit points and making the fight longer, and what to do instead</p><p>17:00 BBEGs like Strahd and Auril should not just get smoked — they have more stuff going on</p><p>20:00 The 2nd Way to Boost Your Villain: Giving Strahd additional forces or power-ups to make sure the fight is interesting</p><p>23:00 The 3rd Way to Boost Your Villain: Upgrade its raw stats and powers, but try to keep the length of the fight the same — and what’s wrong with the DMG on this?</p><p>26:00 A few Final Fantasy 7 spoilers and how to use them with your villain</p><p>29:00 Monster Benchmarking: Go look at things that are the kind of threat you want your villain to be</p><p>35:00 Your BBEG should know the party and plan to beat them specifically. But how well should the party know them?</p><p>45:00 Is it worth scaling up a pre-made adventure to fit a higher-level party, or is that wasted effort?</p><p>53:00 How the unexpected makes for some of the most memorable D&amp;D moments</p><p>58:00 It depends on the room: Giving your players what they want</p><p>60:00 Initial impressions of Van Richten’s Guide to Ravenloft: Did we just buy homework?</p><p>63:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Whether you’re playing a book Dungeons &amp; Dragons campaign or just have big plans for a couple uglies in the Monster Manual, there’s a level window where your PCs will have a good, balanced encounter with those threats. But what do you do when the party isn’t in that window? </p><p>Maybe through the course of their adventures, the PCs have explored everything and leveled up too fast, so now Strahd or Auril or whatever big bad is looking a little wimpy? Or maybe your players have characters they’ve been playing for a while and love, but the campaign they want to play is lower level, so it’ll need some adjustment? Either way, you may find yourself looking for ways to scale up the danger so that climactic battle still has some bite.</p><p>In this episode, Thorin, Tony and Dave talk about how they approach these problems. Listen on to hear 3 good ways to bring underpowered villains’ power up to par, Dave’s dilemma with Strahd and the jacked level-10 party of 6, and whether or not level-adjusting modules is worth the effort in the first place.</p><p>1:00 A Listener Question: How can you scale up Rime of the Frostmaiden’s Auril for higher-level play?</p><p>2:00 Leveling out of the window: How do you keep your BBEG challenging for a party that’s powering up faster than expected?</p><p>7:00 The 1st Way to Boost Your Villain: Leveling up their monster type</p><p>10:00 “I want to play it the way it’s Done”: Why DM Dave is Reluctant to modify Strahd in Curse of Strahd or Auril in Rime of the Frostmaiden, even though the players may be higher level</p><p>13:00 Be careful just increasing Villain hit points and making the fight longer, and what to do instead</p><p>17:00 BBEGs like Strahd and Auril should not just get smoked — they have more stuff going on</p><p>20:00 The 2nd Way to Boost Your Villain: Giving Strahd additional forces or power-ups to make sure the fight is interesting</p><p>23:00 The 3rd Way to Boost Your Villain: Upgrade its raw stats and powers, but try to keep the length of the fight the same — and what’s wrong with the DMG on this?</p><p>26:00 A few Final Fantasy 7 spoilers and how to use them with your villain</p><p>29:00 Monster Benchmarking: Go look at things that are the kind of threat you want your villain to be</p><p>35:00 Your BBEG should know the party and plan to beat them specifically. But how well should the party know them?</p><p>45:00 Is it worth scaling up a pre-made adventure to fit a higher-level party, or is that wasted effort?</p><p>53:00 How the unexpected makes for some of the most memorable D&amp;D moments</p><p>58:00 It depends on the room: Giving your players what they want</p><p>60:00 Initial impressions of Van Richten’s Guide to Ravenloft: Did we just buy homework?</p><p>63:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/powering-up-bringing-dd-monsters-villains-and-campaigns-up-to-your-partys-level]]></link><guid isPermaLink="false">9937b75f-71d4-459b-b65b-f7251cd36c38</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 11 Jul 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ba029216-b006-4408-8f0d-c49240347695/3wd-ep55.mp3" length="31116252" type="audio/mpeg"/><itunes:duration>01:11:23</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>55</itunes:episode><podcast:episode>55</podcast:episode></item><item><title>13 Tips for DMing Across the Multiverse: How to Bring Different RPG Genres to Life, From Fantasy to Steampunk, Intrigue, Horror and More</title><itunes:title>13 Tips for DMing Across the Multiverse: How to Bring Different RPG Genres to Life, From Fantasy to Steampunk, Intrigue, Horror and More</itunes:title><description><![CDATA[<p>Dungeons &amp; Dragons gives most DMs a good idea of how to start running high fantasy games, but where do you go from there? Or if you started with another genre of role-playing game, like horror, how do you make a high fantasy game feel alive? What mechanics, details and dungeon master tricks (or GM tricks) can you use to make your players feel what’s unique about your setting?</p><p>One of the cool things about 3 Wise DMs is that we do get to play a lot of games and try a lot of genres and settings. With active campaigns that run from high fantasy to gothic horror (Curse of Strahd) to eldritch horror (Call of Cthulhu) to superhero gaming (Marvel SHRPG) — and past campaigns that covered intrigue, sci-fi and more — Thorin, Tony and Dave are always looking for ways to make their settings stand out to the players in them. Here are 13 tips we use to bring different RPG campaign worlds to life with players who’ve seen them all (and could easily start forgetting which game is which if we’re not on top of our genrebending).</p><p>Note: Episode contains paid promotion.</p><p>1:00 Paid Promo! Our first sponsor is Crit Academy’s Capes &amp; Crooks: A 5E Superhero RPG. Visit the <a href="https://www.kickstarter.com/projects/critacademy/capes-and-crooks-a-5th-edition-superhero-rpg?ref=1i656b" rel="noopener noreferrer" target="_blank">Crit Academy’s Capes &amp; Crooks Kickstarter</a> for more information.</p><p>2:00 A listener question: How do we DM different genres and different levels of technology so they feel different from D&amp;D.compaignworld?</p><p>4:00 Respect your players’ lore tolerance and don’t over-work your details —you may be wasting your time</p><p>7:00 If you spend a lot of time describing a detail, make sure it has a point, or the players might give it one (like Dave’s overly personal Curse of Strahd Tarokka Deck Reading)</p><p>12:00 How DM Dave sets the tone for Curse of Strahd, or as he calls it, “D&amp;D’s Universal Monsters”</p><p>14:00 How over-the-top characters and events brought out the high fantasy in DM Tony’s Storm King’s Thunder D&amp;D campaign</p><p>17:00 What makes high fantasy feel like high fantasy? Magic item shops? Lost civilizations? The fall of Rome and Irish mythology?</p><p>26:00 How do people in this setting get things done? Can the party kill every problem, or do they need to solve the mystery or save the day?</p><p>28:00 Superheroes don’t kill people — how we define superhero settings</p><p>33:00 Investigators can’t kill eldritch horrors — how DM Thorin brings historical reality to 1920s Call of Cthulhu and then cracks it with Mythos abominations</p><p>38:00 Changing genres in response to player agency — or how we made Storm King’s Thunder a game of court intrigue</p><p>40:00 Make friends and influence people: What sets intrigue games apart from classic fantasy hackfests?</p><p>43:00 Not all of these games can be done with improv, you might actually have to prep</p><p>46:00 Building steampunk and magicpunk worlds — science vs. magic or science via magic?</p><p>58:00 Fantasy and guns: If you’re in a fantasy setting and a player wants to do some technology stuff, like be a gunslinger, should you let them?</p><p>61:00 Final thoughts </p>]]></description><content:encoded><![CDATA[<p>Dungeons &amp; Dragons gives most DMs a good idea of how to start running high fantasy games, but where do you go from there? Or if you started with another genre of role-playing game, like horror, how do you make a high fantasy game feel alive? What mechanics, details and dungeon master tricks (or GM tricks) can you use to make your players feel what’s unique about your setting?</p><p>One of the cool things about 3 Wise DMs is that we do get to play a lot of games and try a lot of genres and settings. With active campaigns that run from high fantasy to gothic horror (Curse of Strahd) to eldritch horror (Call of Cthulhu) to superhero gaming (Marvel SHRPG) — and past campaigns that covered intrigue, sci-fi and more — Thorin, Tony and Dave are always looking for ways to make their settings stand out to the players in them. Here are 13 tips we use to bring different RPG campaign worlds to life with players who’ve seen them all (and could easily start forgetting which game is which if we’re not on top of our genrebending).</p><p>Note: Episode contains paid promotion.</p><p>1:00 Paid Promo! Our first sponsor is Crit Academy’s Capes &amp; Crooks: A 5E Superhero RPG. Visit the <a href="https://www.kickstarter.com/projects/critacademy/capes-and-crooks-a-5th-edition-superhero-rpg?ref=1i656b" rel="noopener noreferrer" target="_blank">Crit Academy’s Capes &amp; Crooks Kickstarter</a> for more information.</p><p>2:00 A listener question: How do we DM different genres and different levels of technology so they feel different from D&amp;D.compaignworld?</p><p>4:00 Respect your players’ lore tolerance and don’t over-work your details —you may be wasting your time</p><p>7:00 If you spend a lot of time describing a detail, make sure it has a point, or the players might give it one (like Dave’s overly personal Curse of Strahd Tarokka Deck Reading)</p><p>12:00 How DM Dave sets the tone for Curse of Strahd, or as he calls it, “D&amp;D’s Universal Monsters”</p><p>14:00 How over-the-top characters and events brought out the high fantasy in DM Tony’s Storm King’s Thunder D&amp;D campaign</p><p>17:00 What makes high fantasy feel like high fantasy? Magic item shops? Lost civilizations? The fall of Rome and Irish mythology?</p><p>26:00 How do people in this setting get things done? Can the party kill every problem, or do they need to solve the mystery or save the day?</p><p>28:00 Superheroes don’t kill people — how we define superhero settings</p><p>33:00 Investigators can’t kill eldritch horrors — how DM Thorin brings historical reality to 1920s Call of Cthulhu and then cracks it with Mythos abominations</p><p>38:00 Changing genres in response to player agency — or how we made Storm King’s Thunder a game of court intrigue</p><p>40:00 Make friends and influence people: What sets intrigue games apart from classic fantasy hackfests?</p><p>43:00 Not all of these games can be done with improv, you might actually have to prep</p><p>46:00 Building steampunk and magicpunk worlds — science vs. magic or science via magic?</p><p>58:00 Fantasy and guns: If you’re in a fantasy setting and a player wants to do some technology stuff, like be a gunslinger, should you let them?</p><p>61:00 Final thoughts </p>]]></content:encoded><link><![CDATA[https://3wisedms.com/13-tips-for-dming-across-the-multiverse-how-to-bring-different-rpg-genres-to-life-from-fantasy-to-steampunk-intrigue-horror-and-more]]></link><guid isPermaLink="false">2ff92b4b-a138-4af8-83ba-59862006b277</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Jul 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7fc6e0ad-a6b3-4ac2-967a-db787818579e/3wd-ep54.mp3" length="29229604" type="audio/mpeg"/><itunes:duration>01:07:31</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>54</itunes:episode><podcast:episode>54</podcast:episode></item><item><title>Superhero Roleplaying: How to Run Comic Book RPG Campaigns That Feel Super</title><itunes:title>Superhero Roleplaying: How to Run Comic Book RPG Campaigns That Feel Super</itunes:title><description><![CDATA[<p>From The Avengers to The Snyder Cut and Arrow to Wanda Vision, superheroes have conquered entertainment. Are you ready for them to clean up the streets of your game group, too? That’s exactly what’s been happening at the 3 Wise DMs’ game table, as our little experimentation with TSR’s Marvel Superhero RPG (MSH RPG) from 1984 has ballooned into a 3-DM shared universe. Instead of the MCU, we now have a 3WDMSHRPGU! (We really need to work on that acronym).  </p><p>Ever since DMs Dave and Tony were 0-level Dungeon Students, they’ve both been dying to get a superhero game up and running, and now it’s finally off the ground. But bringing a superhero world to life, managing 60 years of great backstories, and managing player characters who don’t really progress and get more powerful the way we’re used to from D&amp;D, presents a whole new set of challenges. Not to mention, TSR’s system is not at all easy to learn by modern standards.  </p><p>In this episode, we’ll break down how superhero games play different from D&amp;D and other traditional RPGs, what we do to bring them to life, and how we’ve handled the steep learning curve. </p><p><em>Note: Episode contains paid promotion.</em></p><p>1:00 Paid Promo! Our first sponsor is Crit Academy’s Capes &amp; Crooks: A 5E Superhero RPG. Visit https://www.critacademy.com/capesandcrooks for more information.</p><p>3:00 The Marvel Superhero RPG: Digging up TSR’s 30-year undead superhero roleplaying system</p><p>5:00 Why superhero gaming? 60 years of great background material to mold into our own shared Marvel Universe (the #3WDMSHRPGU?)</p><p>8:00 What sets superhero campaigns apart from D&amp;D or other more typical RPG settings?</p><p>12:00 How do you present true “superpowers” in an RPG, like throwing cars to the moon? </p><p>29:00 Capturing the fantasy of superhero roleplaying: Why lack of progress is a feature, not a bug</p><p>37:00 Superheroes vs. murder hobos: A no-kill comic book power fantasy</p><p>42:00 5 elements of a superhero campaign: </p><ol><li>Heroes are defined by their villains</li><li>Machinations playing out from the street to the villain’s secret lair</li><li>Know the level of the team you’re playing with and the villains they’ll be fighting</li><li>Let the threat escalate around them</li><li>Public opinion matters for the heroes </li></ol><br/><p>51:00 How session prep for superhero games compares to D&amp;D</p><p>56:00 Cameos, cameos, cameos! Galactus, The Elders of the Universe, The Avengers, Ego the Living Planet … our superhero team has met them all and more!</p><p>61:00 Can you pull DC into your Marvel? Sure! If you can manage the power gap</p><p>67:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>From The Avengers to The Snyder Cut and Arrow to Wanda Vision, superheroes have conquered entertainment. Are you ready for them to clean up the streets of your game group, too? That’s exactly what’s been happening at the 3 Wise DMs’ game table, as our little experimentation with TSR’s Marvel Superhero RPG (MSH RPG) from 1984 has ballooned into a 3-DM shared universe. Instead of the MCU, we now have a 3WDMSHRPGU! (We really need to work on that acronym).  </p><p>Ever since DMs Dave and Tony were 0-level Dungeon Students, they’ve both been dying to get a superhero game up and running, and now it’s finally off the ground. But bringing a superhero world to life, managing 60 years of great backstories, and managing player characters who don’t really progress and get more powerful the way we’re used to from D&amp;D, presents a whole new set of challenges. Not to mention, TSR’s system is not at all easy to learn by modern standards.  </p><p>In this episode, we’ll break down how superhero games play different from D&amp;D and other traditional RPGs, what we do to bring them to life, and how we’ve handled the steep learning curve. </p><p><em>Note: Episode contains paid promotion.</em></p><p>1:00 Paid Promo! Our first sponsor is Crit Academy’s Capes &amp; Crooks: A 5E Superhero RPG. Visit https://www.critacademy.com/capesandcrooks for more information.</p><p>3:00 The Marvel Superhero RPG: Digging up TSR’s 30-year undead superhero roleplaying system</p><p>5:00 Why superhero gaming? 60 years of great background material to mold into our own shared Marvel Universe (the #3WDMSHRPGU?)</p><p>8:00 What sets superhero campaigns apart from D&amp;D or other more typical RPG settings?</p><p>12:00 How do you present true “superpowers” in an RPG, like throwing cars to the moon? </p><p>29:00 Capturing the fantasy of superhero roleplaying: Why lack of progress is a feature, not a bug</p><p>37:00 Superheroes vs. murder hobos: A no-kill comic book power fantasy</p><p>42:00 5 elements of a superhero campaign: </p><ol><li>Heroes are defined by their villains</li><li>Machinations playing out from the street to the villain’s secret lair</li><li>Know the level of the team you’re playing with and the villains they’ll be fighting</li><li>Let the threat escalate around them</li><li>Public opinion matters for the heroes </li></ol><br/><p>51:00 How session prep for superhero games compares to D&amp;D</p><p>56:00 Cameos, cameos, cameos! Galactus, The Elders of the Universe, The Avengers, Ego the Living Planet … our superhero team has met them all and more!</p><p>61:00 Can you pull DC into your Marvel? Sure! If you can manage the power gap</p><p>67:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/superhero-roleplaying-how-to-run-comic-book-rpg-campaigns-that-feel-super]]></link><guid isPermaLink="false">14200c43-1af9-40f4-add0-2dbc73dcf624</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 27 Jun 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/9e69bcd4-07c4-44c3-90bc-205891e97ccc/3wd-ep53.mp3" length="33020039" type="audio/mpeg"/><itunes:duration>01:15:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>53</itunes:episode><podcast:episode>53</podcast:episode></item><item><title>11 Ways to Be a Better Dungeon Master: Lessons Learned in Our First Year Recording 3 Wise DMs</title><itunes:title>11 Ways to Be a Better Dungeon Master: Lessons Learned in Our First Year Recording 3 Wise DMs</itunes:title><description><![CDATA[<p>How much time should you spend prepping for individual game sessions? When should you improv and when should you plan more ahead of time? How can you keep rules lawyers and house rules under control? </p><p>This episode marks one year of recording 3 Wise DMs and some of the most intensive gaming of our lives. We’ve had as many as 5 campaigns running across 3 different systems, and every week we got together to talk about them on this podcast. It’s been an intensive RPG workshop for all three of us, and we learned a ton during it. </p><p>This week, we look back on the very first episode, how our DMing ideas have changed since then, and 11 things we think make us better dungeon masters than we were at the start of this podcast. </p><p>1:00 Traumatized DMs: Cringing back at our first episode</p><p>7:00 Lesson 1: Stun still sucks — nothing wrecks combat like making someone skip a turn</p><p>10:00 Lesson 2: Dealing with the unexpected — or how we learned to loosen up as DMs</p><p>15:00 Lesson 3: Can you improv a historical mystery RPG? Why Thorin is running Call of Cthulhu by the book (and the history books)</p><p>25:00 Lesson 4: What we’ve learned about session prep, dialogue and running organic worlds</p><p>32:00 Lesson 5: Talking it out — how the podcast helped give us better perspective and empathy when handling DM-player conflict</p><p>36:00 Lesson 6: How we cut down on rules lawyers and broken house rules</p><p>47:00 Lesson 7: Homebrew magic items — creating the Vampiric Wand of Cthulhu </p><p>52:00 Lesson 8: How playing different games with different people and talking about it every week helped us handle our games better</p><p>55:00 Lesson 9: Improving DM-player communication, expectations and engagement</p><p>58:00 Lesson 10: We’re not there to entertain the players! … Except maybe we are</p><p>65:00 Lesson 11: The formulas we use to set our games up for success</p><p>69:00 Final thoughts and how our DMing changed over the first year of recording 3 Wise DMs</p>]]></description><content:encoded><![CDATA[<p>How much time should you spend prepping for individual game sessions? When should you improv and when should you plan more ahead of time? How can you keep rules lawyers and house rules under control? </p><p>This episode marks one year of recording 3 Wise DMs and some of the most intensive gaming of our lives. We’ve had as many as 5 campaigns running across 3 different systems, and every week we got together to talk about them on this podcast. It’s been an intensive RPG workshop for all three of us, and we learned a ton during it. </p><p>This week, we look back on the very first episode, how our DMing ideas have changed since then, and 11 things we think make us better dungeon masters than we were at the start of this podcast. </p><p>1:00 Traumatized DMs: Cringing back at our first episode</p><p>7:00 Lesson 1: Stun still sucks — nothing wrecks combat like making someone skip a turn</p><p>10:00 Lesson 2: Dealing with the unexpected — or how we learned to loosen up as DMs</p><p>15:00 Lesson 3: Can you improv a historical mystery RPG? Why Thorin is running Call of Cthulhu by the book (and the history books)</p><p>25:00 Lesson 4: What we’ve learned about session prep, dialogue and running organic worlds</p><p>32:00 Lesson 5: Talking it out — how the podcast helped give us better perspective and empathy when handling DM-player conflict</p><p>36:00 Lesson 6: How we cut down on rules lawyers and broken house rules</p><p>47:00 Lesson 7: Homebrew magic items — creating the Vampiric Wand of Cthulhu </p><p>52:00 Lesson 8: How playing different games with different people and talking about it every week helped us handle our games better</p><p>55:00 Lesson 9: Improving DM-player communication, expectations and engagement</p><p>58:00 Lesson 10: We’re not there to entertain the players! … Except maybe we are</p><p>65:00 Lesson 11: The formulas we use to set our games up for success</p><p>69:00 Final thoughts and how our DMing changed over the first year of recording 3 Wise DMs</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/11-ways-to-be-a-better-dungeon-master-lessoned-learned-in-our-first-year-recording-3-wise-dms]]></link><guid isPermaLink="false">f38d30df-b45b-4a2c-83f1-1860af44ae98</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Jun 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/8c50b251-a9ee-4d1c-a087-2ba7795dcb36/3ws-ep52.mp3" length="34927396" type="audio/mpeg"/><itunes:duration>01:19:24</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>52</itunes:episode><podcast:episode>52</podcast:episode></item><item><title>Bringing RPGs Back From COVID: How Do We Get Back to In-Person Gaming After More Than a Year of Roll20 and Quarantine?</title><itunes:title>Bringing RPGs Back From COVID: How Do We Get Back to In-Person Gaming After More Than a Year of Roll20 and Quarantine?</itunes:title><description><![CDATA[<p>The 3 Wise DMs have only just started to get back together for some in-person gaming, but none of the online RPGs we’ve talked about has yet made it back to the dinner table. Can they be saved? Do the Wise DMs even want to bring them back in-person? Are the players on board? Even if everyone wants to go back to playing live, what challenges do they face?</p><p>In this episode, Thorin, Tony and Dave talk about the surprising difficulty of bringing their games back to live, in-person play. From commuting convenience to hosting fatigue and player pushback, there are objections to overcome. But there’s a lot we all miss from in-person gaming, too. And when/if they do come back, what will they be mindful of after a year DMing from the Lab? </p><p>2:00 Do we want to bring in-person gaming back? And if so, how much?</p><p>5:00 The benefits of no-commute gaming vs. the roleplaying rapport of knowing each other in-person</p><p>9:00 Relieve the tension: Why players should laugh, a lot, during your horror-themed game … and then scream</p><p>15:00 Will our digital tools make the transition back to in-person gaming? (Google Notes = Tony’s MVP)</p><p>19:00 Is losing online battle maps a problem? Depends on the game you’re playing, your group and the size of your minis collection</p><p>29:00 The many in-person minis and mapping solutions we’ve tried</p><p>35:00 The Chain Golem Gang: Cool figs we never get to use</p><p>39:00 Why were excited to play with minis and terrain again (in part thanks to our minis master, Scott, who also runs Paper Terrain: paperterrain.com)</p><p>48:00: Can we DM historical games (like Call of Cthulhu) without quick access to Wikipedia?</p><p>50:00 PC pushback: Do our players want to get back together to playing in person, ordering/cooking food, someone hosting, driving to the game around work commutes, etc.?</p><p>57:00 The overlooked burden of hosting D&amp;D</p><p>62:00 The elevated expectation of DMing in person: If everyone’s going through all this trouble to come together, you better give them more than just fights and some XP</p><p>70:00 Final thoughts: Do we want to bring our games back together in person? If we do, how do we do it?</p>]]></description><content:encoded><![CDATA[<p>The 3 Wise DMs have only just started to get back together for some in-person gaming, but none of the online RPGs we’ve talked about has yet made it back to the dinner table. Can they be saved? Do the Wise DMs even want to bring them back in-person? Are the players on board? Even if everyone wants to go back to playing live, what challenges do they face?</p><p>In this episode, Thorin, Tony and Dave talk about the surprising difficulty of bringing their games back to live, in-person play. From commuting convenience to hosting fatigue and player pushback, there are objections to overcome. But there’s a lot we all miss from in-person gaming, too. And when/if they do come back, what will they be mindful of after a year DMing from the Lab? </p><p>2:00 Do we want to bring in-person gaming back? And if so, how much?</p><p>5:00 The benefits of no-commute gaming vs. the roleplaying rapport of knowing each other in-person</p><p>9:00 Relieve the tension: Why players should laugh, a lot, during your horror-themed game … and then scream</p><p>15:00 Will our digital tools make the transition back to in-person gaming? (Google Notes = Tony’s MVP)</p><p>19:00 Is losing online battle maps a problem? Depends on the game you’re playing, your group and the size of your minis collection</p><p>29:00 The many in-person minis and mapping solutions we’ve tried</p><p>35:00 The Chain Golem Gang: Cool figs we never get to use</p><p>39:00 Why were excited to play with minis and terrain again (in part thanks to our minis master, Scott, who also runs Paper Terrain: paperterrain.com)</p><p>48:00: Can we DM historical games (like Call of Cthulhu) without quick access to Wikipedia?</p><p>50:00 PC pushback: Do our players want to get back together to playing in person, ordering/cooking food, someone hosting, driving to the game around work commutes, etc.?</p><p>57:00 The overlooked burden of hosting D&amp;D</p><p>62:00 The elevated expectation of DMing in person: If everyone’s going through all this trouble to come together, you better give them more than just fights and some XP</p><p>70:00 Final thoughts: Do we want to bring our games back together in person? If we do, how do we do it?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/bringing-rpgs-back-from-covid-how-do-we-get-back-to-in-person-gaming-after-more-than-a-year-of-roll20-and-quarantine]]></link><guid isPermaLink="false">325d0aa8-5c79-4c28-a4cd-ceaf7f47fb46</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Jun 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4c68f274-02b4-40c1-bc03-14693c4a2733/3wd-ep51.mp3" length="35027531" type="audio/mpeg"/><itunes:duration>01:19:01</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>51</itunes:episode><podcast:episode>51</podcast:episode></item><item><title>21 Things Wise DMs Want From Their Best RPG Players</title><itunes:title>21 Things Wise DMs Want From Their Best RPG Players</itunes:title><description><![CDATA[<p>It takes more than just a Wise DM to make a great roleplaying game campaign. No matter how thoroughly you plan or brilliantly you improv, the DM (or GM, judge, storyteller, or whatever the system you’re playing calls it) is only one person in a group of 2 to 10 or more people making this thing happen. When push comes to shove, the players are the ones who really make the game what it becomes — whether that’s an epic cooperative tale imaginative high adventure or a series of glorified minis skirmishes.</p><p>What can players do to make a better game? It comes down to investment in the game, engagement with the world, attitude, helping bring out the best in the other players, and learning to play the game beyond your character sheet — all while not hogging the spotlight! On our website, DM Tony posted a great article on <a href="https://3wisedms.com/the-6-habits-of-highly-successful-rpg-players/" rel="noopener noreferrer" target="_blank">The 6 Habits of Highly Successful RPG Players</a>, and that’s a great place to start. </p><p>In this episode, The 3 Wise DMs discuss those tips and much more as Thorin, Tony and Dave delve into what makes a great RPG player (regardless of system), we want they see from the players at their tables, and what they try to do when playing for other DMs (wise or otherwise). </p><p>1:00 How “The 6 Habits of Highly Successful Players” blew up</p><p>2:00 What makes a good character from the DM’s point of view?</p><ul><li>“They can take the football and run with it.” I.e., they can devise a plan and make it happen</li><li>They can get involved with their fellow players and “really make some magic work”</li><li>You can be a very powerful character and still basically suck to play with</li><li>A great character helps the whole party feel like they’ve accomplished something after the session</li></ul><br/><p>5:00 Player investment in the game, not just their character</p><p>9:00 Good players look for ways for their characters and the party to impact the game world — they don’t wait for (or beg) the DM to solve their problems</p><p>13:00 The 3rd level of freedom: Taking the game to that place only tabletop RPGs can go</p><p>16:00 How do you kill a vampire? A test for the degrees of freedom in your game</p><p>20:00 Good play goes beyond your character sheet and mechanics</p><p>26:00 The way the player characters talk and have fun with each other makes the game</p><p>28:00 Trust you DM: Have a good attitude and know how to “Yes, and …” with everyone at the table</p><p>35:00 Engage with the story as it happens and accept how the other players engage (even if your character hates it)</p><p>40:00 Metagaming ruins everything we’re talking about</p><p>47:00 Describe what your character is trying to do, not the roll they’re trying to make</p><p>49:00 How to be an inspiring player</p><p>52:00 How we build characters and what we try to do when we’re players in someone else’s game (plus: Tony’s research into Hulk Hogan)</p><p>59:00 Build the coolest character that you can still stand to see change or die during the game</p><p>69:00 How to build power-gaming characters that are still interesting and character-driven</p><p>72:00 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>It takes more than just a Wise DM to make a great roleplaying game campaign. No matter how thoroughly you plan or brilliantly you improv, the DM (or GM, judge, storyteller, or whatever the system you’re playing calls it) is only one person in a group of 2 to 10 or more people making this thing happen. When push comes to shove, the players are the ones who really make the game what it becomes — whether that’s an epic cooperative tale imaginative high adventure or a series of glorified minis skirmishes.</p><p>What can players do to make a better game? It comes down to investment in the game, engagement with the world, attitude, helping bring out the best in the other players, and learning to play the game beyond your character sheet — all while not hogging the spotlight! On our website, DM Tony posted a great article on <a href="https://3wisedms.com/the-6-habits-of-highly-successful-rpg-players/" rel="noopener noreferrer" target="_blank">The 6 Habits of Highly Successful RPG Players</a>, and that’s a great place to start. </p><p>In this episode, The 3 Wise DMs discuss those tips and much more as Thorin, Tony and Dave delve into what makes a great RPG player (regardless of system), we want they see from the players at their tables, and what they try to do when playing for other DMs (wise or otherwise). </p><p>1:00 How “The 6 Habits of Highly Successful Players” blew up</p><p>2:00 What makes a good character from the DM’s point of view?</p><ul><li>“They can take the football and run with it.” I.e., they can devise a plan and make it happen</li><li>They can get involved with their fellow players and “really make some magic work”</li><li>You can be a very powerful character and still basically suck to play with</li><li>A great character helps the whole party feel like they’ve accomplished something after the session</li></ul><br/><p>5:00 Player investment in the game, not just their character</p><p>9:00 Good players look for ways for their characters and the party to impact the game world — they don’t wait for (or beg) the DM to solve their problems</p><p>13:00 The 3rd level of freedom: Taking the game to that place only tabletop RPGs can go</p><p>16:00 How do you kill a vampire? A test for the degrees of freedom in your game</p><p>20:00 Good play goes beyond your character sheet and mechanics</p><p>26:00 The way the player characters talk and have fun with each other makes the game</p><p>28:00 Trust you DM: Have a good attitude and know how to “Yes, and …” with everyone at the table</p><p>35:00 Engage with the story as it happens and accept how the other players engage (even if your character hates it)</p><p>40:00 Metagaming ruins everything we’re talking about</p><p>47:00 Describe what your character is trying to do, not the roll they’re trying to make</p><p>49:00 How to be an inspiring player</p><p>52:00 How we build characters and what we try to do when we’re players in someone else’s game (plus: Tony’s research into Hulk Hogan)</p><p>59:00 Build the coolest character that you can still stand to see change or die during the game</p><p>69:00 How to build power-gaming characters that are still interesting and character-driven</p><p>72:00 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/21-things-dms-wants-from-their-rpg-players]]></link><guid isPermaLink="false">74c6546e-6689-47da-a567-2be7e3d58974</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Jun 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/0f5e1666-2105-4d8f-ac18-f3a7a566bc8f/3wd-ep50.mp3" length="35121738" type="audio/mpeg"/><itunes:duration>01:20:03</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>50</itunes:episode><podcast:episode>50</podcast:episode></item><item><title>DMing Big Character Changes: How to Handle PCs Shifting Alignments, Races, Classes, and More Without Ruining the Game or That Player’s Fun</title><itunes:title>DMing Big Character Changes: How to Handle PCs Shifting Alignments, Races, Classes, and More Without Ruining the Game or That Player’s Fun</itunes:title><description><![CDATA[<p>Dungeons &amp; Dragons used to have cursed treasure that would suddenly cause big changes in player characters — like the Helm of Opposite Alignment and the Girdle of Opposite Gender. These were transformations that could ruin a character for some players, so we see less of that in most RPGs today, but they can still be powerful tools for the DM and players to make a narrative twist have a lasting impact on the game. </p><p>Sometimes big character changes like these — changing alignment, class, subclass, race, or even gaining weird tentacle powers from an eldritch horror trying to destroy the world — can add mechanical oomph to important narrative moments. Other times, players may want their characters to change in some fundamental way to reflect what’s happening in their personal narratives. Frankly, most great campaigns see some form of big event that alters some characters forever, and that’s something you want to capture in your campaign as well. The Lord of the Rings wouldn’t be the story it is if Gandalf The Grey didn’t die and return as Gandalf The White. </p><p>DMing these moments can be delicate, to say the least. If you’re driving them, you have to make sure it doesn’t ruin the character or the game for your player. If the player is pushing for them, you have to make sure it doesn’t ruin the continuity of your world or the experience for the other players. </p><p>In this episode, Thorin, Tony and Dave break down how they handle big, character-altering changes in the game, including how to get the players on board with them, what buttons not to push, and how to make it all balance mechanically with the rest of the game. </p><p>2:00 Different ways to handle changing characters</p><p>5:00 Why it’s cool to make rule-breaking changes a part of important story beats</p><p>9:00 Breaking their build: When players don’t want their character to change </p><p>14:00 Are you “ruining” the character for that player?</p><p>18:00 DMing the alignment price of accepting a dark gift from the Amber Temple in Curse of Strahd</p><p>23:00 Back in the Day with DM Tony: Demogorgon’s Wishes in Throne of Bloodstone</p><p>27:00 How big character changes that break the rules have a different impact than regular multiclassing</p><p>31:00 If you’re going to push a narrative change on a PC, sweeten the pot with boons and abilities that make it worth their while to come with you</p><p>35:00 When players push for big changes, should they have to give a narrative reason?</p><p>45:00 How can you be sure these changes will work and not kill your game?</p><p>51:00 Balancing the mechanics of big character changes</p><p>57:00 Will the Curse of Strahd characters kill each other off now that some of them are turning evil?</p><p>58:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Dungeons &amp; Dragons used to have cursed treasure that would suddenly cause big changes in player characters — like the Helm of Opposite Alignment and the Girdle of Opposite Gender. These were transformations that could ruin a character for some players, so we see less of that in most RPGs today, but they can still be powerful tools for the DM and players to make a narrative twist have a lasting impact on the game. </p><p>Sometimes big character changes like these — changing alignment, class, subclass, race, or even gaining weird tentacle powers from an eldritch horror trying to destroy the world — can add mechanical oomph to important narrative moments. Other times, players may want their characters to change in some fundamental way to reflect what’s happening in their personal narratives. Frankly, most great campaigns see some form of big event that alters some characters forever, and that’s something you want to capture in your campaign as well. The Lord of the Rings wouldn’t be the story it is if Gandalf The Grey didn’t die and return as Gandalf The White. </p><p>DMing these moments can be delicate, to say the least. If you’re driving them, you have to make sure it doesn’t ruin the character or the game for your player. If the player is pushing for them, you have to make sure it doesn’t ruin the continuity of your world or the experience for the other players. </p><p>In this episode, Thorin, Tony and Dave break down how they handle big, character-altering changes in the game, including how to get the players on board with them, what buttons not to push, and how to make it all balance mechanically with the rest of the game. </p><p>2:00 Different ways to handle changing characters</p><p>5:00 Why it’s cool to make rule-breaking changes a part of important story beats</p><p>9:00 Breaking their build: When players don’t want their character to change </p><p>14:00 Are you “ruining” the character for that player?</p><p>18:00 DMing the alignment price of accepting a dark gift from the Amber Temple in Curse of Strahd</p><p>23:00 Back in the Day with DM Tony: Demogorgon’s Wishes in Throne of Bloodstone</p><p>27:00 How big character changes that break the rules have a different impact than regular multiclassing</p><p>31:00 If you’re going to push a narrative change on a PC, sweeten the pot with boons and abilities that make it worth their while to come with you</p><p>35:00 When players push for big changes, should they have to give a narrative reason?</p><p>45:00 How can you be sure these changes will work and not kill your game?</p><p>51:00 Balancing the mechanics of big character changes</p><p>57:00 Will the Curse of Strahd characters kill each other off now that some of them are turning evil?</p><p>58:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dming-the-big-changes-how-to-handle-pcs-shifting-alignments-races-classes-and-more-without-ruining-the-game-or-that-players-fun]]></link><guid isPermaLink="false">d659a1b0-e12a-4f1f-86b1-95add87df7a1</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 30 May 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ee54b3e5-f5f6-404a-88a8-671d7ace5e02/3wd-ep49.mp3" length="27821810" type="audio/mpeg"/><itunes:duration>01:03:24</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>49</itunes:episode><podcast:episode>49</podcast:episode></item><item><title>14 Tips for DMing First-Time RPG Players</title><itunes:title>14 Tips for DMing First-Time RPG Players</itunes:title><description><![CDATA[<p>Of all the roles the DM takes on, none is more important than bringing new players into the hobby. DM a game, and your player has fun for a night. Teach someone to play, and they may have fun for the rest of their lives (or think you’re a gigantic weirdo — it’s a win either way). </p><p>DMing new players has its own rewards and challenges. On the one hand, they haven’t played anything before, so every goblin, dragon and rogue demigod is new and awesome! On the other hand, you have to help them learn the game mechanics, their character mechanics, and how to engage with a wide-open RPG world. It’s a lot of fun but requires some extra thought to onboard the new player and make sure they have as much fun as possible. </p><p>In this episode, on the eve of DM Dave launching a mostly rookie campaign, the 3 Wise DMs talk about how they handle new players, what they do to try to teach them the game, and how they make it fun without overwhelming the poor newbs. </p><p>1:00 Dave’s new game for Bonnie’s girlfriends, all newbs, running Rime of the Frost Maiden … </p><p>4:00 Remembering 0-level antics and Necros: The Dragon Magazine school of evil wizardry </p><p>8:00 Tip 1: Where do you start? Do you teach the rules first or let them build a character they’ll love?</p><p>14:00 Tip 2: Why we hate teaching the game with pre-gen characters (well … mostly)</p><p>19:00 Tip 3: The joy of DMing players who haven’t seen any RPG tropes before</p><p>21:00 Tip 4: Guiding new players into the right characters for them</p><p>23:00 Tip 5: Letting the player create characters together instead of a bunch of secret randos</p><p>26:00 Tip 6: How we try to get new players out of their shells and into the roleplaying</p><p>29:00 Tip 7: Should you start your new players in a big town to explore or lead them right into a dungeon?</p><p>34:00 Tip 8: How self-directed are your players? Getting a feel for how they’re going to react to the world</p><p>39:00 Tip 9: What do you do beyond session 0 to session 1, 2 and onward? When do you put the real long-haul campaign together?</p><p>44:00 Tip 10: “The protagonist is directly messing with you!” What to do when the party doesn’t know what it wants to do</p><p>47:00 Tip 11: Make sure the new players have good characters who want to be adventurers (ideally heroes)</p><p>52:00 Tip 12: Teaching the game mechanics: Should you start with combat?</p><p>57:00 Tip 13: Teaching new players their place in the world</p><p>60:00 Tip 14: How do you help new players learn their characters better?</p><p>66:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Of all the roles the DM takes on, none is more important than bringing new players into the hobby. DM a game, and your player has fun for a night. Teach someone to play, and they may have fun for the rest of their lives (or think you’re a gigantic weirdo — it’s a win either way). </p><p>DMing new players has its own rewards and challenges. On the one hand, they haven’t played anything before, so every goblin, dragon and rogue demigod is new and awesome! On the other hand, you have to help them learn the game mechanics, their character mechanics, and how to engage with a wide-open RPG world. It’s a lot of fun but requires some extra thought to onboard the new player and make sure they have as much fun as possible. </p><p>In this episode, on the eve of DM Dave launching a mostly rookie campaign, the 3 Wise DMs talk about how they handle new players, what they do to try to teach them the game, and how they make it fun without overwhelming the poor newbs. </p><p>1:00 Dave’s new game for Bonnie’s girlfriends, all newbs, running Rime of the Frost Maiden … </p><p>4:00 Remembering 0-level antics and Necros: The Dragon Magazine school of evil wizardry </p><p>8:00 Tip 1: Where do you start? Do you teach the rules first or let them build a character they’ll love?</p><p>14:00 Tip 2: Why we hate teaching the game with pre-gen characters (well … mostly)</p><p>19:00 Tip 3: The joy of DMing players who haven’t seen any RPG tropes before</p><p>21:00 Tip 4: Guiding new players into the right characters for them</p><p>23:00 Tip 5: Letting the player create characters together instead of a bunch of secret randos</p><p>26:00 Tip 6: How we try to get new players out of their shells and into the roleplaying</p><p>29:00 Tip 7: Should you start your new players in a big town to explore or lead them right into a dungeon?</p><p>34:00 Tip 8: How self-directed are your players? Getting a feel for how they’re going to react to the world</p><p>39:00 Tip 9: What do you do beyond session 0 to session 1, 2 and onward? When do you put the real long-haul campaign together?</p><p>44:00 Tip 10: “The protagonist is directly messing with you!” What to do when the party doesn’t know what it wants to do</p><p>47:00 Tip 11: Make sure the new players have good characters who want to be adventurers (ideally heroes)</p><p>52:00 Tip 12: Teaching the game mechanics: Should you start with combat?</p><p>57:00 Tip 13: Teaching new players their place in the world</p><p>60:00 Tip 14: How do you help new players learn their characters better?</p><p>66:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/14-tips-for-dming-first-time-rpg-players]]></link><guid isPermaLink="false">6539c5ad-d09a-4598-8782-a8677cf97092</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 May 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3a4dc388-8137-4309-86a7-bed214654fd0/3wd-ep48.mp3" length="32488206" type="audio/mpeg"/><itunes:duration>01:14:47</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>48</itunes:episode><podcast:episode>48</podcast:episode></item><item><title>15 Tips for Running RPG Villains: Playing BBEGs Your PCs Will Love to Hate</title><itunes:title>15 Tips for Running RPG Villains: Playing BBEGs Your PCs Will Love to Hate</itunes:title><description><![CDATA[<p>It’s the Big Bad Evil Guy (BBEG)! The font from which all the pain in your campaign should spring. … So, how do you make sure that NPC is epic and inspires your PCs to true desperation like Darth Vader and not a sniveling mama’s boy like Joss Whedon’s Steppenwolf? </p><p>It can be a fine line to walk. You need to make the villain powerful, intimidating, and willing to do things that the players will hate. But you can’t make them so bad that the players will come to hate your game. There are levels to this, and finding just the right level for your players is part of the magic hidden in every great RPG campaign. </p><p>In this episode, Thorin, Tony and Dave dig into how they create villains, from concept to motivation to final confrontation. Along the way, they talk about what makes a good evil and how to trigger their players and characters just enough to motivate them to put a stop to it.</p><p>2:00 What are you trying to achieve with your villains?</p><p>5:00 5 reasons your big bad doesn’t just kill the party (or why Strahd didn’t wipe us out at lvl 3)</p><p>13:00 Hiding in the shadows: When should you reveal your BBEG?</p><p>18:00 DMG tools for changing up your campaign style</p><p>22:00 What kind of villain do you want to run? Power broker? Archmage? Giant immortal dragon? Unspeakable tentacle monster? Kaiju-sized flying bear? Motivated tax collector?</p><p>26:00 DM Dave’s Triangle of Evil: Monster – Villain – Amorphous Organized Enemies</p><p>34:00 Anticlimaxes: What do you not want to have happen to your villain?</p><p>38:00 Making Strahd Scry: Ways to give your villain an advantage over the party</p><p>42:00 A boss battle needs mortal tension, but how much tension is right for your players?</p><p>47:00 How long should your boss fight last?</p><p>49:00 Preparing your villain for the final showdown: What special measures (cheats?) are OK? </p><p>56:00 Adding levels and minions to keep the villain powered up with the party</p><p>59:00 The players need to know they beat something worth defeating</p><p>67:00 Character motivations: Creating an enemy that pushes the buttons these characters care about </p><p>72:00 What the BBEG can’t do: No sexual assault, no “women in refrigerators,” no acts so dastardly they ruin the game for the players.</p><p>76:00 Final thoughts and a 5-step plan for creating great RPG villains</p>]]></description><content:encoded><![CDATA[<p>It’s the Big Bad Evil Guy (BBEG)! The font from which all the pain in your campaign should spring. … So, how do you make sure that NPC is epic and inspires your PCs to true desperation like Darth Vader and not a sniveling mama’s boy like Joss Whedon’s Steppenwolf? </p><p>It can be a fine line to walk. You need to make the villain powerful, intimidating, and willing to do things that the players will hate. But you can’t make them so bad that the players will come to hate your game. There are levels to this, and finding just the right level for your players is part of the magic hidden in every great RPG campaign. </p><p>In this episode, Thorin, Tony and Dave dig into how they create villains, from concept to motivation to final confrontation. Along the way, they talk about what makes a good evil and how to trigger their players and characters just enough to motivate them to put a stop to it.</p><p>2:00 What are you trying to achieve with your villains?</p><p>5:00 5 reasons your big bad doesn’t just kill the party (or why Strahd didn’t wipe us out at lvl 3)</p><p>13:00 Hiding in the shadows: When should you reveal your BBEG?</p><p>18:00 DMG tools for changing up your campaign style</p><p>22:00 What kind of villain do you want to run? Power broker? Archmage? Giant immortal dragon? Unspeakable tentacle monster? Kaiju-sized flying bear? Motivated tax collector?</p><p>26:00 DM Dave’s Triangle of Evil: Monster – Villain – Amorphous Organized Enemies</p><p>34:00 Anticlimaxes: What do you not want to have happen to your villain?</p><p>38:00 Making Strahd Scry: Ways to give your villain an advantage over the party</p><p>42:00 A boss battle needs mortal tension, but how much tension is right for your players?</p><p>47:00 How long should your boss fight last?</p><p>49:00 Preparing your villain for the final showdown: What special measures (cheats?) are OK? </p><p>56:00 Adding levels and minions to keep the villain powered up with the party</p><p>59:00 The players need to know they beat something worth defeating</p><p>67:00 Character motivations: Creating an enemy that pushes the buttons these characters care about </p><p>72:00 What the BBEG can’t do: No sexual assault, no “women in refrigerators,” no acts so dastardly they ruin the game for the players.</p><p>76:00 Final thoughts and a 5-step plan for creating great RPG villains</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/15-tips-for-running-rpg-villains-playing-bbegs-your-pcs-will-love-to-hate]]></link><guid isPermaLink="false">1dbc494a-5fda-45cd-b3ec-3ecb9fac0d63</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 16 May 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/606bbf98-6c24-4fc9-a271-5f3bf351587e/3wd-wp47.mp3" length="36167929" type="audio/mpeg"/><itunes:duration>01:23:03</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>47</itunes:episode><podcast:episode>47</podcast:episode></item><item><title>D&amp;D Alignment: The Good, the Bad and the Ugly for Your TTRPG Campaigns — RPG MythBusters</title><itunes:title>D&amp;D Alignment: The Good, the Bad and the Ugly for Your TTRPG Campaigns — RPG MythBusters</itunes:title><description><![CDATA[<p>“Alignment doesn’t matter!” We’ve heard it all over the place, but alignment has been a part of D&amp;D — and most RPGs in some form — for decades. And it’s been played differently through every edition. Is it worth your time? Does it make things worse instead of better? Does it have any benefits players today are overlooking?</p><p>Once upon a time, violating alignment could cost a character a level, which meant acting against alignment lead to fighters forgetting how to swing a sword as well. It got kind of weird, and many modern RPGs, including D&amp;D 5E, have de-emphasized alignment since then in the name of player fun. </p><p>But in other ways, the 9-box D&amp;D alignment grid can be a very useful roleplaying tool. And doesn’t it make sense for Paladins and Clerics to lose some kind of power when not acting within the tenets of their deities? </p><p>In this episode, Thorin, Tony and Dave talk about what they really think about alignment in TTRPGs, including how they use it in their games to define characters but not controlling them.</p><p>2:00 A brief history of D&amp;D alignment and what we think about the iconic 9-box, law/chaos X good/evil system </p><p>7:00 Who decides what these alignments even mean DM, player, other players?</p><p>9:00 Should alignments be relative to the world or the character’s internal POV?</p><p>12:00 Would the 3 Wise DMs (and most modern people) be Lawful Good?</p><p>13:00 Alignment is more useful for defining how a character feels about the world or culture than defining the world or culture</p><p>15:00 How lawful, neutral and chaotic characters feel about the rules and society</p><p>18:00 The DM Trap: Don’t get caught up in “enforcing” PC alignment</p><p>21:00 How mechanics interact with good and evil in D&amp;D 5E</p><p>24:00 How do you define “good” and “evil” in a D&amp;D campaign?</p><p>27:00 Captain America and making decisions by prioritizing one side of alignment over the other</p><p>30:00 “How is this OK from your character’s POV?” An approach to DMing player character alignments (and the Deck of Many Things Debacle)</p><p>38:00 D&amp;D’s 5E power balancing and how it impacts play</p><p>41:00 Cons and pros (but mostly cons) of Paladins needing to be Lawful Good in old school D&amp;D</p><p>47:00 Don’t be a line judge, but do get player buy-in on how alignment, gods and patrons work</p><p>50:00 Why alignment should matter</p><p>53:00 9 stories about burning a village down: The alignments in action </p><p>58:00 Alignment subjectivity vs. character decisions and problem-solving</p><p>63:00 Beyond alignment: Things more important to characters than their alignment</p><p>68:00 Alignment and god-like tentacle monsters</p><p>73:00 Use alignment as a hook, just don’t force it</p><p>76:00 Ultimately, it doesn’t matter what alignment the DM thinks an action is because the PC’s point of view should define it</p><p>82:00 Final thoughts</p><p>90:00 “Alignment isn’t important” — Myth busted, plausible or true?</p>]]></description><content:encoded><![CDATA[<p>“Alignment doesn’t matter!” We’ve heard it all over the place, but alignment has been a part of D&amp;D — and most RPGs in some form — for decades. And it’s been played differently through every edition. Is it worth your time? Does it make things worse instead of better? Does it have any benefits players today are overlooking?</p><p>Once upon a time, violating alignment could cost a character a level, which meant acting against alignment lead to fighters forgetting how to swing a sword as well. It got kind of weird, and many modern RPGs, including D&amp;D 5E, have de-emphasized alignment since then in the name of player fun. </p><p>But in other ways, the 9-box D&amp;D alignment grid can be a very useful roleplaying tool. And doesn’t it make sense for Paladins and Clerics to lose some kind of power when not acting within the tenets of their deities? </p><p>In this episode, Thorin, Tony and Dave talk about what they really think about alignment in TTRPGs, including how they use it in their games to define characters but not controlling them.</p><p>2:00 A brief history of D&amp;D alignment and what we think about the iconic 9-box, law/chaos X good/evil system </p><p>7:00 Who decides what these alignments even mean DM, player, other players?</p><p>9:00 Should alignments be relative to the world or the character’s internal POV?</p><p>12:00 Would the 3 Wise DMs (and most modern people) be Lawful Good?</p><p>13:00 Alignment is more useful for defining how a character feels about the world or culture than defining the world or culture</p><p>15:00 How lawful, neutral and chaotic characters feel about the rules and society</p><p>18:00 The DM Trap: Don’t get caught up in “enforcing” PC alignment</p><p>21:00 How mechanics interact with good and evil in D&amp;D 5E</p><p>24:00 How do you define “good” and “evil” in a D&amp;D campaign?</p><p>27:00 Captain America and making decisions by prioritizing one side of alignment over the other</p><p>30:00 “How is this OK from your character’s POV?” An approach to DMing player character alignments (and the Deck of Many Things Debacle)</p><p>38:00 D&amp;D’s 5E power balancing and how it impacts play</p><p>41:00 Cons and pros (but mostly cons) of Paladins needing to be Lawful Good in old school D&amp;D</p><p>47:00 Don’t be a line judge, but do get player buy-in on how alignment, gods and patrons work</p><p>50:00 Why alignment should matter</p><p>53:00 9 stories about burning a village down: The alignments in action </p><p>58:00 Alignment subjectivity vs. character decisions and problem-solving</p><p>63:00 Beyond alignment: Things more important to characters than their alignment</p><p>68:00 Alignment and god-like tentacle monsters</p><p>73:00 Use alignment as a hook, just don’t force it</p><p>76:00 Ultimately, it doesn’t matter what alignment the DM thinks an action is because the PC’s point of view should define it</p><p>82:00 Final thoughts</p><p>90:00 “Alignment isn’t important” — Myth busted, plausible or true?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-alignment-the-good-the-bad-and-the-ugly-for-your-ttrpg-campaigns-rpg-mythbusters]]></link><guid isPermaLink="false">17c92907-cd97-4d41-a59e-a7c99f5143f5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 May 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3ddcc830-4edc-439d-99b7-a8a3adbf2723/3wd-ep46.mp3" length="40964944" type="audio/mpeg"/><itunes:duration>01:33:39</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>46</itunes:episode><podcast:episode>46</podcast:episode></item><item><title>The Players’ Review of Storm King’s Thunder: The Whole Party Spills the Tea on Tony’s Version of #SKT</title><itunes:title>The Players’ Review of Storm King’s Thunder: The Whole Party Spills the Tea on Tony’s Version of #SKT</itunes:title><description><![CDATA[<p>For the first time ever, we brought the whole team together to recap DM Tony’s very highly customized version of Storm King’s Thunder. Hear what all 5 players and Tony thought of the game and what they have to say about the CRAZY MAGIC ITEMS in it, his changes to the campaign, fitting in their backstories, and more! Along the way, we talk about fighting the Kraken, befriending (most) of the giants, and how we all became The Avengers in a Halloween game. </p><p>If you’re wondering just how far a DM can push a book module beyond what’s written before your players balk, this is the episode for you. You’ll hear how Tony pulled off his tricks, how the players reacted to them, and the secret backstories and DM canon we never got to see. </p><p>1:00 Introducing the players</p><p>3:00 A high-magic party for a high-magic campaign</p><p>4:00 Jacob: The middle-aged police detective turned dad-rage barbarian with his dead wife playing ancestral spirit.</p><p>7:00 RO4M: The “repurposed” Warforged warlock with a random personality track</p><p>9:00 Wilhelmina Draughall: The Sorcerer-Warlock dedicated to convincing the Raven Queen to save her brother’s life. And her pet alcoholic imp, Morningstar</p><p>10:00 Roderick R.R. Draughall: The dying nobleman based on Vincent Price from The Fall of the House of Usher</p><p>14:00 The Draughall’s secret backstory and how the big campaign plots battled with personal storylines for airtime</p><p>21:00 Playing Zhang Fei: A lawful neutral samurai bugbear raised up from a slaughtered goblin warren by his cruel Daimyo</p><p>25:00 Enter Erasmus the half-giant DMPC replacement wizard</p><p>34:00 How Tony worked PC backstories into the wider SKT plot, one plot twist a player vetoed, and one we never got to </p><p>37:00 The 3 Guardians of DM Tony’s SKT: Zephyros, Elios and Traxton the Troll King (Hint: two of those aren’t in the book)</p><p>41:00 DMing a party that talks its way out of half the encounters</p><p>45:00 What you gain and lose when the players don’t share their backstories with the party – and the stolen Wish!</p><p>49:00 Jacob’s secret backstory (and Erasmus’s)</p><p>53:00 How much of Tony’s story and headcanon did the players actually catch?</p><p>58:00 Bryn Shandar: Where the party started making friends and influencing giants</p><p>64:00 Our favorite moments from the campaign</p><ul><li>Going ham on the Hill Giants</li><li>Racing the Frost Giant demigod Tagrim’s dragon-drawn Spelljammer longship for The Ring of Eternal Winters </li><li>Recovering Jacob’s memories (which included the murder of the Queen)</li><li>Wielding the fulling empowered Hammer of Thunderbolts</li></ul><br/><p>71:00 The Weapons of Legend!</p><p>81:00 Other items, boons and buffs DM Tony showered upon the party</p><p>86:00 Why DM Tony doesn’t think jacked attribute numbers matter</p><p>87:00 Running the Kraken fight against 11th level characters</p><p>90:00 Final thoughts and the Avenger we each became in the Halloween game</p>]]></description><content:encoded><![CDATA[<p>For the first time ever, we brought the whole team together to recap DM Tony’s very highly customized version of Storm King’s Thunder. Hear what all 5 players and Tony thought of the game and what they have to say about the CRAZY MAGIC ITEMS in it, his changes to the campaign, fitting in their backstories, and more! Along the way, we talk about fighting the Kraken, befriending (most) of the giants, and how we all became The Avengers in a Halloween game. </p><p>If you’re wondering just how far a DM can push a book module beyond what’s written before your players balk, this is the episode for you. You’ll hear how Tony pulled off his tricks, how the players reacted to them, and the secret backstories and DM canon we never got to see. </p><p>1:00 Introducing the players</p><p>3:00 A high-magic party for a high-magic campaign</p><p>4:00 Jacob: The middle-aged police detective turned dad-rage barbarian with his dead wife playing ancestral spirit.</p><p>7:00 RO4M: The “repurposed” Warforged warlock with a random personality track</p><p>9:00 Wilhelmina Draughall: The Sorcerer-Warlock dedicated to convincing the Raven Queen to save her brother’s life. And her pet alcoholic imp, Morningstar</p><p>10:00 Roderick R.R. Draughall: The dying nobleman based on Vincent Price from The Fall of the House of Usher</p><p>14:00 The Draughall’s secret backstory and how the big campaign plots battled with personal storylines for airtime</p><p>21:00 Playing Zhang Fei: A lawful neutral samurai bugbear raised up from a slaughtered goblin warren by his cruel Daimyo</p><p>25:00 Enter Erasmus the half-giant DMPC replacement wizard</p><p>34:00 How Tony worked PC backstories into the wider SKT plot, one plot twist a player vetoed, and one we never got to </p><p>37:00 The 3 Guardians of DM Tony’s SKT: Zephyros, Elios and Traxton the Troll King (Hint: two of those aren’t in the book)</p><p>41:00 DMing a party that talks its way out of half the encounters</p><p>45:00 What you gain and lose when the players don’t share their backstories with the party – and the stolen Wish!</p><p>49:00 Jacob’s secret backstory (and Erasmus’s)</p><p>53:00 How much of Tony’s story and headcanon did the players actually catch?</p><p>58:00 Bryn Shandar: Where the party started making friends and influencing giants</p><p>64:00 Our favorite moments from the campaign</p><ul><li>Going ham on the Hill Giants</li><li>Racing the Frost Giant demigod Tagrim’s dragon-drawn Spelljammer longship for The Ring of Eternal Winters </li><li>Recovering Jacob’s memories (which included the murder of the Queen)</li><li>Wielding the fulling empowered Hammer of Thunderbolts</li></ul><br/><p>71:00 The Weapons of Legend!</p><p>81:00 Other items, boons and buffs DM Tony showered upon the party</p><p>86:00 Why DM Tony doesn’t think jacked attribute numbers matter</p><p>87:00 Running the Kraken fight against 11th level characters</p><p>90:00 Final thoughts and the Avenger we each became in the Halloween game</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-players-review-of-storm-kings-thunder-the-whole-party-spills-the-tea-on-tonys-version-of-skt]]></link><guid isPermaLink="false">8e44fd84-a8f3-46b0-af1f-5d02ec3f293c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 02 May 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/30a9f334-abce-42be-81f0-277571b40cc0/3wd-ep45.mp3" length="47245836" type="audio/mpeg"/><itunes:duration>01:47:57</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>45</itunes:episode><podcast:episode>45</podcast:episode></item><item><title>Storm King’s Thunder DM Review: The 9 Deviations DM Tony Used to Make D&amp;D’s Giant Globetrot His Own</title><itunes:title>Storm King’s Thunder DM Review: The 9 Deviations DM Tony Used to Make D&amp;D’s Giant Globetrot His Own</itunes:title><description><![CDATA[<p>When is a book module not a book module? When the DM throws in birthday games, a modifiable Spelljammer airship, legendary weapons tied to every character’s backstory, and more deviations from the standard campaign than we could count. </p><p>That’s how DM Tony made Storm King’s Thunder his own. We just wrapped this epic campaign at level 11 after 16 sessions. Now the 3 Wise DMs are comparing notes on the episodic, exploration-lite, story-focused approach Tony took with it, how that felt to play in, and what you can learn about making Wizards of the Coast published campaigns fit your table and DMing style. </p><p>Click the episode to hear all this and more, as we break down the 9 main deviations Tony brought to Storm King’s Thunder and the DM’s perspective on running it. Then come back for our next episode, when we bring in Tony’s players and hear what they thought of his approach to DMing the game and their characters.</p><p>2:00 Wrapping up our first 3 Wise DMs campaign: DM Tony’s Storm King’s Thunder</p><p>4:00 How we did it: 11 levels in 16 game sessions, and how that compares to our other campaigns</p><p>7:00 The two Erasmuses</p><p>10:00 From book to tabletop: Getting Storm King’s Thunder ready to play </p><p>12:00 The 1st Deviation: Why the party meet-up matters, and how Tony got the party working together</p><p>17:00 High magic and The 2nd Deviation: Zephyros’s Guide to Turning Your Party Into Tactical Brilliance </p><p>20:00 The 3rd Deviation: Putting in boons and items that boost PC’s lower stats is “harmless”</p><p>22:00 Dealing with intraparty jealously and making sure the PCs are on par with each other</p><p>28:00 What did Tony keep from the original campaign? 70%! Really! Only about 30% Changed! </p><p>30:00 Get on the Highwind! Why we did SKT as a whirlwind tour instead of meandering exploration</p><p>33:00 The 4th Deviation: Zeus’s Lightning Bolt and Mjolnir? Every character gets a legendary artifact weapon! … You just have to take it off a giant chief</p><p>35:00 An EPCOT World Showcase Forgotten Realms experience</p><p>41:00 The 5th Deviation: Opting out of the build-it-yourself side quests to off-book places like Waterdeep (and getting up to 35%, 40% changed! Honest! Only 40%!)</p><p>45:00 Worthy side quest motivations? “Go save the world! But first, go to that city 500 miles away to tell this courier’s widow that he’s dead.” </p><p>49:00 Tony’s formula for creating legendary, character-specific magic items. </p><p>56:00 The Curse of the Draughalls</p><p>58:00 A chapter-by-chapter rundown of our run through Storm King’s Thunder</p><p>59:00 The 6th Deviation: Nightstone and the early quests we skipped to do Dave’s birthday right</p><p>67:00 The 7th Deviation: King Traxton’s Mountain and DM Tony’s take on the airship (which was promoted from blimp to a Spelljammer ship that let the party race a Storm Giant Demigod for the Ring of Winters)</p><p>69:00 The 8th Deviation: Skipping the exploration and jetting off on DM Tony’s Celebration of Gaming</p><p>73:00 The All-Father’s Path, fighting every kind of giant in one encounter, and The 9th Deviation: visiting Elios’s Sky Mall (50% It was only 50% different! Honest!)</p><p>78:00 Prep for DMing like you’re giving a presentation</p><p>82:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>When is a book module not a book module? When the DM throws in birthday games, a modifiable Spelljammer airship, legendary weapons tied to every character’s backstory, and more deviations from the standard campaign than we could count. </p><p>That’s how DM Tony made Storm King’s Thunder his own. We just wrapped this epic campaign at level 11 after 16 sessions. Now the 3 Wise DMs are comparing notes on the episodic, exploration-lite, story-focused approach Tony took with it, how that felt to play in, and what you can learn about making Wizards of the Coast published campaigns fit your table and DMing style. </p><p>Click the episode to hear all this and more, as we break down the 9 main deviations Tony brought to Storm King’s Thunder and the DM’s perspective on running it. Then come back for our next episode, when we bring in Tony’s players and hear what they thought of his approach to DMing the game and their characters.</p><p>2:00 Wrapping up our first 3 Wise DMs campaign: DM Tony’s Storm King’s Thunder</p><p>4:00 How we did it: 11 levels in 16 game sessions, and how that compares to our other campaigns</p><p>7:00 The two Erasmuses</p><p>10:00 From book to tabletop: Getting Storm King’s Thunder ready to play </p><p>12:00 The 1st Deviation: Why the party meet-up matters, and how Tony got the party working together</p><p>17:00 High magic and The 2nd Deviation: Zephyros’s Guide to Turning Your Party Into Tactical Brilliance </p><p>20:00 The 3rd Deviation: Putting in boons and items that boost PC’s lower stats is “harmless”</p><p>22:00 Dealing with intraparty jealously and making sure the PCs are on par with each other</p><p>28:00 What did Tony keep from the original campaign? 70%! Really! Only about 30% Changed! </p><p>30:00 Get on the Highwind! Why we did SKT as a whirlwind tour instead of meandering exploration</p><p>33:00 The 4th Deviation: Zeus’s Lightning Bolt and Mjolnir? Every character gets a legendary artifact weapon! … You just have to take it off a giant chief</p><p>35:00 An EPCOT World Showcase Forgotten Realms experience</p><p>41:00 The 5th Deviation: Opting out of the build-it-yourself side quests to off-book places like Waterdeep (and getting up to 35%, 40% changed! Honest! Only 40%!)</p><p>45:00 Worthy side quest motivations? “Go save the world! But first, go to that city 500 miles away to tell this courier’s widow that he’s dead.” </p><p>49:00 Tony’s formula for creating legendary, character-specific magic items. </p><p>56:00 The Curse of the Draughalls</p><p>58:00 A chapter-by-chapter rundown of our run through Storm King’s Thunder</p><p>59:00 The 6th Deviation: Nightstone and the early quests we skipped to do Dave’s birthday right</p><p>67:00 The 7th Deviation: King Traxton’s Mountain and DM Tony’s take on the airship (which was promoted from blimp to a Spelljammer ship that let the party race a Storm Giant Demigod for the Ring of Winters)</p><p>69:00 The 8th Deviation: Skipping the exploration and jetting off on DM Tony’s Celebration of Gaming</p><p>73:00 The All-Father’s Path, fighting every kind of giant in one encounter, and The 9th Deviation: visiting Elios’s Sky Mall (50% It was only 50% different! Honest!)</p><p>78:00 Prep for DMing like you’re giving a presentation</p><p>82:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/storm-kings-thunder-campaign-review-1-the-9-deviations-dm-tony-used-to-make-dds-giant-globetrot-his-own-]]></link><guid isPermaLink="false">232d4cf8-20bc-43f6-89d2-969611a4dcef</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 25 Apr 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7a3516d2-0000-4301-a085-d0b74620c3f7/3wd-ep44.mp3" length="38011884" type="audio/mpeg"/><itunes:duration>01:27:16</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>44</itunes:episode><podcast:episode>44</podcast:episode></item><item><title>Bringing Your RPG Campaign World to Life: 37 Tricks to Give Your Setting a Soul</title><itunes:title>Bringing Your RPG Campaign World to Life: 37 Tricks to Give Your Setting a Soul</itunes:title><description><![CDATA[<p>Do your players feel into the campaign setting you’re running, or is it just generic D&amp;D world #124 to them? What can you do to bring that world more to life and make it feel unique to you and your players? What makes a D&amp;D session feel like more than just a glorified board game?</p><p>With about a half dozen campaigns running between the 3 of us, making each of those worlds and settings feel unique is important (especially with Strahd running around in two of them). Over the years, we’ve built up a bunch of description techniques, mechanics and tricks to try to give our settings just the right amount of detail to feel alive without overwhelming the players with architectural dissertations. </p><p>Here are 37 of the tricks the 3 Wise DMs use to try to make the players feel immersed in our worlds and give the settings some soul. If you can think of any to add, leave a comment or write us at 3wisedms@gmail.com.</p><p>2:00 Do the Drow have clown schools? — Setting ideas that … appeal to us</p><p>5:00 Why it’s important to make players feel the tone of a setting</p><p>6:00 Trick 1: Keep your descriptions brief but memorable — pick one detail you want to make sure the players remember</p><p>9:00 Trick 2: What does this look like in the game? Think about how players will interact and the why behind what things look and act like</p><p>12:00 Trick 3: What am I playing? High fantasy needs different descriptions and details than horror or other types of games</p><p>14:00 Trick 4: Deep logic: Why pull historical details into a high-fantasy game where you could do “whatever you want” (and why what you make up may feel less fantastical than the historical detail)</p><p>16:00 Trick 5: Using “generic” fantasy tropes to set up unique twists and subversions</p><p>18:00 Trick 6: Don’t introduce things you won’t be able to give the attention they need (i.e., why Beta Ray Bill didn’t make it into The Avengers movies)</p><p>20:00 Trick 7: Start your description small and let the players ask for the details they care about</p><p>22:00 Trick 8: Curse of Strahd’s Baby Walter Returns! Don’t be afraid to steal plot ideas the players throw out that you didn’t think of — use them to hook that player</p><p>26:00 Trick 9: From Spartacus to Plato’s Utopia: Steal smart and without shame</p><p>29:00 Trick 10: Be careful not to design so much you can’t run it effectively</p><p>30:00 Trick 11: Do spend time building the unique, cool things that players will interact with often</p><p>32:00 Trick 12: Why highly magical campaigns where you fly/teleport/space travel often leave players feeling disconnected from the day-to-day worlds their characters are in</p><p>35:00 Trick 13: The timing of your sessions should impact your level of detail — monthly games don’t have room or attention for details like a weekly game</p><p>39:00 Trick 14: You can’t horny bard your way through Barovia — showing the players what works and what doesn’t in your campaign setting</p><p>42:00 Trick 15: How to teach D&amp;D players to be afraid in a Call of Cthulhu game</p><p>49:00 Trick 16: If your setting is in our world or historic, search online for real photos and records to show it</p><p>50:00 Trick 17: How and when to use an unkillable monster to teach the players to run away</p><p>53:00 Trick 18: Like they noted in the original Ravenloft module, horror is tough to convey when everyone is sitting around eating chips</p><p>55:00 Trick 19: Skill check difficulty is its own kind of horror</p><p>56:00 Trick 20: Know when a too-easy fight could ruin the adventure</p><p>58:00 Trick 21: Limiting technology (or turning it to evil) can enhance horror</p><p>60:00 Trick 22: How secrets and PC insignificance make Call of Cthulhu feel different</p><p>63:00 Trick 23: Modern settings require the highest suspension of disbelief — unless you take them off-world</p><p>64:00 Trick 24: Why most Marvel RPGs are set in the ‘80s, even when they’re in the “present-day”</p><p>65:00 Trick 25: Establish your difficulty level at the start of the campaign. What level qualifies as “high level” in this world?</p><p>66:00 Trick 26: How to pace and benchmark level in your world</p><p>68:00 Trick 27: Slave collars: The new player railroad! (Make sure you discuss the situation beforehand and everyone wants to play in it)</p><p>70:00 Trick 28: Reskin spells to look different in places like Barovia</p><p>72:00 Trick 29: Understand that the dice can roll for the players or against the players at any time</p><p>74:00 Trick 30: How available is magic in the world and what does it look like? If a player wants to get a magic item, do they need to go home and buy it, or go out in the wilderness and find it?</p><p>77:00 Trick 31: You decide what’s going to be important to the players: Are you making them count rations? Ammunition? Does money even matter to PCs in your world?</p><p>78:00 Trick 32: Counting sanity and honor dramatically change the tone of a setting</p><p>80:00 Trick 33: What kind of benchmarks are you showing the players so they can see where they stand?</p><p>81:00 Trick 34: Involved item lists make players love shopping</p><p>82:00 Trick 35: Use skill challenges to reinforce the environment and break up the action</p><p>83:00 Trick 36: Death Curse</p><p>85:00 Trick 37: If players have an easy-solution spell (like Goodberry to overcome starvation) let it work, but make them do it and describe it so the challenge of the setting isn’t overlooked</p><p>90:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Do your players feel into the campaign setting you’re running, or is it just generic D&amp;D world #124 to them? What can you do to bring that world more to life and make it feel unique to you and your players? What makes a D&amp;D session feel like more than just a glorified board game?</p><p>With about a half dozen campaigns running between the 3 of us, making each of those worlds and settings feel unique is important (especially with Strahd running around in two of them). Over the years, we’ve built up a bunch of description techniques, mechanics and tricks to try to give our settings just the right amount of detail to feel alive without overwhelming the players with architectural dissertations. </p><p>Here are 37 of the tricks the 3 Wise DMs use to try to make the players feel immersed in our worlds and give the settings some soul. If you can think of any to add, leave a comment or write us at 3wisedms@gmail.com.</p><p>2:00 Do the Drow have clown schools? — Setting ideas that … appeal to us</p><p>5:00 Why it’s important to make players feel the tone of a setting</p><p>6:00 Trick 1: Keep your descriptions brief but memorable — pick one detail you want to make sure the players remember</p><p>9:00 Trick 2: What does this look like in the game? Think about how players will interact and the why behind what things look and act like</p><p>12:00 Trick 3: What am I playing? High fantasy needs different descriptions and details than horror or other types of games</p><p>14:00 Trick 4: Deep logic: Why pull historical details into a high-fantasy game where you could do “whatever you want” (and why what you make up may feel less fantastical than the historical detail)</p><p>16:00 Trick 5: Using “generic” fantasy tropes to set up unique twists and subversions</p><p>18:00 Trick 6: Don’t introduce things you won’t be able to give the attention they need (i.e., why Beta Ray Bill didn’t make it into The Avengers movies)</p><p>20:00 Trick 7: Start your description small and let the players ask for the details they care about</p><p>22:00 Trick 8: Curse of Strahd’s Baby Walter Returns! Don’t be afraid to steal plot ideas the players throw out that you didn’t think of — use them to hook that player</p><p>26:00 Trick 9: From Spartacus to Plato’s Utopia: Steal smart and without shame</p><p>29:00 Trick 10: Be careful not to design so much you can’t run it effectively</p><p>30:00 Trick 11: Do spend time building the unique, cool things that players will interact with often</p><p>32:00 Trick 12: Why highly magical campaigns where you fly/teleport/space travel often leave players feeling disconnected from the day-to-day worlds their characters are in</p><p>35:00 Trick 13: The timing of your sessions should impact your level of detail — monthly games don’t have room or attention for details like a weekly game</p><p>39:00 Trick 14: You can’t horny bard your way through Barovia — showing the players what works and what doesn’t in your campaign setting</p><p>42:00 Trick 15: How to teach D&amp;D players to be afraid in a Call of Cthulhu game</p><p>49:00 Trick 16: If your setting is in our world or historic, search online for real photos and records to show it</p><p>50:00 Trick 17: How and when to use an unkillable monster to teach the players to run away</p><p>53:00 Trick 18: Like they noted in the original Ravenloft module, horror is tough to convey when everyone is sitting around eating chips</p><p>55:00 Trick 19: Skill check difficulty is its own kind of horror</p><p>56:00 Trick 20: Know when a too-easy fight could ruin the adventure</p><p>58:00 Trick 21: Limiting technology (or turning it to evil) can enhance horror</p><p>60:00 Trick 22: How secrets and PC insignificance make Call of Cthulhu feel different</p><p>63:00 Trick 23: Modern settings require the highest suspension of disbelief — unless you take them off-world</p><p>64:00 Trick 24: Why most Marvel RPGs are set in the ‘80s, even when they’re in the “present-day”</p><p>65:00 Trick 25: Establish your difficulty level at the start of the campaign. What level qualifies as “high level” in this world?</p><p>66:00 Trick 26: How to pace and benchmark level in your world</p><p>68:00 Trick 27: Slave collars: The new player railroad! (Make sure you discuss the situation beforehand and everyone wants to play in it)</p><p>70:00 Trick 28: Reskin spells to look different in places like Barovia</p><p>72:00 Trick 29: Understand that the dice can roll for the players or against the players at any time</p><p>74:00 Trick 30: How available is magic in the world and what does it look like? If a player wants to get a magic item, do they need to go home and buy it, or go out in the wilderness and find it?</p><p>77:00 Trick 31: You decide what’s going to be important to the players: Are you making them count rations? Ammunition? Does money even matter to PCs in your world?</p><p>78:00 Trick 32: Counting sanity and honor dramatically change the tone of a setting</p><p>80:00 Trick 33: What kind of benchmarks are you showing the players so they can see where they stand?</p><p>81:00 Trick 34: Involved item lists make players love shopping</p><p>82:00 Trick 35: Use skill challenges to reinforce the environment and break up the action</p><p>83:00 Trick 36: Death Curse</p><p>85:00 Trick 37: If players have an easy-solution spell (like Goodberry to overcome starvation) let it work, but make them do it and describe it so the challenge of the setting isn’t overlooked</p><p>90:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/bringing-your-rpg-campaign-world-to-life-37-tricks-to-give-your-setting-a-soul]]></link><guid isPermaLink="false">4e97f5d6-6805-43e7-8dcc-83c84a8bf4ce</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Apr 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/93efab59-9760-4f70-8ed4-cae7a195787d/3wd-ep43.mp3" length="41589463" type="audio/mpeg"/><itunes:duration>01:35:36</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>43</itunes:episode><podcast:episode>43</podcast:episode></item><item><title>RPG MythBusters: PC Party Balance Is Essential! … Maybe Not as Much as You Think?</title><itunes:title>RPG MythBusters: PC Party Balance Is Essential! … Maybe Not as Much as You Think?</itunes:title><description><![CDATA[<p>Party balance: It’s the most important thing every new campaign needs, right? Maybe not. Is there anything a party really NEEDS to have? Can your players survive without a healer? Or a thief? Or a meat shield warrior? Will they still have a good time?</p><p>In general, we’re big fans of letting each player play whatever they want to play and working out party balance as we go. But what do you do when that leads to overlap and obvious weak spots? Is party balance as important as some players make it out to be?</p><p>In this episode, Thorin, Tony and Dave take a deep dive into what party balance and imbalance do to the game, what it means to the DM, and what it means to the players — some of whom might not be entirely copacetic about playing in a game where the party isn’t balanced the way they want it to be. </p><p>2:00 Do we, as DMs, care whether the party is balanced or not?</p><p>5:00 Cool things DMs can do with unbalanced parties</p><p>10:00 Ways an unbalanced party limits what the DMs can do </p><p>13:00 Even if you don’t care about party balance, the players might</p><p>15:00 Hired Goons! Wizards are executives, so the all-wizard party should hire meat shields</p><p>17:00 How to use subclasses in D&amp;D 5E to make sure PCs of the same class still feel different. IE: The 4 Wizards are an Evoker, a Conjurer, a Diviner, and a Blade Singer</p><p>23:00 What you gain when the PCs do have a balanced party</p><p>29:00 Players tend to care that the party is balanced and handle that themselves</p><p>35:00 What to do when a player is worried about party balance and won’t just go with the PCs everyone has brought</p><p>39:00 Exploiting weaknesses against high-stat PCs</p><p>43:00 Does the importance of party balance change with different systems? (and why it never really matters to the DM)</p><p>51:00 The real problem with an unbalanced party? Players don’t like other PCs stepping on their toes? (and why whatever the PCs can or cannot do, at the end of the day, it’s the DM’s problem)</p><p>58:00 How do you help the players accept the party’s overlap and deficiencies?</p><p>63:00 Final thoughts: Myth confirmed, busted or inconclusive?</p>]]></description><content:encoded><![CDATA[<p>Party balance: It’s the most important thing every new campaign needs, right? Maybe not. Is there anything a party really NEEDS to have? Can your players survive without a healer? Or a thief? Or a meat shield warrior? Will they still have a good time?</p><p>In general, we’re big fans of letting each player play whatever they want to play and working out party balance as we go. But what do you do when that leads to overlap and obvious weak spots? Is party balance as important as some players make it out to be?</p><p>In this episode, Thorin, Tony and Dave take a deep dive into what party balance and imbalance do to the game, what it means to the DM, and what it means to the players — some of whom might not be entirely copacetic about playing in a game where the party isn’t balanced the way they want it to be. </p><p>2:00 Do we, as DMs, care whether the party is balanced or not?</p><p>5:00 Cool things DMs can do with unbalanced parties</p><p>10:00 Ways an unbalanced party limits what the DMs can do </p><p>13:00 Even if you don’t care about party balance, the players might</p><p>15:00 Hired Goons! Wizards are executives, so the all-wizard party should hire meat shields</p><p>17:00 How to use subclasses in D&amp;D 5E to make sure PCs of the same class still feel different. IE: The 4 Wizards are an Evoker, a Conjurer, a Diviner, and a Blade Singer</p><p>23:00 What you gain when the PCs do have a balanced party</p><p>29:00 Players tend to care that the party is balanced and handle that themselves</p><p>35:00 What to do when a player is worried about party balance and won’t just go with the PCs everyone has brought</p><p>39:00 Exploiting weaknesses against high-stat PCs</p><p>43:00 Does the importance of party balance change with different systems? (and why it never really matters to the DM)</p><p>51:00 The real problem with an unbalanced party? Players don’t like other PCs stepping on their toes? (and why whatever the PCs can or cannot do, at the end of the day, it’s the DM’s problem)</p><p>58:00 How do you help the players accept the party’s overlap and deficiencies?</p><p>63:00 Final thoughts: Myth confirmed, busted or inconclusive?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-mythbusters-pc-party-balance-is-essential-maybe-not-as-much-as-you-think]]></link><guid isPermaLink="false">0181aea4-309a-45c5-987e-2e45c1f65204</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 11 Apr 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7fd84044-f8ae-44c6-9fef-9adbb482fda6/3wd-ep42.mp3" length="31629284" type="audio/mpeg"/><itunes:duration>01:12:11</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>42</itunes:episode><podcast:episode>42</podcast:episode></item><item><title>TTRPG Party Dynamics: How We Want Players to Work Together and What We Do When They Don’t</title><itunes:title>TTRPG Party Dynamics: How We Want Players to Work Together and What We Do When They Don’t</itunes:title><description><![CDATA[<p>The biggest variable in any TTRPG campaign isn’t the dice, the monsters, or even the unbalanced psyche of an exasperated DM. It’s the players themselves and the party dynamic they create both in the game with their characters and around the table as the people they are. </p><p>How do you want the party in your campaign to work? Are you OK with a little role/skill overlap? Are the players? How well do the players themselves need to get along? Are you approaching the game as a bunch of friends hanging out, or as people with a shared hobby just coming together to do the thing and may not have to get along great to make a great campaign?</p><p>In this episode, Thorin, Tony and Dave talk about what they want in the parties they’re playing with, what they care about, and what they let slide. Along the way, they discuss some of their trickier party dynamics challenges, and how they try to keep the games fun for everyone playing.</p><p>2:00 What we want to see in our PC parties</p><p>7:00 Character class/role/skill overlap and a listener who’s feeling squeezed out</p><p>14:00 Some tricks we use to deal with skill overlap</p><p>22:00 How the numbers work themselves out at higher levels</p><p>26:00 Should you intervene to prevent overlapping characters as the DM or let the players work it out?</p><p>32:00 How mechanics have been spread around D&amp;D 5E classes to help with unbalanced parties</p><p>37:00 Party roles we enjoy and hate playing</p><p>44:00 Can’t we all just get along? Handling player personality dynamics</p><p>48:00 Intra-party conflict: When the party fights each other (and a digression into the D&amp;D fiction we have and haven’t read)</p><p>52:00 What we want players to do to help bring the party together</p><p>59:00 How do you reign in a player who’s hogging the spotlight without squashing their enthusiasm?</p><p>66:00 Should you push wallflower players into the spotlight?</p><p>73:00 Final Thoughts: Is the way we think we’re playing the way the other players experience us?</p>]]></description><content:encoded><![CDATA[<p>The biggest variable in any TTRPG campaign isn’t the dice, the monsters, or even the unbalanced psyche of an exasperated DM. It’s the players themselves and the party dynamic they create both in the game with their characters and around the table as the people they are. </p><p>How do you want the party in your campaign to work? Are you OK with a little role/skill overlap? Are the players? How well do the players themselves need to get along? Are you approaching the game as a bunch of friends hanging out, or as people with a shared hobby just coming together to do the thing and may not have to get along great to make a great campaign?</p><p>In this episode, Thorin, Tony and Dave talk about what they want in the parties they’re playing with, what they care about, and what they let slide. Along the way, they discuss some of their trickier party dynamics challenges, and how they try to keep the games fun for everyone playing.</p><p>2:00 What we want to see in our PC parties</p><p>7:00 Character class/role/skill overlap and a listener who’s feeling squeezed out</p><p>14:00 Some tricks we use to deal with skill overlap</p><p>22:00 How the numbers work themselves out at higher levels</p><p>26:00 Should you intervene to prevent overlapping characters as the DM or let the players work it out?</p><p>32:00 How mechanics have been spread around D&amp;D 5E classes to help with unbalanced parties</p><p>37:00 Party roles we enjoy and hate playing</p><p>44:00 Can’t we all just get along? Handling player personality dynamics</p><p>48:00 Intra-party conflict: When the party fights each other (and a digression into the D&amp;D fiction we have and haven’t read)</p><p>52:00 What we want players to do to help bring the party together</p><p>59:00 How do you reign in a player who’s hogging the spotlight without squashing their enthusiasm?</p><p>66:00 Should you push wallflower players into the spotlight?</p><p>73:00 Final Thoughts: Is the way we think we’re playing the way the other players experience us?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/ttrpg-party-dynamics-how-we-want-players-to-work-together-and-what-we-do-when-they-dont]]></link><guid isPermaLink="false">2addc299-e02d-46b0-b385-1f425f3cd72c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Apr 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/655e162d-e377-490f-9658-f9250fc195ca/3wd-ep41.mp3" length="34551816" type="audio/mpeg"/><itunes:duration>01:19:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>41</itunes:episode><podcast:episode>41</podcast:episode></item><item><title>Missing in Action: How to Handle Players Skipping Games and Scheduling Conflicts</title><itunes:title>Missing in Action: How to Handle Players Skipping Games and Scheduling Conflicts</itunes:title><description><![CDATA[<p>The ultimate BBEG for any tabletop RPG is the calendar. And judging by the vast gallery of memes about this topic, that villain is nigh unbeatable. Whether our schedules are hard to align or players have important things that come up or someone in your group is just flakey, every DM has to deal with some level of absenteeism. It’s always a little bit disruptive, and sometimes it can outright kill your campaign … How do you handle it? </p><p>We all deal with this. Every game Thorin, Tony and Dave run sees players occasionally have to miss a session. We deal with it in a variety of ways, from rescheduling to running without them (there’s a ranger in The Woodstock Wanderers who hasn’t been seen since she ran off to “study dinosaurs”). </p><p>Although no one likes having players miss a game, we have ways we approach the issue and keep things moving along. In this episode, we reveal all our best advice for overcoming attendance and scheduling conflicts, including our one killer tip for getting players to commit to the next session. </p><p>2:00 A gaming club with a problem: How do players missing games impact your campaign?</p><p>10:00 Should there be a penalty for missing games? Do they still get XP? Treasure? Magic items?</p><p>17:00 The politics of players missing games – are the other players OK with it?</p><p>19:00 Information management: How do you keep a player engaged in the story and lore if they’re missing half the content?</p><p>26:00 Flexibility and FOMO: Different ways to approach players missing games</p><p>32:00 The Cannon Ball Run Gambit</p><p>35:00 Adjusting your game for lower session frequency</p><p>39:00 And now for something completely different: Try a new campaign or game with the players you have</p><p>43:00 Are you playing too often? Adjusting frequency and session length for the players you have</p><p>48:00 Why you should keep the tone lighter if players are missing or you’re playing less frequently</p><p>52:00 TTRPG scheduling tips: Our one big tip for getting the group to commit to the next session</p><p>57:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>The ultimate BBEG for any tabletop RPG is the calendar. And judging by the vast gallery of memes about this topic, that villain is nigh unbeatable. Whether our schedules are hard to align or players have important things that come up or someone in your group is just flakey, every DM has to deal with some level of absenteeism. It’s always a little bit disruptive, and sometimes it can outright kill your campaign … How do you handle it? </p><p>We all deal with this. Every game Thorin, Tony and Dave run sees players occasionally have to miss a session. We deal with it in a variety of ways, from rescheduling to running without them (there’s a ranger in The Woodstock Wanderers who hasn’t been seen since she ran off to “study dinosaurs”). </p><p>Although no one likes having players miss a game, we have ways we approach the issue and keep things moving along. In this episode, we reveal all our best advice for overcoming attendance and scheduling conflicts, including our one killer tip for getting players to commit to the next session. </p><p>2:00 A gaming club with a problem: How do players missing games impact your campaign?</p><p>10:00 Should there be a penalty for missing games? Do they still get XP? Treasure? Magic items?</p><p>17:00 The politics of players missing games – are the other players OK with it?</p><p>19:00 Information management: How do you keep a player engaged in the story and lore if they’re missing half the content?</p><p>26:00 Flexibility and FOMO: Different ways to approach players missing games</p><p>32:00 The Cannon Ball Run Gambit</p><p>35:00 Adjusting your game for lower session frequency</p><p>39:00 And now for something completely different: Try a new campaign or game with the players you have</p><p>43:00 Are you playing too often? Adjusting frequency and session length for the players you have</p><p>48:00 Why you should keep the tone lighter if players are missing or you’re playing less frequently</p><p>52:00 TTRPG scheduling tips: Our one big tip for getting the group to commit to the next session</p><p>57:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/ttrpg-players-missing-games-and-scheduling-conflicts-how-to-handle-pcs-going-mia]]></link><guid isPermaLink="false">d87cd85c-01cf-4bd1-b940-b88c69448f53</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Mar 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3a64ddbb-8ccc-4bb8-a69f-7869e6b1b428/3wd-ep40.mp3" length="27559304" type="audio/mpeg"/><itunes:duration>01:02:51</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>40</itunes:episode><podcast:episode>40</podcast:episode></item><item><title>RPG MythBusters: Never Split the Party! … Or Should You?</title><itunes:title>RPG MythBusters: Never Split the Party! … Or Should You?</itunes:title><description><![CDATA[<p>One of the old, unwritten rules of most TTRPGs is “Never Split the Party!” We tease our players with the risks and watch things go haywire when they don’t listen. But is splitting the party actually so bad? Can you play “Character Karaoke” and make sure everyone still has fun?</p><p>In truth, though, we usually try not to split the party up as DMs. After all, that just means you’re now trying to juggle 2 or more stories instead of the one you came to tell. But we’ve had a few split-party incidents lately that turned out to be a lot of fun! Is this old saw just a myth? </p><p>In this episode, Thorin, Tony and Dave play MythBusters: They dig into their experiences with splitting the party and break down what you gain and lose by introducing this trick to your game. </p><p>2:00 Why splitting the party in an RPG doesn’t work the same as a book or movie</p><p>7:00 When scouting gets out of hand: The druid works alone</p><p>10:00 A few ways to handle solo scouting and fly-away familiars without eating up too much game time and spotlight</p><p>20:00 The usual suspects: Breaking PCs out into individual dialogue with NPCs (like the Arkham police)</p><p>28:00 Is everyone at the table having fun when they split up?</p><p>31:00 Shopping during game-time: Better in some systems than others</p><p>34:00 How to balance individual character spotlights and the rest of the party waiting</p><p>43:00 How far should you let the player’s interpretation of NPCs and events influence what you planned?</p><p>47:00 What makes the party split themselves?</p><p>56:00 Character impulsiveness: Good role play or impatient players?</p><p>59:00 Tips for DMing split-up parties</p><p>63:00 When do you bring the party back together?</p><p>66:00 How do you handle table-talk and party knowledge when the characters split up?</p><p>69:00 Secrets and lies: How do you handle intraparty secrets and hidden backstories?</p><p>74:00 Who is Finneas, anyway?</p><p>79:00 Partial-party side quests: Do you do them? How do you handle treasure, XP and … Death?</p><p>87:00 Final thoughts: Myth busted, confirmed of inconclusive?</p>]]></description><content:encoded><![CDATA[<p>One of the old, unwritten rules of most TTRPGs is “Never Split the Party!” We tease our players with the risks and watch things go haywire when they don’t listen. But is splitting the party actually so bad? Can you play “Character Karaoke” and make sure everyone still has fun?</p><p>In truth, though, we usually try not to split the party up as DMs. After all, that just means you’re now trying to juggle 2 or more stories instead of the one you came to tell. But we’ve had a few split-party incidents lately that turned out to be a lot of fun! Is this old saw just a myth? </p><p>In this episode, Thorin, Tony and Dave play MythBusters: They dig into their experiences with splitting the party and break down what you gain and lose by introducing this trick to your game. </p><p>2:00 Why splitting the party in an RPG doesn’t work the same as a book or movie</p><p>7:00 When scouting gets out of hand: The druid works alone</p><p>10:00 A few ways to handle solo scouting and fly-away familiars without eating up too much game time and spotlight</p><p>20:00 The usual suspects: Breaking PCs out into individual dialogue with NPCs (like the Arkham police)</p><p>28:00 Is everyone at the table having fun when they split up?</p><p>31:00 Shopping during game-time: Better in some systems than others</p><p>34:00 How to balance individual character spotlights and the rest of the party waiting</p><p>43:00 How far should you let the player’s interpretation of NPCs and events influence what you planned?</p><p>47:00 What makes the party split themselves?</p><p>56:00 Character impulsiveness: Good role play or impatient players?</p><p>59:00 Tips for DMing split-up parties</p><p>63:00 When do you bring the party back together?</p><p>66:00 How do you handle table-talk and party knowledge when the characters split up?</p><p>69:00 Secrets and lies: How do you handle intraparty secrets and hidden backstories?</p><p>74:00 Who is Finneas, anyway?</p><p>79:00 Partial-party side quests: Do you do them? How do you handle treasure, XP and … Death?</p><p>87:00 Final thoughts: Myth busted, confirmed of inconclusive?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-mythbusters-never-split-the-party-or-should-you]]></link><guid isPermaLink="false">120edf91-4d31-4e2a-8c98-9fe7fbc0fe98</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Mar 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/241a486e-ffe6-44df-902d-0af27f02a8fd/3wd-ep39.mp3" length="40792278" type="audio/mpeg"/><itunes:duration>01:32:43</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>39</itunes:episode><podcast:episode>39</podcast:episode></item><item><title>How to DM Epic-Tier Games: 19 Tips for Running – and Ending – High-Level TTRPG Campaigns</title><itunes:title>How to DM Epic-Tier Games: 19 Tips for Running – and Ending – High-Level TTRPG Campaigns</itunes:title><description><![CDATA[<p>Every campaign gets to level 1, but how many make it to level 20? How do you challenge players who wield actual cosmic power? Is it fun to be kings, queens, warlords and arch-mages — and take on the responsibilities that may come with those titles? How does the DM/GM make epic-level enemies feel challenging and satisfying to defeat? How do you bring it all to a satisfying end?</p><p>There’s a time for fighting rats, goblins and thugs … And that time is long gone. High-level play, in any TTRPG, should feel different. It’s not just about bumping up stats — you have to make the game FEEL epic. It’s time to pay-off on the plot threads the PCs have been pulling since level 1 and let the players see the impact their characters have had on the world.</p><p>In this episode, Thorin, Tony and Dave reveal their best tips for high-level campaigns, including what they do with “Hall of Fame” characters and how to bring it all to the kind of climax your players and friends will talk about for years.</p><p>2:00 Our experiences with long campaigns</p><p>6:00 When is a campaign “High Level”? </p><p>11:00 High-level play should pay off on the relationships and events built throughout lower-level play</p><p>18:00 The PC’s story arcs should still be alive heading into the epic tier </p><p>23:00 Who really wants to be king? What does REAL POWER look like in a TTRPG setting?</p><p>32:00 How do you bring a high-level campaign to a satisfying conclusion? Pay off on the character’s goals</p><p>40:00 What do high-level campaigns look like? How are they different?</p><p>46:00 What we want in epic-level villains and monsters</p><p>52:00 How we handle thugs, bandits and run-of-the-mill/random encounters for high-level PCs</p><p>60:00 “Welcome to the Hall of Fame”: How to bring an epic campaign to a satisfying conclusion</p><p>64:00 Do the things video games can’t: Reshape the world in the characters’ (and players’) image</p><p>65:00 Going out with a bang: How to nail that last session</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bring out that BIG monster you’ve been saving all campaign</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Try not to TPK them (heroic death can be good, failure is usually bad)</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pay off on expectations – don’t subvert them</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Give them a BIG fight</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Don’t wait until the final fight to give them the legendary gear</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Finish it in one session— you don’t want to cut in the middle of the final battle</p><p>68:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Every campaign gets to level 1, but how many make it to level 20? How do you challenge players who wield actual cosmic power? Is it fun to be kings, queens, warlords and arch-mages — and take on the responsibilities that may come with those titles? How does the DM/GM make epic-level enemies feel challenging and satisfying to defeat? How do you bring it all to a satisfying end?</p><p>There’s a time for fighting rats, goblins and thugs … And that time is long gone. High-level play, in any TTRPG, should feel different. It’s not just about bumping up stats — you have to make the game FEEL epic. It’s time to pay-off on the plot threads the PCs have been pulling since level 1 and let the players see the impact their characters have had on the world.</p><p>In this episode, Thorin, Tony and Dave reveal their best tips for high-level campaigns, including what they do with “Hall of Fame” characters and how to bring it all to the kind of climax your players and friends will talk about for years.</p><p>2:00 Our experiences with long campaigns</p><p>6:00 When is a campaign “High Level”? </p><p>11:00 High-level play should pay off on the relationships and events built throughout lower-level play</p><p>18:00 The PC’s story arcs should still be alive heading into the epic tier </p><p>23:00 Who really wants to be king? What does REAL POWER look like in a TTRPG setting?</p><p>32:00 How do you bring a high-level campaign to a satisfying conclusion? Pay off on the character’s goals</p><p>40:00 What do high-level campaigns look like? How are they different?</p><p>46:00 What we want in epic-level villains and monsters</p><p>52:00 How we handle thugs, bandits and run-of-the-mill/random encounters for high-level PCs</p><p>60:00 “Welcome to the Hall of Fame”: How to bring an epic campaign to a satisfying conclusion</p><p>64:00 Do the things video games can’t: Reshape the world in the characters’ (and players’) image</p><p>65:00 Going out with a bang: How to nail that last session</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bring out that BIG monster you’ve been saving all campaign</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Try not to TPK them (heroic death can be good, failure is usually bad)</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pay off on expectations – don’t subvert them</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Give them a BIG fight</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Don’t wait until the final fight to give them the legendary gear</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Finish it in one session— you don’t want to cut in the middle of the final battle</p><p>68:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-dm-epic-tier-games-19-tips-for-running-and-ending-high-level-ttrpg-campaigns]]></link><guid isPermaLink="false">428dac4e-3887-4e1a-8f77-3c141f7819d1</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Mar 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/9881c583-4edd-4814-bd32-494f2978d26d/3wd-ep38.mp3" length="33572154" type="audio/mpeg"/><itunes:duration>01:16:56</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>38</itunes:episode><podcast:episode>38</podcast:episode></item><item><title>Party Downtime: When, How and Should You Let the Players Pursue Their Own Character Goals?</title><itunes:title>Party Downtime: When, How and Should You Let the Players Pursue Their Own Character Goals?</itunes:title><description><![CDATA[<p>Downtime: It’s when we play, when we sleep and when we record podcasts. Everyone needs some downtime, right? … Maybe. Do you actually give your player characters downtime? Or do you keep them slaloming down the plot with barely a weekend to get their equipment sharpened?</p><p>What do you let the PCs attempt when they do get a weekend off? Is it taverns and tax collectors, or can they create new spells, magic items and heists? </p><p>In this episode, Thorin, Tony and Dave talk about different ways to handle downtime and keep the game moving and fun. They also talk about what’s not fun in downtime, and things they’ve tried that the players didn’t like.</p><p>But first, we have an ogre to bury … A quantum ogre! A <a href="https://3wisedms.com/schrodingers-dm-prep-every-encounter-is-a-quantum-encounter-until-your-players-open-the-box/" rel="noopener noreferrer" target="_blank">recent article</a> on our site kicked a hornets’ nest of a broader discussion about encounters that DMs op in no matter which way the PCs go. Here’s what we think of the debate and how it fits into reasonable game prep.</p><p>It’s all in this week’s episode of 3 Wise DMs.</p><p>1:00 Schrodinger’s Encounter gets ambushed by the Quantum Ogre </p><p>8:00 Revisiting traumatized players and how it influences online discussions</p><p>13:00 The lies DMs tell … and should keep telling</p><p>20:00 A frank discussion of how we build and change things on the fly</p><p>27:00 Downtime activities: How they fit into 5E vs. prior editions of D&amp;D</p><p>32:00 Libraries?! How Quaint! Ways to portray downtime research </p><p>39:00 Pros and cons of letting players find incorrect “facts” and false research </p><p>47:00 Do you want to let players design new items and spells with downtime?</p><p>50:00 Does your adventure even have room for downtime activities?</p><p>53:00 Giving PCs a cool base of operations</p><p>55:00 Do you open up the world and give players a chance to take on other big downtime projects like building armies, magic items, spells, kingdoms, etc.?</p><p>63:00 Training, titles and taxes: Are your downtime activities actually fun?</p><p>68:00 How do you bring a long-running, high-level, epic campaign to a satisfying end?</p><p>79:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Downtime: It’s when we play, when we sleep and when we record podcasts. Everyone needs some downtime, right? … Maybe. Do you actually give your player characters downtime? Or do you keep them slaloming down the plot with barely a weekend to get their equipment sharpened?</p><p>What do you let the PCs attempt when they do get a weekend off? Is it taverns and tax collectors, or can they create new spells, magic items and heists? </p><p>In this episode, Thorin, Tony and Dave talk about different ways to handle downtime and keep the game moving and fun. They also talk about what’s not fun in downtime, and things they’ve tried that the players didn’t like.</p><p>But first, we have an ogre to bury … A quantum ogre! A <a href="https://3wisedms.com/schrodingers-dm-prep-every-encounter-is-a-quantum-encounter-until-your-players-open-the-box/" rel="noopener noreferrer" target="_blank">recent article</a> on our site kicked a hornets’ nest of a broader discussion about encounters that DMs op in no matter which way the PCs go. Here’s what we think of the debate and how it fits into reasonable game prep.</p><p>It’s all in this week’s episode of 3 Wise DMs.</p><p>1:00 Schrodinger’s Encounter gets ambushed by the Quantum Ogre </p><p>8:00 Revisiting traumatized players and how it influences online discussions</p><p>13:00 The lies DMs tell … and should keep telling</p><p>20:00 A frank discussion of how we build and change things on the fly</p><p>27:00 Downtime activities: How they fit into 5E vs. prior editions of D&amp;D</p><p>32:00 Libraries?! How Quaint! Ways to portray downtime research </p><p>39:00 Pros and cons of letting players find incorrect “facts” and false research </p><p>47:00 Do you want to let players design new items and spells with downtime?</p><p>50:00 Does your adventure even have room for downtime activities?</p><p>53:00 Giving PCs a cool base of operations</p><p>55:00 Do you open up the world and give players a chance to take on other big downtime projects like building armies, magic items, spells, kingdoms, etc.?</p><p>63:00 Training, titles and taxes: Are your downtime activities actually fun?</p><p>68:00 How do you bring a long-running, high-level, epic campaign to a satisfying end?</p><p>79:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/party-downtime-when-how-and-should-you-let-the-players-pursue-their-own-character-goals]]></link><guid isPermaLink="false">ca4f0431-5575-4a14-9eac-4ce281c0452f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Mar 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/9b1c5289-9983-4a0a-bc64-95323242db09/3wd-ep37.mp3" length="37173390" type="audio/mpeg"/><itunes:duration>01:24:19</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>37</itunes:episode><podcast:episode>37</podcast:episode></item><item><title>When the DM Isn’t Having Fun: How to Fix a Game That Feels Like a Chore</title><itunes:title>When the DM Isn’t Having Fun: How to Fix a Game That Feels Like a Chore</itunes:title><description><![CDATA[<p>You studied the RPG books. You recruited the players. You started a New Game. Every week (or weeks or month) you get everyone together and run them through a world you control! … What if you don’t like it? What do you do when you find yourself running a TTRPG game you don’t enjoy?</p><p>The DM is a player, too. If you’re not having fun, there’s no game. We’d never recommend trudging through a campaign you hate just for the players or your pride. Your time’s too valuable. For the game to go on, you must get it back to a point where you enjoy running it. How do you that?</p><p>In this episode, hear how Thorin, Tony and Dave make sure their games stay fun — for their players and themselves. Along the way, we’ll talk about how we lean into the things we enjoy and cut the things we don’t, even when those things may seem essential to the game. Plus, we’ll go deeper into DMPCs and how they can be one way for unhappy DMs to reconnect with the fun of the game (and how to keep them from overshadowing your players).</p><p>1:00 A new DM who isn’t having fun in Icewind Dale</p><p>3:00 DMPCs: Do they make the game more fun for the DM or are they just one more thing to manage?</p><p>6:00 What do you do when you start a new game as the DM and it’s not fun for you?</p><p>8:00 DM know thyself: What specific parts of DMing do you actually enjoy? </p><p>11:00 Don’t be afraid to pull a “Princess Bride” and run your own “good parts” version of the module</p><p>16:00 Never listen to what anyone online says you’re doing wrong</p><p>19:00 “Your DMPC should be like Gandalf”</p><p>22:00 How to make DM prep work more reasonable and more fun</p><p>27:00 Run the kind of campaign you’d enjoy reading/watching/playing in</p><p>31:00 RPG environment and the limits of survival-focused settings for super-heroic D&amp;D characters</p><p>34:00 Encounter difficulty and how the feel of fights should change as you go up in level</p><p>40:00 How do you fix a game you don’t like DMing?</p><p>43:00 Stop doing the things that make you miserable and find your own DMing style</p><p>47:00 Are you playing any NPCs you enjoy being?</p><p>50:00 Are you playing with players you enjoy DMing?</p><p>55:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>You studied the RPG books. You recruited the players. You started a New Game. Every week (or weeks or month) you get everyone together and run them through a world you control! … What if you don’t like it? What do you do when you find yourself running a TTRPG game you don’t enjoy?</p><p>The DM is a player, too. If you’re not having fun, there’s no game. We’d never recommend trudging through a campaign you hate just for the players or your pride. Your time’s too valuable. For the game to go on, you must get it back to a point where you enjoy running it. How do you that?</p><p>In this episode, hear how Thorin, Tony and Dave make sure their games stay fun — for their players and themselves. Along the way, we’ll talk about how we lean into the things we enjoy and cut the things we don’t, even when those things may seem essential to the game. Plus, we’ll go deeper into DMPCs and how they can be one way for unhappy DMs to reconnect with the fun of the game (and how to keep them from overshadowing your players).</p><p>1:00 A new DM who isn’t having fun in Icewind Dale</p><p>3:00 DMPCs: Do they make the game more fun for the DM or are they just one more thing to manage?</p><p>6:00 What do you do when you start a new game as the DM and it’s not fun for you?</p><p>8:00 DM know thyself: What specific parts of DMing do you actually enjoy? </p><p>11:00 Don’t be afraid to pull a “Princess Bride” and run your own “good parts” version of the module</p><p>16:00 Never listen to what anyone online says you’re doing wrong</p><p>19:00 “Your DMPC should be like Gandalf”</p><p>22:00 How to make DM prep work more reasonable and more fun</p><p>27:00 Run the kind of campaign you’d enjoy reading/watching/playing in</p><p>31:00 RPG environment and the limits of survival-focused settings for super-heroic D&amp;D characters</p><p>34:00 Encounter difficulty and how the feel of fights should change as you go up in level</p><p>40:00 How do you fix a game you don’t like DMing?</p><p>43:00 Stop doing the things that make you miserable and find your own DMing style</p><p>47:00 Are you playing any NPCs you enjoy being?</p><p>50:00 Are you playing with players you enjoy DMing?</p><p>55:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-the-dm-isnt-having-fun-how-to-fix-a-game-that-feels-like-a-chore-]]></link><guid isPermaLink="false">ca7a9486-2a84-4c5e-b725-cdb174380544</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Feb 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/bd87ac7b-01e4-4520-9dce-91d7d2060fe2/3wd-ep36.mp3" length="27646406" type="audio/mpeg"/><itunes:duration>01:02:59</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>36</itunes:episode><podcast:episode>36</podcast:episode></item><item><title>When Metagaming Goes Wrong: How Do You Stop Out-of-Character Knowledge From Ruining Your Game?</title><itunes:title>When Metagaming Goes Wrong: How Do You Stop Out-of-Character Knowledge From Ruining Your Game?</itunes:title><description><![CDATA[<p>No matter how much we say it’s the DM’s world, the players know the game too. They have access to all the books, all the lore, even all the monster stats! Sometimes that’s a big help. Other times, it can be a problem for the campaign you want to run. </p><p>Have you ever had players who actively spoil what all the monsters do? Or players who think they know what your NPCs are all about? Or a fellow DM who’s DMed every Ravenloft module D&amp;D has produced and is trying not to spoil your run through Curse of Strahd? How do you handle players who don’t separate their personal knowledge from what their characters would know? </p><p>Thorin, Tony and Dave go off-book a lot, homebrewing, up-scaling, and repurposing all the time. In this episode they talk about what is OK and not OK metagaming, problems metagaming has created in their games, and how they deal with the players and situations it spawns.</p><p>1:00 Dueling Strahds: Metagaming rears its blood-sucking head</p><p>3:00 What out-of-character knowledge is or isn’t a problem?</p><p>6:00 How metagame expectations can undermine attempts to create original adventures</p><p>10:00 How we sometimes struggle with meta-knowledge as PCs</p><p>15:00 Reimagining Strahd</p><p>18:00 Really, how should PCs react when literally The Devil invites them to dinner or to do a job?</p><p>23:00 The Strahd dinners that might’ve been…</p><p>29:00 What to do when players think they know what the monsters do? </p><p>36:00 “You just don’t want us to win!” When the world doesn’t work the way the players assumed, and they blame the DM</p><p>38:00 The Deck of Many Editions: What worked then doesn’t work now, and some players hate that!</p><p>45:00 In-depth on vampire challenge levels and the problem with nonmagical damage immunities and </p><p>53:00 Changing monsters to create interesting thematic, cinematic, moments</p><p>58:00 Metagaming: How do you get players to cut it out and respect your “authority”?</p><p>68:00 Monk Owl Bears are too far … Or are they?</p><p>72:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>No matter how much we say it’s the DM’s world, the players know the game too. They have access to all the books, all the lore, even all the monster stats! Sometimes that’s a big help. Other times, it can be a problem for the campaign you want to run. </p><p>Have you ever had players who actively spoil what all the monsters do? Or players who think they know what your NPCs are all about? Or a fellow DM who’s DMed every Ravenloft module D&amp;D has produced and is trying not to spoil your run through Curse of Strahd? How do you handle players who don’t separate their personal knowledge from what their characters would know? </p><p>Thorin, Tony and Dave go off-book a lot, homebrewing, up-scaling, and repurposing all the time. In this episode they talk about what is OK and not OK metagaming, problems metagaming has created in their games, and how they deal with the players and situations it spawns.</p><p>1:00 Dueling Strahds: Metagaming rears its blood-sucking head</p><p>3:00 What out-of-character knowledge is or isn’t a problem?</p><p>6:00 How metagame expectations can undermine attempts to create original adventures</p><p>10:00 How we sometimes struggle with meta-knowledge as PCs</p><p>15:00 Reimagining Strahd</p><p>18:00 Really, how should PCs react when literally The Devil invites them to dinner or to do a job?</p><p>23:00 The Strahd dinners that might’ve been…</p><p>29:00 What to do when players think they know what the monsters do? </p><p>36:00 “You just don’t want us to win!” When the world doesn’t work the way the players assumed, and they blame the DM</p><p>38:00 The Deck of Many Editions: What worked then doesn’t work now, and some players hate that!</p><p>45:00 In-depth on vampire challenge levels and the problem with nonmagical damage immunities and </p><p>53:00 Changing monsters to create interesting thematic, cinematic, moments</p><p>58:00 Metagaming: How do you get players to cut it out and respect your “authority”?</p><p>68:00 Monk Owl Bears are too far … Or are they?</p><p>72:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/when-metagaming-goes-wrong-how-do-you-stop-out-of-character-knowledge-from-ruining-your-game]]></link><guid isPermaLink="false">df9ee29c-b9cb-4de3-9cf5-a4112e701e87</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Feb 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/689434ea-1bbc-4957-8f7b-58b2dfa5f6c4/3wd-ep35.mp3" length="34607210" type="audio/mpeg"/><itunes:duration>01:20:16</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>35</itunes:episode><podcast:episode>35</podcast:episode></item><item><title>Bringing NPCs to Life: How to Build Legendary Characters Your Players Will Talk About for Decades</title><itunes:title>Bringing NPCs to Life: How to Build Legendary Characters Your Players Will Talk About for Decades</itunes:title><description><![CDATA[<p>Characters bring a story to life, and that goes double for your TTRPG campaign.&nbsp;The best of your NPCs will become legends, most of the rest won’t be any more memorable than the thousands of monsters your players slay along the way. </p><p>But how do you bring those NPCs to life in a way your players will engage with, trust and remember? Does the DM make an NPC memorable, or is that something the players decide? Does it all come down to who lives, who dies and who tells their story?</p><p>In this episode, Thorin, Tony and Dave talk about their biggest successes and failures creating memorable NPCs, their favorite characters in gaming and beyond, and all the tricks they use to bring their favorite characters to life.</p><p>1:00 Metagaming against the NPCs: Fighting snap judgments about the Zhentarim in Storm King’s Thunder</p><p>5:00 I KILL IT! When the PCs instantly hate an NPC and kill someone you had bigger plans for</p><p>13:00 What makes an NPC memorable? </p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;What is the NPC doing for the party? </p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Do the players make them memorable?</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The NPC that knows things the party doesn’t</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The comic relief who supports the environment</p><p>26:00 How do we bring these NPCs to life?</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Communicate that they have something to offer</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the party to trust them, but not fully</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Don’t spill the beans, NPC secrets should tease the party over time</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Good NPCs have an internal compass, motives and secrets that drive how they act</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;They need a distinct description and personality</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;They need a backstory, but the players don’t need to hear it</p><p>33:00 Building NPC personalities</p><p>41:00 Our picks for the most memorable NPCs (in RPGs and pop culture)</p><p>53:00 What to avoid when creating and playing memorable NPCs (and WTF is a “non-descript” man?!)</p><p>58:00 Tips for creating NPCs with depth and character development</p><p>62:00 What makes an NPC not work?</p><p>72:00 Great NPCs don’t need to stay in their campaign: Tony’s Ra’s Al Ghul</p><p>75:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Characters bring a story to life, and that goes double for your TTRPG campaign.&nbsp;The best of your NPCs will become legends, most of the rest won’t be any more memorable than the thousands of monsters your players slay along the way. </p><p>But how do you bring those NPCs to life in a way your players will engage with, trust and remember? Does the DM make an NPC memorable, or is that something the players decide? Does it all come down to who lives, who dies and who tells their story?</p><p>In this episode, Thorin, Tony and Dave talk about their biggest successes and failures creating memorable NPCs, their favorite characters in gaming and beyond, and all the tricks they use to bring their favorite characters to life.</p><p>1:00 Metagaming against the NPCs: Fighting snap judgments about the Zhentarim in Storm King’s Thunder</p><p>5:00 I KILL IT! When the PCs instantly hate an NPC and kill someone you had bigger plans for</p><p>13:00 What makes an NPC memorable? </p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;What is the NPC doing for the party? </p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Do the players make them memorable?</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The NPC that knows things the party doesn’t</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The comic relief who supports the environment</p><p>26:00 How do we bring these NPCs to life?</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Communicate that they have something to offer</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the party to trust them, but not fully</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Don’t spill the beans, NPC secrets should tease the party over time</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Good NPCs have an internal compass, motives and secrets that drive how they act</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;They need a distinct description and personality</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;They need a backstory, but the players don’t need to hear it</p><p>33:00 Building NPC personalities</p><p>41:00 Our picks for the most memorable NPCs (in RPGs and pop culture)</p><p>53:00 What to avoid when creating and playing memorable NPCs (and WTF is a “non-descript” man?!)</p><p>58:00 Tips for creating NPCs with depth and character development</p><p>62:00 What makes an NPC not work?</p><p>72:00 Great NPCs don’t need to stay in their campaign: Tony’s Ra’s Al Ghul</p><p>75:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/bringing-npcs-to-life-what-makes-legendary-characters-players-will-talk-about-for-decades]]></link><guid isPermaLink="false">552f3638-aec3-4243-89ff-f969c6ad47b0</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 14 Feb 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/e29c6d45-0823-4176-b56b-3404e4aae0db/3wd-ep34-complete.mp3" length="35044533" type="audio/mpeg"/><itunes:duration>01:20:13</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>34</itunes:episode><podcast:episode>34</podcast:episode></item><item><title>How to Move a Stalled RPG Campaign Forward</title><itunes:title>How to Move a Stalled RPG Campaign Forward</itunes:title><description><![CDATA[<p>At some point, every DM sees their party get lost in the woods … or the weeds … or the brothels … Whatever the specific distraction, it’s easy to get caught up in the session-to-session filler content and see the game grind to a slog of travel encounters or petty larcenies or extended haggling sessions that bore everyone at the table.</p><p>How do you get the party back on track and involved with the big, bad plotline? How do you make it epic again if the game’s gotten a bit mundane? How do you link the little adventures into the big adventures, so you have a campaign that’s truly worthy of legend? </p><p>How do you get the party out of the weeds and back on the path to adventure?</p><p>In this episode, Thorin, Tony and Dave talk about how they link elements together to let the PCs explore the town or woods, but still keep them engaging with the big epic content heroes are made of. They’ll also talk about some of their favorite things to do in a campaign and their DMing trademarks.</p><p>For more basics about how to build an adventure, check out: <a href="https://3wisedms.com/adventure-time-15-tips-to-build-and-dm-great-adventures/" rel="noopener noreferrer" target="_blank">Adventure Time: 15 Tips to Build and DM Great Adventures</a></p><p>3:00 A new DM gets lost in Wildemount, and how we’d try to find our way out</p><p>9:00 How do you progress the party from low-level missions to epic adventures?</p><p>14:00 How the player characters and party dynamic can shift where the campaign is heading</p><p>17:00 “You’re meddling in affairs you do not understand!” Using lower-level enemies to yank the party into the BBEG’s plans</p><p>23:00 “You need other things in there.” The value of one-shots, side quests and “palate cleansers”</p><p>26:00 Protagonist-driven (party) vs. antagonist-driven (BBEG) plotlines</p><p>30:00 Our favorite ways to hook the party on an adventure plot</p><p>32:00 Is Strahd’s schtick too stuck in the 80s?</p><p>35:00 When PCs don’t reveal their key backstories, secrets and potentially important plot points</p><p>38:00 Creating adventures that lead into more adventures</p><p>43:00 Completing PC quests and backstories encourages protagonist-driven plot development</p><p>49:00 Our trademark DM moves</p><p>55:00 Things that annoy us as players that we’re trying to learn from as DMs</p><p>65:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>At some point, every DM sees their party get lost in the woods … or the weeds … or the brothels … Whatever the specific distraction, it’s easy to get caught up in the session-to-session filler content and see the game grind to a slog of travel encounters or petty larcenies or extended haggling sessions that bore everyone at the table.</p><p>How do you get the party back on track and involved with the big, bad plotline? How do you make it epic again if the game’s gotten a bit mundane? How do you link the little adventures into the big adventures, so you have a campaign that’s truly worthy of legend? </p><p>How do you get the party out of the weeds and back on the path to adventure?</p><p>In this episode, Thorin, Tony and Dave talk about how they link elements together to let the PCs explore the town or woods, but still keep them engaging with the big epic content heroes are made of. They’ll also talk about some of their favorite things to do in a campaign and their DMing trademarks.</p><p>For more basics about how to build an adventure, check out: <a href="https://3wisedms.com/adventure-time-15-tips-to-build-and-dm-great-adventures/" rel="noopener noreferrer" target="_blank">Adventure Time: 15 Tips to Build and DM Great Adventures</a></p><p>3:00 A new DM gets lost in Wildemount, and how we’d try to find our way out</p><p>9:00 How do you progress the party from low-level missions to epic adventures?</p><p>14:00 How the player characters and party dynamic can shift where the campaign is heading</p><p>17:00 “You’re meddling in affairs you do not understand!” Using lower-level enemies to yank the party into the BBEG’s plans</p><p>23:00 “You need other things in there.” The value of one-shots, side quests and “palate cleansers”</p><p>26:00 Protagonist-driven (party) vs. antagonist-driven (BBEG) plotlines</p><p>30:00 Our favorite ways to hook the party on an adventure plot</p><p>32:00 Is Strahd’s schtick too stuck in the 80s?</p><p>35:00 When PCs don’t reveal their key backstories, secrets and potentially important plot points</p><p>38:00 Creating adventures that lead into more adventures</p><p>43:00 Completing PC quests and backstories encourages protagonist-driven plot development</p><p>49:00 Our trademark DM moves</p><p>55:00 Things that annoy us as players that we’re trying to learn from as DMs</p><p>65:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-move-a-stalled-rpg-campaign-forward]]></link><guid isPermaLink="false">d05f4753-5c85-4349-8aaa-ee31e64423d7</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 07 Feb 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/6a1750a1-847a-4e5e-b97e-0f745fad4f4a/3wd-ep33.mp3" length="30151677" type="audio/mpeg"/><itunes:duration>01:08:38</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>33</itunes:episode><podcast:episode>33</podcast:episode></item><item><title>DMing Large Groups: 19 Tips for Running Games With 6 or More Players</title><itunes:title>DMing Large Groups: 19 Tips for Running Games With 6 or More Players</itunes:title><description><![CDATA[<p>RPG tables tend to grow. Once you get the game going and people are having fun, they start talking about that fun, and new players come in quickly. The only problem is, most TTRPGs are optimized to run with 3 to 5 players (plus the DM), and DM gets tougher are you expand to 6, 8 even 10 players. </p><p>Throughout our DMing careers, we’ve run a lot of large tables. Most of our current games have 6 or more players, and we routinely have 7 or 8 at the table. We’ve all had some experience running even more than that, too.</p><p>In this episode, we’ll dive into the many issues that make large tables challenging and what Thorin, Tony and Dave do to overcome those obstacles. </p><p>1:00 The biggest games we’ve ever DMed</p><p>3:00 What happens when you start getting a lot of players? </p><ul><li>Players’ backstories start to slip through the cracks</li><li>Encounter balance: The party starts blasting through encounters super easily</li><li>Slow play and “the interminable slog of 2-hour combats”</li><li>Table talk and trying to keep the game moving without losing player attention</li></ul><br/><p>10:00 How virtual tabletops like Roll20 influence table talk, combat and player attention</p><p>12:00 Monster lineup, CR and the sweet spot that challenges a large party without making it a slog</p><p>17:00 How we use CR (and before that, HD and monster category) to plan encounters and adjust for large parties</p><p>24:00 Running Curse of Strahd with 6 players and the encounters that still took the party to the edge</p><p>27:00 Building encounters to challenge the front and back of the party</p><p>30:00 Scene control: How to handle 8 players fighting for airtime, and the ones who don’t</p><p>36:00 Encouraging everyone to step up and have a voice</p><p>39:00 Overlapping character roles/backgrounds/personalities</p><p>45:00 Choosing and distributing treasure for large parties — and dealing with the exponential escalation of magic in and out of combat</p><p>47:00 Club band vs. stadium show: Dealing with compounded player expectations</p><p>50:00 Can you trust large parties to make consensus decisions quickly, or should you railroad them to keep things moving?</p><p>56:00 Should you bring new D&amp;D players into large games?</p><p>62:00 How to keep from bogging down, running slow and getting boring</p><p>71:00 Technology issues using Roll20 using 6+ players and how we solved them</p><p>76:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>RPG tables tend to grow. Once you get the game going and people are having fun, they start talking about that fun, and new players come in quickly. The only problem is, most TTRPGs are optimized to run with 3 to 5 players (plus the DM), and DM gets tougher are you expand to 6, 8 even 10 players. </p><p>Throughout our DMing careers, we’ve run a lot of large tables. Most of our current games have 6 or more players, and we routinely have 7 or 8 at the table. We’ve all had some experience running even more than that, too.</p><p>In this episode, we’ll dive into the many issues that make large tables challenging and what Thorin, Tony and Dave do to overcome those obstacles. </p><p>1:00 The biggest games we’ve ever DMed</p><p>3:00 What happens when you start getting a lot of players? </p><ul><li>Players’ backstories start to slip through the cracks</li><li>Encounter balance: The party starts blasting through encounters super easily</li><li>Slow play and “the interminable slog of 2-hour combats”</li><li>Table talk and trying to keep the game moving without losing player attention</li></ul><br/><p>10:00 How virtual tabletops like Roll20 influence table talk, combat and player attention</p><p>12:00 Monster lineup, CR and the sweet spot that challenges a large party without making it a slog</p><p>17:00 How we use CR (and before that, HD and monster category) to plan encounters and adjust for large parties</p><p>24:00 Running Curse of Strahd with 6 players and the encounters that still took the party to the edge</p><p>27:00 Building encounters to challenge the front and back of the party</p><p>30:00 Scene control: How to handle 8 players fighting for airtime, and the ones who don’t</p><p>36:00 Encouraging everyone to step up and have a voice</p><p>39:00 Overlapping character roles/backgrounds/personalities</p><p>45:00 Choosing and distributing treasure for large parties — and dealing with the exponential escalation of magic in and out of combat</p><p>47:00 Club band vs. stadium show: Dealing with compounded player expectations</p><p>50:00 Can you trust large parties to make consensus decisions quickly, or should you railroad them to keep things moving?</p><p>56:00 Should you bring new D&amp;D players into large games?</p><p>62:00 How to keep from bogging down, running slow and getting boring</p><p>71:00 Technology issues using Roll20 using 6+ players and how we solved them</p><p>76:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dming-large-groups-19-tips-for-running-games-with-6-or-more-players-]]></link><guid isPermaLink="false">e8b548a9-29b3-480e-a7b7-1765947b3764</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 31 Jan 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/40505750-1e52-44ee-a5b2-cbe64a6838d0/3wd-ep32.mp3" length="36331652" type="audio/mpeg"/><itunes:duration>01:23:11</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>32</itunes:episode><podcast:episode>32</podcast:episode></item><item><title>Our Favorite DMing Inspirations and Influences</title><itunes:title>Our Favorite DMing Inspirations and Influences</itunes:title><description><![CDATA[<p>What drew you into role-playing games? Was it the movies, TV, myths and legends you experienced as a kid? Was it video games? Was it the first time you picked up a gaming book and fell into the world? </p><p>Once you got into the games, what shaped the stories you tell and worlds you build? Where do your characters come from? Where do your mechanical parts come from?</p><p>We all stand on the shoulders of giants in games, whether those are metaphorical giants, literary giants or literal giants. In this episode, the 3 Wise DMs talk about the things that shape their games and how they directly impact what they do. Whether you’re looking for inspiration of ways to make the inspirations you already have a bigger part of your game, this episode will give you the big picture of how all these crazy parts come together to make our DMing whole.</p><p>2:00 Movies, myths, the ancient Celts … Things that laid the foundations of our DM styles</p><p>6:00 Magenta-colored glasses: The first TTRPG products we were exposed to</p><p>10:00 What drives people’s interest in D&amp;D</p><p>13:00 Excitement and mystery: That feeling of getting sucked into an RPG book before the Internet ... even before computer games</p><p>18:00 Art and awesomeness</p><p>20:00 Crunchy influences: The things that influenced us mechanically and thematically, good and bad</p><p>27:00 D&amp;D 2E Memories: Why did DRUIDs have to kill each other to level up? Why could a Celtic warrior throw a spear with its FOOT for evisceration-level damage?</p><p>32:00 The problem with very simulationist games: Are they fun?</p><p>33:00 Adventuring in the “real” history: Reactions to our first 3WD Call of Cthulhu campaign</p><p>39:00 When D&amp;D got Medieval: The 2E Arms &amp; Equipment Guide</p><p>43:00 Stream of influence: The impact of online campaigns like Critical Role on us and TTRPGs as a whole</p><p>46:00 Music in our games: Influences and game soundtracks (DM Dave, say it ain’t so!)</p><p>51:00 Video games that influenced our DMing</p><p>57:00 How 5E D&amp;D is still influencing us</p><p>60:00 The D&amp;D 2E Monstrous Compendium and Expanding Universe: A Creatively Encouraging Vision for TTRPGs</p><p>69:00 Making D&amp;D combat look and sound more like real or theatrical combat</p><p>72:00 Can you do it simpler? How can we fit interesting details into our games without spiraling complexity?</p><p>80:00 Aur’k Ka’ang, the Fire Giants’ Iron Golem (SKT) and making solo NPCs the party-crushing bastards they were born to be</p><p>86:00 Unearthed Arcana: The excitement of spells that used to do really weird stuff</p><p>93:00 Final thoughts: “Feed your creative soul”</p>]]></description><content:encoded><![CDATA[<p>What drew you into role-playing games? Was it the movies, TV, myths and legends you experienced as a kid? Was it video games? Was it the first time you picked up a gaming book and fell into the world? </p><p>Once you got into the games, what shaped the stories you tell and worlds you build? Where do your characters come from? Where do your mechanical parts come from?</p><p>We all stand on the shoulders of giants in games, whether those are metaphorical giants, literary giants or literal giants. In this episode, the 3 Wise DMs talk about the things that shape their games and how they directly impact what they do. Whether you’re looking for inspiration of ways to make the inspirations you already have a bigger part of your game, this episode will give you the big picture of how all these crazy parts come together to make our DMing whole.</p><p>2:00 Movies, myths, the ancient Celts … Things that laid the foundations of our DM styles</p><p>6:00 Magenta-colored glasses: The first TTRPG products we were exposed to</p><p>10:00 What drives people’s interest in D&amp;D</p><p>13:00 Excitement and mystery: That feeling of getting sucked into an RPG book before the Internet ... even before computer games</p><p>18:00 Art and awesomeness</p><p>20:00 Crunchy influences: The things that influenced us mechanically and thematically, good and bad</p><p>27:00 D&amp;D 2E Memories: Why did DRUIDs have to kill each other to level up? Why could a Celtic warrior throw a spear with its FOOT for evisceration-level damage?</p><p>32:00 The problem with very simulationist games: Are they fun?</p><p>33:00 Adventuring in the “real” history: Reactions to our first 3WD Call of Cthulhu campaign</p><p>39:00 When D&amp;D got Medieval: The 2E Arms &amp; Equipment Guide</p><p>43:00 Stream of influence: The impact of online campaigns like Critical Role on us and TTRPGs as a whole</p><p>46:00 Music in our games: Influences and game soundtracks (DM Dave, say it ain’t so!)</p><p>51:00 Video games that influenced our DMing</p><p>57:00 How 5E D&amp;D is still influencing us</p><p>60:00 The D&amp;D 2E Monstrous Compendium and Expanding Universe: A Creatively Encouraging Vision for TTRPGs</p><p>69:00 Making D&amp;D combat look and sound more like real or theatrical combat</p><p>72:00 Can you do it simpler? How can we fit interesting details into our games without spiraling complexity?</p><p>80:00 Aur’k Ka’ang, the Fire Giants’ Iron Golem (SKT) and making solo NPCs the party-crushing bastards they were born to be</p><p>86:00 Unearthed Arcana: The excitement of spells that used to do really weird stuff</p><p>93:00 Final thoughts: “Feed your creative soul”</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dm-inspiration-and-influences]]></link><guid isPermaLink="false">e68e6036-66b5-4fda-9b5d-e02dcd4da9ff</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 24 Jan 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f5131b2f-e201-4b60-8877-21acb5d04329/3wd-ep31.mp3" length="44457588" type="audio/mpeg"/><itunes:duration>01:41:32</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>31</itunes:episode><podcast:episode>31</podcast:episode></item><item><title>DM Burnout: 6 Things That Cause It, and How We Recover From It</title><itunes:title>DM Burnout: 6 Things That Cause It, and How We Recover From It</itunes:title><description><![CDATA[<p>There comes a time when the dice cease to sparkle, when the monster loses its luster, when the DM screen becomes a prison, and all that is left is a DMs love for their players … Those little campaign-ruining jerks! Or not — maybe your players are victims of your burnout just as much as you are. </p><p>Every TTRPG campaign is different, but one thing never changes: Without the DM, there is no game. And a burned-out DM is one of the biggest game-killers in any table-top RPG you’ll play.</p><p>What does burnout look like? What does it feel like? Can you play your way through it? If not, how do you handle it? Thorin, Tony and Dave have all had their own brushes, and sometimes head-on collisions, with burnout. Here’s what they’ve learned and tips to start healing.</p><p>2:00 What does DM burnout feel like? </p><p>9:00 Can you play your way through it?</p><p>15:00 Things that burn us out #1: The setting gets old</p><p>22:00 Things that burn us out #2: Spending too much time on maps</p><p>26:00 Things that burn us out #3: When we’re not playing the kind of game we want to play</p><p>37:00 Things that burn us out #4: High expectations – both from the players and ourselves</p><p>40:00 Balancing DM and player expectations with running the kind of game you want to play</p><p>50:00 Things that burn us out #5: Players who think they can kill everything</p><p>52:00 The one biggest sign that you’re burning out</p><p>58:00 Things our players do that protect us from burnout</p><p>65:00 Things that burn us out #6: Players set in character roles they can’t/won’t/don’t play well</p><p>68:00 What we do to heal from burnout</p><p>76:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>There comes a time when the dice cease to sparkle, when the monster loses its luster, when the DM screen becomes a prison, and all that is left is a DMs love for their players … Those little campaign-ruining jerks! Or not — maybe your players are victims of your burnout just as much as you are. </p><p>Every TTRPG campaign is different, but one thing never changes: Without the DM, there is no game. And a burned-out DM is one of the biggest game-killers in any table-top RPG you’ll play.</p><p>What does burnout look like? What does it feel like? Can you play your way through it? If not, how do you handle it? Thorin, Tony and Dave have all had their own brushes, and sometimes head-on collisions, with burnout. Here’s what they’ve learned and tips to start healing.</p><p>2:00 What does DM burnout feel like? </p><p>9:00 Can you play your way through it?</p><p>15:00 Things that burn us out #1: The setting gets old</p><p>22:00 Things that burn us out #2: Spending too much time on maps</p><p>26:00 Things that burn us out #3: When we’re not playing the kind of game we want to play</p><p>37:00 Things that burn us out #4: High expectations – both from the players and ourselves</p><p>40:00 Balancing DM and player expectations with running the kind of game you want to play</p><p>50:00 Things that burn us out #5: Players who think they can kill everything</p><p>52:00 The one biggest sign that you’re burning out</p><p>58:00 Things our players do that protect us from burnout</p><p>65:00 Things that burn us out #6: Players set in character roles they can’t/won’t/don’t play well</p><p>68:00 What we do to heal from burnout</p><p>76:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dm-burnout-6-things-that-cause-it-and-how-we-recover-from-it]]></link><guid isPermaLink="false">bfdce553-a0f5-438e-94ba-fb191cc468f0</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 17 Jan 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/24444cf5-0b87-4ceb-a01b-6e54c99b1367/3wd-ep30.mp3" length="36326066" type="audio/mpeg"/><itunes:duration>01:23:34</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>30</itunes:episode><podcast:episode>30</podcast:episode></item><item><title>The Bootstrap Guide to DMing Your First Role Playing Game</title><itunes:title>The Bootstrap Guide to DMing Your First Role Playing Game</itunes:title><description><![CDATA[<p>Every DM needs to run their first game, and you don’t need a Ph.D. to do it! If you’re new to the system, and especially if everyone is new to the system, how much do you really need to know to start a game? </p><p>Do you need to read all the rulebooks cover to cover? No. Do you need to design a minimum of 6 dungeon levels and populate it with monsters like Gary Gygax first intended? Absolutely not. </p><p>So, what do you actually need to know to bring some friends together, throw your first game, and help everyone learn how to play along the way? Here’s how Thorin, Tony and Dave learned to DM themselves, and their advice for mastering the game while you run it.</p><p>3:00 Start with character creation</p><p>9:00 Just get to “minimum viable build” system understanding</p><p>14:00 It’s fine to launch with the system’s starter adventure and pre-gen characters</p><p>19:00 The core rules you need to know to start a game in any system: Dice, core rule, what kinds of encounters and conflicts is it built around?</p><p>27:00 Why you shouldn’t try to read the whole handbook and DM/GM guide before playing</p><p>32:00 How to prep your first starter adventure</p><p>35:00 Don’t be afraid to stop to look things up — set an expectation with your players that you’re all learning and supporting each other</p><p>39:00 Don’t be afraid to adlib and make a judgment call – and to revisit rules after the game</p><p>44:00 Monster wrangling for beginners – no one has fun in a first-game TPK</p><p>52:00 Some thoughts on introductory adventures, difficulty and leveling</p><p>58:00 What you want out of the player group for your first game</p><p>61:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Every DM needs to run their first game, and you don’t need a Ph.D. to do it! If you’re new to the system, and especially if everyone is new to the system, how much do you really need to know to start a game? </p><p>Do you need to read all the rulebooks cover to cover? No. Do you need to design a minimum of 6 dungeon levels and populate it with monsters like Gary Gygax first intended? Absolutely not. </p><p>So, what do you actually need to know to bring some friends together, throw your first game, and help everyone learn how to play along the way? Here’s how Thorin, Tony and Dave learned to DM themselves, and their advice for mastering the game while you run it.</p><p>3:00 Start with character creation</p><p>9:00 Just get to “minimum viable build” system understanding</p><p>14:00 It’s fine to launch with the system’s starter adventure and pre-gen characters</p><p>19:00 The core rules you need to know to start a game in any system: Dice, core rule, what kinds of encounters and conflicts is it built around?</p><p>27:00 Why you shouldn’t try to read the whole handbook and DM/GM guide before playing</p><p>32:00 How to prep your first starter adventure</p><p>35:00 Don’t be afraid to stop to look things up — set an expectation with your players that you’re all learning and supporting each other</p><p>39:00 Don’t be afraid to adlib and make a judgment call – and to revisit rules after the game</p><p>44:00 Monster wrangling for beginners – no one has fun in a first-game TPK</p><p>52:00 Some thoughts on introductory adventures, difficulty and leveling</p><p>58:00 What you want out of the player group for your first game</p><p>61:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-bootstrap-guide-to-dming-your-first-role-playing-game]]></link><guid isPermaLink="false">c6325c77-7688-403a-b3e6-17fb8b83351a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 10 Jan 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/508434d9-0193-478a-9561-5d6d694b5b82/3wd-ep29.mp3" length="30986649" type="audio/mpeg"/><itunes:duration>01:10:37</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>29</itunes:episode><podcast:episode>29</podcast:episode></item><item><title>2020: A Year in the TTRPG Lab</title><itunes:title>2020: A Year in the TTRPG Lab</itunes:title><description><![CDATA[<p>In March of 2020, we were getting ready to record our first episode of this podcast. We all got together in our planned recording space and cut the trailer. … Then COVID happened, and that entire plan went into the garbage along with concerts, vacations and sending kids to school. But as the year went on and we figured out online gaming and recording, the podcast and our games took off.</p><p>2020 was an “interesting” year for everyone. But if you had access to a computer and some friends, it was a pretty great time to be gaming online. For a lot of us, it was our first time playing on virtual tabletops, and that blossomed into more gaming than we’ve ever done before.</p><p>For some people, 2020 was a quarantine lockdown. For us, it was a year in the lab doing intensive DMing and podcasting. Here’s how it went, what we learned and our resolutions for gaming in 2021.</p><p>2:00 How COVID almost derailed 3 Wise DMS but wound up letting us do more gaming than ever</p><p>8:00 2020 as Dave’s intensive DM workshop</p><p>12:00 Holiday one-shot games became our personal TV holiday specials</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dressing up as the Avengers for Halloween</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rescuing Kidnapped elves from Evil Frosty and his Krampus minions</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A Very Marvel Christmas Carol</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Spending a Barovian Yule in Charlie Manx’s Christmasland from NOS4A2</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Tips to come up with good magic items gifts on the fly</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Curse of Strahd tip: An off-brand vampire encounter lets you scout how the party might fight Strahd</p><p>34:00 Lessons of 2021: Mix theater-of-the-mind combat with battle maps to speed up the game</p><p>38:00 Resolving to use more splash images and fewer maps (and tips for finding them)</p><p>44:00 Getting players to ask the right questions and look for clues (and how Call of Cthulhu can help)</p><p>51:00 Our 7 most memorable gaming moments of 2020</p><p>58:00 The 8 most important lessons we learned in 2020</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get more player buy-in with a session 0</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Have players make their characters together so they already know each other</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Better table communication</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Drop more clues and don’t be afraid to point out options the party isn’t seeing</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sometimes your story-heavy campaign needs a one-shot palette cleanser</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;One of us LOVES running published WotC adventures</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;We’re not afraid to go beyond module level-limits</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Play in more games to be a better DM (and maybe watch some live play streams)</p><p>67:00 Honorable mentions and superlatives: Who does what best in our games</p><p>70:00 Why we want to play more games and more game systems in 2021</p><p>74:00 Curse of Strahd vs. Castle Ravenloft and older versions</p><p>80:00 Tony’s version of Storm King’s Thunder, with a Gummi ship</p><p>84:00 Lesson: How does a Vampire’s charm work, anyway?</p><p>90:00 Final thoughts and 2021 gaming resolutions</p>]]></description><content:encoded><![CDATA[<p>In March of 2020, we were getting ready to record our first episode of this podcast. We all got together in our planned recording space and cut the trailer. … Then COVID happened, and that entire plan went into the garbage along with concerts, vacations and sending kids to school. But as the year went on and we figured out online gaming and recording, the podcast and our games took off.</p><p>2020 was an “interesting” year for everyone. But if you had access to a computer and some friends, it was a pretty great time to be gaming online. For a lot of us, it was our first time playing on virtual tabletops, and that blossomed into more gaming than we’ve ever done before.</p><p>For some people, 2020 was a quarantine lockdown. For us, it was a year in the lab doing intensive DMing and podcasting. Here’s how it went, what we learned and our resolutions for gaming in 2021.</p><p>2:00 How COVID almost derailed 3 Wise DMS but wound up letting us do more gaming than ever</p><p>8:00 2020 as Dave’s intensive DM workshop</p><p>12:00 Holiday one-shot games became our personal TV holiday specials</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dressing up as the Avengers for Halloween</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rescuing Kidnapped elves from Evil Frosty and his Krampus minions</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A Very Marvel Christmas Carol</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Spending a Barovian Yule in Charlie Manx’s Christmasland from NOS4A2</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Tips to come up with good magic items gifts on the fly</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Curse of Strahd tip: An off-brand vampire encounter lets you scout how the party might fight Strahd</p><p>34:00 Lessons of 2021: Mix theater-of-the-mind combat with battle maps to speed up the game</p><p>38:00 Resolving to use more splash images and fewer maps (and tips for finding them)</p><p>44:00 Getting players to ask the right questions and look for clues (and how Call of Cthulhu can help)</p><p>51:00 Our 7 most memorable gaming moments of 2020</p><p>58:00 The 8 most important lessons we learned in 2020</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get more player buy-in with a session 0</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Have players make their characters together so they already know each other</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Better table communication</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Drop more clues and don’t be afraid to point out options the party isn’t seeing</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sometimes your story-heavy campaign needs a one-shot palette cleanser</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;One of us LOVES running published WotC adventures</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;We’re not afraid to go beyond module level-limits</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Play in more games to be a better DM (and maybe watch some live play streams)</p><p>67:00 Honorable mentions and superlatives: Who does what best in our games</p><p>70:00 Why we want to play more games and more game systems in 2021</p><p>74:00 Curse of Strahd vs. Castle Ravenloft and older versions</p><p>80:00 Tony’s version of Storm King’s Thunder, with a Gummi ship</p><p>84:00 Lesson: How does a Vampire’s charm work, anyway?</p><p>90:00 Final thoughts and 2021 gaming resolutions</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/2020-a-year-in-the-ttrpg-lab]]></link><guid isPermaLink="false">844bb10d-1cc9-4eb7-b87c-8ffce78530f5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 03 Jan 2021 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/216fb426-345f-47e6-b3aa-326567eba337/3wd-ep28.mp3" length="42758564" type="audio/mpeg"/><itunes:duration>01:37:36</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>28</itunes:episode><podcast:episode>28</podcast:episode></item><item><title>How to Set Traps in D&amp;D: Causing Chaos, Mayhem and Problems for Your Players</title><itunes:title>How to Set Traps in D&amp;D: Causing Chaos, Mayhem and Problems for Your Players</itunes:title><description><![CDATA[<p>Older players who look at the D&amp;D 5E rogue would be forgiven for thinking traps aren’t in the game anymore. In fact, throughout the 5E Players Handbook, traps are given less attention than in previous editions. But that doesn’t make them any less important to the game, or any less tricky for the DM to get right.</p><p>D&amp;D Traps require the DM to walk a fine line. Balance them right, and your PCs will find themselves in a world of trouble that’s entirely their fault. But overdo it, or make traps too randomly deadly, and the party can slow to a crawl as they check for traps every 5 feet — cursing the DM the whole time. </p><p>Deathtraps are a dungeon classic, but the best traps cause chaos more than straight kills. Before you line the entryway of your fort with lightning runes, are you sure the people living there can get in and out themselves? Do these traps even make sense in the dungeon you’re running?</p><p>You want a trap to engage your players in some kind of problem-solving. In this episode, Thorin, Tony and Dave talk about how they build hazards that up the mayhem and force layers to solve problems, without reducing traps to two rolls to avoid random death … at least not too often.</p><p>2:00 Do traps still fit into modern, encounter-heavy, exploration-light D&amp;D with its murder rogues? </p><p>7:00 Your traps should make sense in the world and the environment, and also at your table</p><p>11:00 What do good and bad traps look like? Would you want to live next to it? </p><p>14:00 Do you want the party checking for traps every 5 feet? How careful do you want them to be? </p><p>19:00 What’s the goal of your trap makers?</p><p>27:00 Tony’s favorite traps: The Mirror of Opposition, Glyphs of Warding</p><p>29:00 Dave’s favorite Traps: The no-trap trap, the stone wall that splits the party</p><p>34:00 Aside: Handling magic weapons with unarmed PCs or PCs with specific weapon needs</p><p>40:00 Cursed treasure and the Lich that faked his death to let the party TPK themselves</p><p>44:00 “That was on us!” What good traps teach the party</p><p>45:00 Bad Traps: Revisiting the Murder House debate and the salt it left on the table</p><p>51:00 Bad Traps, Marvel Edition: The “Big Bomb” with multiple fail states and what it taught the PCs</p><p>58:00 Traps that create chaos and disadvantages for monsters to exploit are better than instant death</p><p>64:00 Trap specialist classes vs. D&amp;D 5E’s approach where anyone can find/disarm traps</p><p>72:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Older players who look at the D&amp;D 5E rogue would be forgiven for thinking traps aren’t in the game anymore. In fact, throughout the 5E Players Handbook, traps are given less attention than in previous editions. But that doesn’t make them any less important to the game, or any less tricky for the DM to get right.</p><p>D&amp;D Traps require the DM to walk a fine line. Balance them right, and your PCs will find themselves in a world of trouble that’s entirely their fault. But overdo it, or make traps too randomly deadly, and the party can slow to a crawl as they check for traps every 5 feet — cursing the DM the whole time. </p><p>Deathtraps are a dungeon classic, but the best traps cause chaos more than straight kills. Before you line the entryway of your fort with lightning runes, are you sure the people living there can get in and out themselves? Do these traps even make sense in the dungeon you’re running?</p><p>You want a trap to engage your players in some kind of problem-solving. In this episode, Thorin, Tony and Dave talk about how they build hazards that up the mayhem and force layers to solve problems, without reducing traps to two rolls to avoid random death … at least not too often.</p><p>2:00 Do traps still fit into modern, encounter-heavy, exploration-light D&amp;D with its murder rogues? </p><p>7:00 Your traps should make sense in the world and the environment, and also at your table</p><p>11:00 What do good and bad traps look like? Would you want to live next to it? </p><p>14:00 Do you want the party checking for traps every 5 feet? How careful do you want them to be? </p><p>19:00 What’s the goal of your trap makers?</p><p>27:00 Tony’s favorite traps: The Mirror of Opposition, Glyphs of Warding</p><p>29:00 Dave’s favorite Traps: The no-trap trap, the stone wall that splits the party</p><p>34:00 Aside: Handling magic weapons with unarmed PCs or PCs with specific weapon needs</p><p>40:00 Cursed treasure and the Lich that faked his death to let the party TPK themselves</p><p>44:00 “That was on us!” What good traps teach the party</p><p>45:00 Bad Traps: Revisiting the Murder House debate and the salt it left on the table</p><p>51:00 Bad Traps, Marvel Edition: The “Big Bomb” with multiple fail states and what it taught the PCs</p><p>58:00 Traps that create chaos and disadvantages for monsters to exploit are better than instant death</p><p>64:00 Trap specialist classes vs. D&amp;D 5E’s approach where anyone can find/disarm traps</p><p>72:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/how-to-set-traps-in-dd-causing-chaos-mayhem-and-problems-for-your-players-]]></link><guid isPermaLink="false">3fe8be72-f546-40d3-b1e7-ad2b69bf52eb</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Dec 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/3ae634f9-3a4f-4e32-8a83-b65f0d3774ac/3wd-ep27.mp3" length="34160185" type="audio/mpeg"/><itunes:duration>01:17:29</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>27</itunes:episode><podcast:episode>27</podcast:episode></item><item><title>D&amp;D and Mental Health: Therapy, Autism and Exploring the Things We Can&apos;t Just Say</title><itunes:title>D&amp;D and Mental Health: Therapy, Autism and Exploring the Things We Can&apos;t Just Say</itunes:title><description><![CDATA[<p>A few weeks ago, a listener reached out and asked how we manage players with special circumstances. She was DMing for her brother, who’s on the autism spectrum, and hit a trigger that made him feel like his character was ruined. And even though she’s a therapist, that reaction surprised her.</p><p>None of the 3 Wise DMs have DMed a player diagnosed with autism before, but we have had many players with special circumstances. We’ve learned a lot from playing with them — sometimes from our mistakes. In this episode, we talk about those experiences, D&amp;D’s impact on players with all types of personal issues, and how we try to handle communication challenges at our tables. </p><p>And, for the first time on 3 Wise DMs, we have a special guest! Bonnie is in our game groups and she’s a therapist who uses D&amp;D to reach teens going through special circumstances. She joins us to talk about her experiences there and how her charges react to the game.</p><p>2:00 Reader Question: DMing players with special circumstances that impact how they view the game and unexpected challenges</p><p>7:00 Revisiting miscommunication with cognitive challenges: Everyone brings something to the table</p><p>11:00 Using D&amp;D to connect with teens in a therapy setting</p><p>16:00 Unexpected player reactions may be more about personal issues than the game</p><p>19:00 D&amp;D helps explore issues that aren’t easy to express and gets players excited to discuss them</p><p>27:00 How therapists can use scenarios that gently push triggers to create room to talk</p><p>34:00 Don’t take mental health issues lightly or use triggers to terrorize your friends! (And an aside on giant spiders)</p><p>38:00 Mental flexibility and feeling like something “ruined” the game</p><p>42:00 Characters as the players’ ideal selves and its impact on their perception of the game</p><p>47:00 Communicating when something isn’t fun for the players or the DM</p><p>49:00 How hard table communication can be for people who struggle with social queues </p><p>52:00 Empowering, and not overpowering, your players’ voices</p><p>59:00 Is murder hoboing a risk in using D&amp;D for therapy, and how does a therapist handle that?</p><p>63:00 We all want to be the hero in our own story … don’t we?</p><p>70:00 The soft skills at the heart of D&amp;D — and the extra weight they can put on DMs</p><p>77:00 Final thoughts</p><p><strong>Related Links: </strong></p><p>“<a href="https://www.salon.com/2014/04/15/how_dungeons_dragons_saved_my_autistic_son_partner/" rel="noopener noreferrer" target="_blank">How Dungeons &amp; Dragons Saved My Autistic Son</a>” — Salon</p><p>“<a href="https://www.reddit.com/r/DnD/comments/6b6iyo/any_suggestions_for_managing_an_autistic_player/" rel="noopener noreferrer" target="_blank">Tips for Managing an Autistic Player</a>” — Reddit</p><p>“<a href="https://www.altogetherautism.org.nz/dungeons-dragons-and-autism/" rel="noopener noreferrer" target="_blank">Dungeons, Dragons and Autism</a>” — Altogether Autism</p>]]></description><content:encoded><![CDATA[<p>A few weeks ago, a listener reached out and asked how we manage players with special circumstances. She was DMing for her brother, who’s on the autism spectrum, and hit a trigger that made him feel like his character was ruined. And even though she’s a therapist, that reaction surprised her.</p><p>None of the 3 Wise DMs have DMed a player diagnosed with autism before, but we have had many players with special circumstances. We’ve learned a lot from playing with them — sometimes from our mistakes. In this episode, we talk about those experiences, D&amp;D’s impact on players with all types of personal issues, and how we try to handle communication challenges at our tables. </p><p>And, for the first time on 3 Wise DMs, we have a special guest! Bonnie is in our game groups and she’s a therapist who uses D&amp;D to reach teens going through special circumstances. She joins us to talk about her experiences there and how her charges react to the game.</p><p>2:00 Reader Question: DMing players with special circumstances that impact how they view the game and unexpected challenges</p><p>7:00 Revisiting miscommunication with cognitive challenges: Everyone brings something to the table</p><p>11:00 Using D&amp;D to connect with teens in a therapy setting</p><p>16:00 Unexpected player reactions may be more about personal issues than the game</p><p>19:00 D&amp;D helps explore issues that aren’t easy to express and gets players excited to discuss them</p><p>27:00 How therapists can use scenarios that gently push triggers to create room to talk</p><p>34:00 Don’t take mental health issues lightly or use triggers to terrorize your friends! (And an aside on giant spiders)</p><p>38:00 Mental flexibility and feeling like something “ruined” the game</p><p>42:00 Characters as the players’ ideal selves and its impact on their perception of the game</p><p>47:00 Communicating when something isn’t fun for the players or the DM</p><p>49:00 How hard table communication can be for people who struggle with social queues </p><p>52:00 Empowering, and not overpowering, your players’ voices</p><p>59:00 Is murder hoboing a risk in using D&amp;D for therapy, and how does a therapist handle that?</p><p>63:00 We all want to be the hero in our own story … don’t we?</p><p>70:00 The soft skills at the heart of D&amp;D — and the extra weight they can put on DMs</p><p>77:00 Final thoughts</p><p><strong>Related Links: </strong></p><p>“<a href="https://www.salon.com/2014/04/15/how_dungeons_dragons_saved_my_autistic_son_partner/" rel="noopener noreferrer" target="_blank">How Dungeons &amp; Dragons Saved My Autistic Son</a>” — Salon</p><p>“<a href="https://www.reddit.com/r/DnD/comments/6b6iyo/any_suggestions_for_managing_an_autistic_player/" rel="noopener noreferrer" target="_blank">Tips for Managing an Autistic Player</a>” — Reddit</p><p>“<a href="https://www.altogetherautism.org.nz/dungeons-dragons-and-autism/" rel="noopener noreferrer" target="_blank">Dungeons, Dragons and Autism</a>” — Altogether Autism</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-and-mental-health-therapy-autism-and-exploring-the-things-we-cant-just-say]]></link><guid isPermaLink="false">460c6a6a-6017-493e-9b05-9c29ce9dd3ea</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Dec 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/01af62a1-5ee5-41ec-9a7b-da5449690d5d/3wd-ep26.mp3" length="36021633" type="audio/mpeg"/><itunes:duration>01:22:36</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>26</itunes:episode><podcast:episode>26</podcast:episode></item><item><title>RPG Communication Breakdowns</title><itunes:title>RPG Communication Breakdowns</itunes:title><description><![CDATA[<p>It’s one of the hardest things for any DM to handle: What do you do when the way you see the game and the way the players see the game is no longer in sync? </p><p>You describe something as super dangerous, and a PC runs up to give it a hug — then the players get angry when it attacks them. Or the players come up with a plan, but when they try to execute it, the actions they take work out more like the Keystone Cops than Seal Team 6. Or the tough, henchmen-level bad guys seem too hard, and players start accusing the DM of cheating for the outcome they wanted. </p><p>This is no academic discussion. One of our own games is suffering from miscommunication, and it’s not fun. Can it be saved? Can yours if it’s starting to see some of these same issues? </p><p>Listen in as Thorin, Tony and Dave dig into the miscommunications issues their games have had (and are having) and talk about why it happens, where it leads, and what can be done to try to save it.</p><p>2:00 “The world is this way.” “No, it’s not, it’s this way.” What is a DM-player communication breakdown?</p><p>4:00 When the “super-rare” power you were warned about shows up in the first adventure</p><p>8:00 The psychology of D&amp;D: How the game reads behind the screen and to each individual player is vastly different</p><p>12:00 Reader question: How to handle recklessly naïve PCs who keep trying to make friends with things they should run from</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:00 Demanding very-low DC insight checks to give players a final warning</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;18:00 Embracing multiple fail states to allow a negative outcome that doesn’t destroy the party</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:00 The smackdown encounter the party can easily escape from</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:00 Give the rest of the party an opportunity to intervene</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;24:00 You COULD decide the outreach works in a way that fits your game world</p><p>25:00 Do you want to adjust the world to fit your player’s understanding/assumptions/mistakes?</p><p>29:00 “You didn’t have to do that!” When the NPCs do something the players really dislike — and they reject it</p><p>35:00 What do you do when an NPC ruins the players’ fun? What if it ruins the DM’s fun?</p><p>38:00 Is the DM getting blamed for the PCs having different goals?</p><p>41:00 The interrogation that went very, very wrong (And how much power should a tied-up NPC have?)</p><p>49:00 When players start to feel like they don’t have agency and you’re just pushing them around</p><p>53:00 How do you try to fix communication issues that are becoming toxic?</p><p>55:00 Did you step on a player character’s big moment?</p><p>57:00 The Power of Ghatanothoa: What do you do when you reveal the power of the big bad, and players don’t (or refuse to) recognize it?</p><p>66:00 How often do you ask the players what they’re enjoying or not enjoying about the game? Or if they understand what’s going on? </p><p>73:00 It’s just a game: We bring ourselves to our characters and our tables, and in 2020, that can mean extra strain on the group</p><p>80:00 Reader question: How do you deal with players who don’t provide character backstories?</p><p>86:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>It’s one of the hardest things for any DM to handle: What do you do when the way you see the game and the way the players see the game is no longer in sync? </p><p>You describe something as super dangerous, and a PC runs up to give it a hug — then the players get angry when it attacks them. Or the players come up with a plan, but when they try to execute it, the actions they take work out more like the Keystone Cops than Seal Team 6. Or the tough, henchmen-level bad guys seem too hard, and players start accusing the DM of cheating for the outcome they wanted. </p><p>This is no academic discussion. One of our own games is suffering from miscommunication, and it’s not fun. Can it be saved? Can yours if it’s starting to see some of these same issues? </p><p>Listen in as Thorin, Tony and Dave dig into the miscommunications issues their games have had (and are having) and talk about why it happens, where it leads, and what can be done to try to save it.</p><p>2:00 “The world is this way.” “No, it’s not, it’s this way.” What is a DM-player communication breakdown?</p><p>4:00 When the “super-rare” power you were warned about shows up in the first adventure</p><p>8:00 The psychology of D&amp;D: How the game reads behind the screen and to each individual player is vastly different</p><p>12:00 Reader question: How to handle recklessly naïve PCs who keep trying to make friends with things they should run from</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;16:00 Demanding very-low DC insight checks to give players a final warning</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;18:00 Embracing multiple fail states to allow a negative outcome that doesn’t destroy the party</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;20:00 The smackdown encounter the party can easily escape from</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;22:00 Give the rest of the party an opportunity to intervene</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;24:00 You COULD decide the outreach works in a way that fits your game world</p><p>25:00 Do you want to adjust the world to fit your player’s understanding/assumptions/mistakes?</p><p>29:00 “You didn’t have to do that!” When the NPCs do something the players really dislike — and they reject it</p><p>35:00 What do you do when an NPC ruins the players’ fun? What if it ruins the DM’s fun?</p><p>38:00 Is the DM getting blamed for the PCs having different goals?</p><p>41:00 The interrogation that went very, very wrong (And how much power should a tied-up NPC have?)</p><p>49:00 When players start to feel like they don’t have agency and you’re just pushing them around</p><p>53:00 How do you try to fix communication issues that are becoming toxic?</p><p>55:00 Did you step on a player character’s big moment?</p><p>57:00 The Power of Ghatanothoa: What do you do when you reveal the power of the big bad, and players don’t (or refuse to) recognize it?</p><p>66:00 How often do you ask the players what they’re enjoying or not enjoying about the game? Or if they understand what’s going on? </p><p>73:00 It’s just a game: We bring ourselves to our characters and our tables, and in 2020, that can mean extra strain on the group</p><p>80:00 Reader question: How do you deal with players who don’t provide character backstories?</p><p>86:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-communication-breakdowns-]]></link><guid isPermaLink="false">70f968ed-9db8-4bf0-a64d-2f0f0622fd7d</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Dec 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f9e07029-5a98-4e2e-a237-c0bfb379958c/3wd-ep25.mp3" length="40463193" type="audio/mpeg"/><itunes:duration>01:32:11</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>25</itunes:episode><podcast:episode>25</podcast:episode></item><item><title>D&amp;D Errata: Love It or Hate It, Here’s How We DM It</title><itunes:title>D&amp;D Errata: Love It or Hate It, Here’s How We DM It</itunes:title><description><![CDATA[<p>WotC as a company has long used errata as a way to keep its competitive games, like Magic: The Gathering, working as intended. But just several years into D&amp;D 5E, they’re still releasing new errata that impact books printed years ago that have been used at tables for years since. Some of it just clarifies rules interactions in a helpful way, but other errata literally make books we bought obsolete.</p><p>The most recent changes significantly change Booming Blade and Green Flame Blade, which no longer work with Shadow Blade. Taken in a vacuum that sounds fine, but what does a DM do if they have a player who uses that combo or built a character around the interaction. There are also changes to how Changelings allocate their attribute boosts that may impact characters you’ve been playing with for years. Do you go back and “fix” them to match the new rules?</p><p>These can be thorny questions for any DM. In this episode, we dig into what Thorin, Tony and Dave think about errata and how they DM it their games. </p><p>2:00 How do we feel about WotC changing rules years after they were released</p><p>5:00 Sage Advice is great! It has answered a lot of non-errata questions for us as DMs and PCs</p><p>8:00 What the recent errata has changed and how WotC tries to empower Dungeon Masters</p><p>11:00 WotC vs. TSR: How Magic: The Gathering influences today’s D&amp;D errata</p><p>15:00 Changing print editions, outdated Players Handbooks and the old days of checking magazines for rules clarifications</p><p>18:00 If I play $60 or $70 for a book, shouldn’t that book should be finished?</p><p>21:00 How WotC takes a lighter hand with D&amp;D to give DM’s creative control</p><p>25:00 How strong is errata in your game? What do you do if you or a player wants to ignore it? Do you walk back character creation that violates new attribute rules?</p><p>32:00 The downsides of ignoring errata (and of making errata in the first place)</p><p>38:00 Are you strict about material components?</p><p>43:00 How the game has changed: From exploring magical worlds to fun tactical combat, and what it means for errata</p><p>50:00 Continuity concerns: Clarification errata &gt; patchwork changes to books we already own</p><p>56:00 Is it a better game experience to play by your physical books or up-to-date online text?</p><p>59:00 Make rulings that leave room to change your mind in the future</p><p>63:00 Taking down the Frost Giant Jarl in Storm King’s Thunder and other campaign updates</p><p>68:00 Getting sick of Hunger of Hadar</p><p>71:00 Where we establish that the 3 Wise DMs love D&amp;D 5E exactly as it is and there is nothing we’d like WotC to change/errata/muck with in the published material (not even the Coffeelock!)</p><p>79:00 Players love playing with the toys they think are overpowered</p><p>81:00 Sickening Radiance tricks</p><p>83:00 The fight where everyone got a personal Pixie</p><p>86:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>WotC as a company has long used errata as a way to keep its competitive games, like Magic: The Gathering, working as intended. But just several years into D&amp;D 5E, they’re still releasing new errata that impact books printed years ago that have been used at tables for years since. Some of it just clarifies rules interactions in a helpful way, but other errata literally make books we bought obsolete.</p><p>The most recent changes significantly change Booming Blade and Green Flame Blade, which no longer work with Shadow Blade. Taken in a vacuum that sounds fine, but what does a DM do if they have a player who uses that combo or built a character around the interaction. There are also changes to how Changelings allocate their attribute boosts that may impact characters you’ve been playing with for years. Do you go back and “fix” them to match the new rules?</p><p>These can be thorny questions for any DM. In this episode, we dig into what Thorin, Tony and Dave think about errata and how they DM it their games. </p><p>2:00 How do we feel about WotC changing rules years after they were released</p><p>5:00 Sage Advice is great! It has answered a lot of non-errata questions for us as DMs and PCs</p><p>8:00 What the recent errata has changed and how WotC tries to empower Dungeon Masters</p><p>11:00 WotC vs. TSR: How Magic: The Gathering influences today’s D&amp;D errata</p><p>15:00 Changing print editions, outdated Players Handbooks and the old days of checking magazines for rules clarifications</p><p>18:00 If I play $60 or $70 for a book, shouldn’t that book should be finished?</p><p>21:00 How WotC takes a lighter hand with D&amp;D to give DM’s creative control</p><p>25:00 How strong is errata in your game? What do you do if you or a player wants to ignore it? Do you walk back character creation that violates new attribute rules?</p><p>32:00 The downsides of ignoring errata (and of making errata in the first place)</p><p>38:00 Are you strict about material components?</p><p>43:00 How the game has changed: From exploring magical worlds to fun tactical combat, and what it means for errata</p><p>50:00 Continuity concerns: Clarification errata &gt; patchwork changes to books we already own</p><p>56:00 Is it a better game experience to play by your physical books or up-to-date online text?</p><p>59:00 Make rulings that leave room to change your mind in the future</p><p>63:00 Taking down the Frost Giant Jarl in Storm King’s Thunder and other campaign updates</p><p>68:00 Getting sick of Hunger of Hadar</p><p>71:00 Where we establish that the 3 Wise DMs love D&amp;D 5E exactly as it is and there is nothing we’d like WotC to change/errata/muck with in the published material (not even the Coffeelock!)</p><p>79:00 Players love playing with the toys they think are overpowered</p><p>81:00 Sickening Radiance tricks</p><p>83:00 The fight where everyone got a personal Pixie</p><p>86:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-errata-love-it-or-hate-it-heres-how-we-dm-it]]></link><guid isPermaLink="false">f537de90-3184-4104-9ee7-c8c8e737b8b5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 29 Nov 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/c7b36c67-81be-4321-a129-b10a6760d9b5/3wd-ep24.mp3" length="40402263" type="audio/mpeg"/><itunes:duration>01:32:21</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>24</itunes:episode><podcast:episode>24</podcast:episode></item><item><title>Theater of the Mind: Is It a Better Way to Play D&amp;D?</title><itunes:title>Theater of the Mind: Is It a Better Way to Play D&amp;D?</itunes:title><description><![CDATA[<p>There’s a myth that “old-school” Dungeons &amp; Dragons was mostly a minis game. That may have been the case in the very earliest days, but throughout 1st and 2nd Edition, we played without minis and maps. Our game happened entirely in “The Theater of the Mind.” And, in many ways, it was a different experience from the maps-and-minis style of game most DMs run today.</p><p>Some DMs still prefer theater of the mind. Thorin, for one! Dave’s not as hot on the idea, and Tony kind of likes it both ways. Would you? Even if it’s not your preferred style, you might run a theater of the mind game whenever you don’t have all the accessories for maps-and-minis play</p><p>In this episode, we answer Marshall, a DM from Brazil who asked to explain how to play D&amp;D in Theater of the Mind. We talk about what we like about this style of play, what we don’t, and our best tips for making theater of the mind games flow and resonate with your PCs.</p><p>1:00 What is theater of the mind? How we use it and when we use it</p><p>5:00 Thinking beyond the battle map</p><p>9:00 Which style has faster combat: Mas-and-minis or theater of the mind?</p><p>13:00 What are the players paying attention to: You or the map?</p><p>15:00 How do you keep ruling consistency in combat without a map?</p><p>17:00 Tips for tracking turns, distances and combat details behind the DM screen in theater of the mind</p><p>21:00 Is D&amp;D traditionally a minis game? Busting the myth that 1st, 2nd and other early editions were “mostly" minis games</p><p>23:00 When should you break theater of the mind and show the party a map?</p><p>27:00 Problems that can arise with theater of the mind</p><p>30:00 Pressure on the DM to provide engaging descriptions that focus on the right things</p><p>37:00 How much longer does it take to prep maps and minis compared theater of the mind?</p><p>41:00 How Tony’s game survived the Frost Giant Jarl in Storm King’s Thunder (on a map!)</p><p>43:00 Combat descriptions with minis vs. theater of the mind</p><p>46:00 All Eyes on Me! The biggest advantage of theater of the mind</p><p>53:00 Tips for doing theater of the mind well </p><ul><li>·Simplify movement into 1-move units equal to the party’s most common speed</li><li>Tailor the length and detail of your descriptions to the room</li><li>Let players do things beyond what you had planned – they’re adding to the story</li><li>Get cool with your combat descriptions! </li><li>Adjudicating area effect spells</li></ul><br/><p>64:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>There’s a myth that “old-school” Dungeons &amp; Dragons was mostly a minis game. That may have been the case in the very earliest days, but throughout 1st and 2nd Edition, we played without minis and maps. Our game happened entirely in “The Theater of the Mind.” And, in many ways, it was a different experience from the maps-and-minis style of game most DMs run today.</p><p>Some DMs still prefer theater of the mind. Thorin, for one! Dave’s not as hot on the idea, and Tony kind of likes it both ways. Would you? Even if it’s not your preferred style, you might run a theater of the mind game whenever you don’t have all the accessories for maps-and-minis play</p><p>In this episode, we answer Marshall, a DM from Brazil who asked to explain how to play D&amp;D in Theater of the Mind. We talk about what we like about this style of play, what we don’t, and our best tips for making theater of the mind games flow and resonate with your PCs.</p><p>1:00 What is theater of the mind? How we use it and when we use it</p><p>5:00 Thinking beyond the battle map</p><p>9:00 Which style has faster combat: Mas-and-minis or theater of the mind?</p><p>13:00 What are the players paying attention to: You or the map?</p><p>15:00 How do you keep ruling consistency in combat without a map?</p><p>17:00 Tips for tracking turns, distances and combat details behind the DM screen in theater of the mind</p><p>21:00 Is D&amp;D traditionally a minis game? Busting the myth that 1st, 2nd and other early editions were “mostly" minis games</p><p>23:00 When should you break theater of the mind and show the party a map?</p><p>27:00 Problems that can arise with theater of the mind</p><p>30:00 Pressure on the DM to provide engaging descriptions that focus on the right things</p><p>37:00 How much longer does it take to prep maps and minis compared theater of the mind?</p><p>41:00 How Tony’s game survived the Frost Giant Jarl in Storm King’s Thunder (on a map!)</p><p>43:00 Combat descriptions with minis vs. theater of the mind</p><p>46:00 All Eyes on Me! The biggest advantage of theater of the mind</p><p>53:00 Tips for doing theater of the mind well </p><ul><li>·Simplify movement into 1-move units equal to the party’s most common speed</li><li>Tailor the length and detail of your descriptions to the room</li><li>Let players do things beyond what you had planned – they’re adding to the story</li><li>Get cool with your combat descriptions! </li><li>Adjudicating area effect spells</li></ul><br/><p>64:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/theater-of-the-mind-is-it-a-better-way-to-play-dd]]></link><guid isPermaLink="false">0228dc42-fce4-4f14-9428-f5744e7e9a34</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 22 Nov 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/334a6588-b286-4edb-838b-fe1b416812c9/3wd-ep23.mp3" length="30221068" type="audio/mpeg"/><itunes:duration>01:08:28</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>23</itunes:episode><podcast:episode>23</podcast:episode></item><item><title>Rolling the Dice: How to Balance Randomness, Story and PC Agency in TTRPGs</title><itunes:title>Rolling the Dice: How to Balance Randomness, Story and PC Agency in TTRPGs</itunes:title><description><![CDATA[<p>The dice never lie, but they don’t tell great stories, either. (We mean, they’re dice, they don’t even talk!) So how much of your game do you want to leave up to the dice? When should you roll them and why? What kind of game are you teaching your players to play? Can rolling the dice even discourage role-playing?</p><p>In this episode of 3 Wise DMs, Thorin, Tony and Dave dig into everything you always wanted to know about rolling polyhedral dice but were afraid to ask. From random encounters to fudging rolls, they talk about what’s going on behind the screen when their players are trying to interact with the world. </p><p>1:00 When and why do we roll the dice?</p><p>6:00 Using random tables (encounters, terrain, weather) to represent the world</p><p>10:00 Balancing random encounters vs. planned encounters vs. “plandom encounters”</p><p>12:00 Is random treasure a recipe for disappointed players?</p><p>14:00 Dice psychosis: Logical cause-and-effect vs. “We love rolling dice!”</p><p>17:00 Can dice discourage roleplay?</p><p>26:00 Do skill-ability substitutions (i.e. allowing intimidate with strength) encourage roleplaying?</p><p>30:00 Don’t let the “need” to roll stop you from rewarding play you want to encourage</p><p>35:00 When is it OK to fudge your dice as a DM?</p><p>43:00 Hedging your bets: Techniques for creating the tension of rolls without the risk</p><p>48:00 When rolls go wrong!</p><p>53:00 The Rules of Rolling: How we each decide when and what should get a roll in our games</p><p>60:00 Why Tony hates in-game haggling and Dave doesn’t</p><p>66:00 How the DM and players accidentally negotiate how the game is going to be played</p><p>69:00 When do we not allow a roll?</p><p>72:00 Do you want to have truly game-changing dice rolls in your campaign? </p><p>74:00 Different kinds of rolls (beyond a simple d20) that can make challenges feel unique</p><p>79:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>The dice never lie, but they don’t tell great stories, either. (We mean, they’re dice, they don’t even talk!) So how much of your game do you want to leave up to the dice? When should you roll them and why? What kind of game are you teaching your players to play? Can rolling the dice even discourage role-playing?</p><p>In this episode of 3 Wise DMs, Thorin, Tony and Dave dig into everything you always wanted to know about rolling polyhedral dice but were afraid to ask. From random encounters to fudging rolls, they talk about what’s going on behind the screen when their players are trying to interact with the world. </p><p>1:00 When and why do we roll the dice?</p><p>6:00 Using random tables (encounters, terrain, weather) to represent the world</p><p>10:00 Balancing random encounters vs. planned encounters vs. “plandom encounters”</p><p>12:00 Is random treasure a recipe for disappointed players?</p><p>14:00 Dice psychosis: Logical cause-and-effect vs. “We love rolling dice!”</p><p>17:00 Can dice discourage roleplay?</p><p>26:00 Do skill-ability substitutions (i.e. allowing intimidate with strength) encourage roleplaying?</p><p>30:00 Don’t let the “need” to roll stop you from rewarding play you want to encourage</p><p>35:00 When is it OK to fudge your dice as a DM?</p><p>43:00 Hedging your bets: Techniques for creating the tension of rolls without the risk</p><p>48:00 When rolls go wrong!</p><p>53:00 The Rules of Rolling: How we each decide when and what should get a roll in our games</p><p>60:00 Why Tony hates in-game haggling and Dave doesn’t</p><p>66:00 How the DM and players accidentally negotiate how the game is going to be played</p><p>69:00 When do we not allow a roll?</p><p>72:00 Do you want to have truly game-changing dice rolls in your campaign? </p><p>74:00 Different kinds of rolls (beyond a simple d20) that can make challenges feel unique</p><p>79:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rolling-the-dice-how-to-balance-randomness-story-and-agency-in-ttrpgs]]></link><guid isPermaLink="false">c6e22364-9843-48a0-9799-63285c2461b5</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 15 Nov 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5f8a297f-0cab-438f-902c-be23c0a44acf/3wd-ep22.mp3" length="37270247" type="audio/mpeg"/><itunes:duration>01:25:01</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>22</itunes:episode><podcast:episode>22</podcast:episode></item><item><title>Famous Fictional PCs: Should You Let Players Run Pop-Culture Clones in Your RPG Campaigns?</title><itunes:title>Famous Fictional PCs: Should You Let Players Run Pop-Culture Clones in Your RPG Campaigns?</itunes:title><description><![CDATA[<p>How do you feel about a player who wants to play a famous fictional character in your game, like Drizzt, Riddick or Gandalf? Do you let them or ask them to come up with something more original? How much do you adjust the game world or homebrew mechanics to support it?</p><p>That’s a question one of our listeners recently asked on the website, and Thorin, Tony and Dave have come across it before. As DMs who’ve played PC knockoffs of Hulk Hogan, King Arthur and the Buddha (two of them currently), they’re certainly not against the idea, but there’s a lot of ways it can get complicated. What if a player wants The Power Cosmic at first level? How do you make that fit into your medieval world? </p><p>Hear what the 3 Wise DMs think is OK and not OK in running pop-culture clone characters, and how they make them work in their campaigns. </p><p>4:00 An we’ll played clone character is better than no character</p><p>7:00 Recreating pop culture is the root of all role-playing games</p><p>11:00 What if that kind of character doesn’t fit the world you’re building, or you’re not familiar with the property it comes from?</p><p>15:00 How “Not Iron Man,” “Not All Might” and “Not Ang” played out in Dave’s games</p><p>17:00 How to make bad-ass character concepts fit first-level power scaling … and how it can go wrong</p><p>20:00 What do you do if the other players aren’t on board with having that character in the game?</p><p>25:00 How we try to handle players who have issues with other people’s characters</p><p>35:00 What do you do if the player decides to change the character concept later in the game?</p><p>43:00 What if someone wants to be a seemingly impossible PC, like The Silver Surfer? (And then we figure out how to do it)</p><p>46:00 Do you push the player to change the character to tell their own, unique story</p><p>50:00 How character development makes every PC unique over the course of the campaign</p><p>55:00 How much homebrew should you do to make a character concept work?</p><p>63:00 If your player has a character that inspires them and will keep them engaged, let them play it</p><p>66:00 Character we’ve always wanted to play but haven’t … yet</p><p>75:00 How character stories are developing in our games</p><p>83:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>How do you feel about a player who wants to play a famous fictional character in your game, like Drizzt, Riddick or Gandalf? Do you let them or ask them to come up with something more original? How much do you adjust the game world or homebrew mechanics to support it?</p><p>That’s a question one of our listeners recently asked on the website, and Thorin, Tony and Dave have come across it before. As DMs who’ve played PC knockoffs of Hulk Hogan, King Arthur and the Buddha (two of them currently), they’re certainly not against the idea, but there’s a lot of ways it can get complicated. What if a player wants The Power Cosmic at first level? How do you make that fit into your medieval world? </p><p>Hear what the 3 Wise DMs think is OK and not OK in running pop-culture clone characters, and how they make them work in their campaigns. </p><p>4:00 An we’ll played clone character is better than no character</p><p>7:00 Recreating pop culture is the root of all role-playing games</p><p>11:00 What if that kind of character doesn’t fit the world you’re building, or you’re not familiar with the property it comes from?</p><p>15:00 How “Not Iron Man,” “Not All Might” and “Not Ang” played out in Dave’s games</p><p>17:00 How to make bad-ass character concepts fit first-level power scaling … and how it can go wrong</p><p>20:00 What do you do if the other players aren’t on board with having that character in the game?</p><p>25:00 How we try to handle players who have issues with other people’s characters</p><p>35:00 What do you do if the player decides to change the character concept later in the game?</p><p>43:00 What if someone wants to be a seemingly impossible PC, like The Silver Surfer? (And then we figure out how to do it)</p><p>46:00 Do you push the player to change the character to tell their own, unique story</p><p>50:00 How character development makes every PC unique over the course of the campaign</p><p>55:00 How much homebrew should you do to make a character concept work?</p><p>63:00 If your player has a character that inspires them and will keep them engaged, let them play it</p><p>66:00 Character we’ve always wanted to play but haven’t … yet</p><p>75:00 How character stories are developing in our games</p><p>83:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/famous-fictional-pcs-should-you-let-players-run-pop-culture-clones-in-your-rpg-campaigns]]></link><guid isPermaLink="false">560935cf-51b5-4a9a-ab86-88db934995ee</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 08 Nov 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/f7363b8d-172d-42a8-8113-a464e695ed30/3wd-ep21.mp3" length="39221876" type="audio/mpeg"/><itunes:duration>01:30:00</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>21</itunes:episode><podcast:episode>21</podcast:episode></item><item><title>3 Ways to Design RPG Campaigns: Railroad vs. Open World vs. Dave</title><itunes:title>3 Ways to Design RPG Campaigns: Railroad vs. Open World vs. Dave</itunes:title><description><![CDATA[<p>How do you create your own RPG campaign from scratch? Do you build a railroad straight through the story, or an open world for the players to explore in their own way at their own pace? Or do you do what DM Dave does, and try to split the difference between a tight story and an open world without getting lost along the way? </p><p>In this episode, Thorin, Tony and Dave talk about how they build their campaigns, from what they want to accomplish to how they prepare week to week. Along they’ll way, we’ll look at how the different styles affect the players and their game experience. And we’ll discuss whether or not, in the end, they’re really all that different?</p><p>2:00 3 Different styles of campaign building</p><p>3:00 Building Dave’s Halloween railroad to Weird New Jersey</p><p>5:00 Adjusting BBEGs for player level</p><p>10:00 Building Woodstock: A border town on the edge of MADNESS</p><p>12:00 Is there really that much difference between paying in an open world and tight story-focused adventure?</p><p>17:00 How players must find their way in an open world (and some freeze up)</p><p>24:00 Can player characters REALLY have agency in a pre-built adventure?</p><p>33:00 The “No” reflex: How DMs react when players try to do big, cool (campaign ruining?) things </p><p>41:00 The limits of memory: One advantage straightforward, story-focused games have over open worlds</p><p>44:00 How even open-world games see their paths narrow to a railroad as the game goes on</p><p>48:00 Gaming outside the box: What does a truly player-driven campaign look like?</p><p>52:00 Pacing, technology and the great fear of coming up short</p><p>59:00 Who defines a PC’s role in the story, the DM or player? (i.e. Who wants to be a sidekick?)</p><p>63:00 Player agency on the large scale: How the campaign unfolds, not just encounters</p><p>68:00 1st level to 20th in 3 months: RPG timelines are weird</p><p>76:00 How we build our campaigns and prep for sessions week by week</p><p>85:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>How do you create your own RPG campaign from scratch? Do you build a railroad straight through the story, or an open world for the players to explore in their own way at their own pace? Or do you do what DM Dave does, and try to split the difference between a tight story and an open world without getting lost along the way? </p><p>In this episode, Thorin, Tony and Dave talk about how they build their campaigns, from what they want to accomplish to how they prepare week to week. Along they’ll way, we’ll look at how the different styles affect the players and their game experience. And we’ll discuss whether or not, in the end, they’re really all that different?</p><p>2:00 3 Different styles of campaign building</p><p>3:00 Building Dave’s Halloween railroad to Weird New Jersey</p><p>5:00 Adjusting BBEGs for player level</p><p>10:00 Building Woodstock: A border town on the edge of MADNESS</p><p>12:00 Is there really that much difference between paying in an open world and tight story-focused adventure?</p><p>17:00 How players must find their way in an open world (and some freeze up)</p><p>24:00 Can player characters REALLY have agency in a pre-built adventure?</p><p>33:00 The “No” reflex: How DMs react when players try to do big, cool (campaign ruining?) things </p><p>41:00 The limits of memory: One advantage straightforward, story-focused games have over open worlds</p><p>44:00 How even open-world games see their paths narrow to a railroad as the game goes on</p><p>48:00 Gaming outside the box: What does a truly player-driven campaign look like?</p><p>52:00 Pacing, technology and the great fear of coming up short</p><p>59:00 Who defines a PC’s role in the story, the DM or player? (i.e. Who wants to be a sidekick?)</p><p>63:00 Player agency on the large scale: How the campaign unfolds, not just encounters</p><p>68:00 1st level to 20th in 3 months: RPG timelines are weird</p><p>76:00 How we build our campaigns and prep for sessions week by week</p><p>85:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/3-ways-to-design-rpg-campaigns-railroad-vs-open-world-vs-dave]]></link><guid isPermaLink="false">0a06f00f-a008-40d1-b58f-6b4212237d1f</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 01 Nov 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4921a0f8-3e66-4891-8b35-609172040fce/3wd-ep20.mp3" length="40687736" type="audio/mpeg"/><itunes:duration>01:33:00</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>20</itunes:episode><podcast:episode>20</podcast:episode></item><item><title>RPG Economics: What Can Players Do With All That Gold?</title><itunes:title>RPG Economics: What Can Players Do With All That Gold?</itunes:title><description><![CDATA[<p>Gold and jewels are all over the treasure tables in the Dungeon Master Guide. Player characters can get filthy rich from adventuring! But then … What can they do with it? After a 1,500 GP suit of plate mail, the only expensive things left for players to buy in the D&amp;D PHB are boats. How many boats is a level-15 wizard supposed to own? Does high-level play morph into some weird naval combat sim we haven’t seen yet? </p><p>The DMG has a few more options, but the entire D&amp;D economy is underwhelming, and many other modern TTRPGs have that same issue. These are design decisions: The game is supposed to be about character powers and adventures, not shopping. Yet, gold is still a huge part of the RPG reward system. </p><p>This leaves a ton of interesting depth you can add to your game by creating an economy that lets players make choices and build out their characters. After all, is Batman any less interesting because he has all those wonderful toys?</p><p>In this episode, Thorin, Tony and Dave talk about how they handle the RPG economy and the crazy things players can and can’t do with gold in their games. </p><p>2:00 Why does the economy matter in a roleplaying game?</p><p>7:00 The problem with D&amp;D 4E’s residuum and 1-to-1 magic item swapping</p><p>10:00 What role should money play in your game world? Can players buy magic items? Spells? Property? Adventure access?</p><p>17:00 The argument for a magic item shop and how to run them</p><p>22:00 How closely do you track the party’s gold?</p><p>25:00 Different systems for tracking PC money and resources and how they change the game</p><p>30:00 Does a magic item economy break continuity in your game?</p><p>33:00 Managing the power curve of games with more magic items</p><p>39:00: Power money can’t buy: High-level magic items, false honor and money-related party dynamics</p><p>45:00 Economic mechanics: Making money part of story goals and side quests</p><p>50:00 Do your players even want a castle?</p><p>54:00 The amount of money PCs find is preposterous compared to the rest of the village. What could they do with that?</p><p>58:00 What we’d like to see out of crafting and professions</p><p>63:00 Should players be able to buy training in skills, abilities, combat, etc. beyond normal leveling? How do you balance that?</p><p>75:00 Is high-level play boring for some classes? Can you use the economy to shake it up?</p><p>80:00 Other crazy stuff you might let players might do with their gold: Paying the thieves guild to do their adventure, upgrading a pet imp like a Pokémon, have the king assassinated?</p><p>87:00 Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Gold and jewels are all over the treasure tables in the Dungeon Master Guide. Player characters can get filthy rich from adventuring! But then … What can they do with it? After a 1,500 GP suit of plate mail, the only expensive things left for players to buy in the D&amp;D PHB are boats. How many boats is a level-15 wizard supposed to own? Does high-level play morph into some weird naval combat sim we haven’t seen yet? </p><p>The DMG has a few more options, but the entire D&amp;D economy is underwhelming, and many other modern TTRPGs have that same issue. These are design decisions: The game is supposed to be about character powers and adventures, not shopping. Yet, gold is still a huge part of the RPG reward system. </p><p>This leaves a ton of interesting depth you can add to your game by creating an economy that lets players make choices and build out their characters. After all, is Batman any less interesting because he has all those wonderful toys?</p><p>In this episode, Thorin, Tony and Dave talk about how they handle the RPG economy and the crazy things players can and can’t do with gold in their games. </p><p>2:00 Why does the economy matter in a roleplaying game?</p><p>7:00 The problem with D&amp;D 4E’s residuum and 1-to-1 magic item swapping</p><p>10:00 What role should money play in your game world? Can players buy magic items? Spells? Property? Adventure access?</p><p>17:00 The argument for a magic item shop and how to run them</p><p>22:00 How closely do you track the party’s gold?</p><p>25:00 Different systems for tracking PC money and resources and how they change the game</p><p>30:00 Does a magic item economy break continuity in your game?</p><p>33:00 Managing the power curve of games with more magic items</p><p>39:00: Power money can’t buy: High-level magic items, false honor and money-related party dynamics</p><p>45:00 Economic mechanics: Making money part of story goals and side quests</p><p>50:00 Do your players even want a castle?</p><p>54:00 The amount of money PCs find is preposterous compared to the rest of the village. What could they do with that?</p><p>58:00 What we’d like to see out of crafting and professions</p><p>63:00 Should players be able to buy training in skills, abilities, combat, etc. beyond normal leveling? How do you balance that?</p><p>75:00 Is high-level play boring for some classes? Can you use the economy to shake it up?</p><p>80:00 Other crazy stuff you might let players might do with their gold: Paying the thieves guild to do their adventure, upgrading a pet imp like a Pokémon, have the king assassinated?</p><p>87:00 Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/rpg-economics-what-can-payers-do-with-all-that-gold-]]></link><guid isPermaLink="false">5fe464a5-a71a-4b10-b333-871392cc8570</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 25 Oct 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/532343aa-c250-406f-84d6-0d75c67ab45e/3wd-ep19.mp3" length="40759095" type="audio/mpeg"/><itunes:duration>01:32:38</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>19</itunes:episode><podcast:episode>19</podcast:episode></item><item><title>Digging Into Character Backstories for Fun and Pathos</title><itunes:title>Digging Into Character Backstories for Fun and Pathos</itunes:title><description><![CDATA[<p>Some players come into any RPG they play with a 4-page character origin and personal history that drives them to adventure — others can barely pick a name. What do you do with player character backgrounds like these? Would you rather have the deep story, and the story baggage that comes with it, or the blank campaign canvas? Do PC backstories ever lead to unfair play, special treatment or other problems in the TTRPGs you play?</p><p>In this week’s episode, Thorin, Tony and Dave dig into what they want and don’t want from character backstories, and how they use them in their games. Along the way, the guys talk about where their backstory boundaries are and a few times when background plans went way wrong.</p><p>3:00 Who writes the PC backstory: DM or Player?</p><p>8:00 The risks of embracing backstories</p><p>15:00 Background bias: Do you find PCs with more better backstories overshadow other players?</p><p>19:00 Using backstories to keep players invested</p><p>24:00 What do you want out of a PC backstory for your game?</p><p>29:00 How we make sure background details don’t become a problem</p><p>34:00 Some good ways to handle background contacts in the game</p><p>39:00 What’s off-limits in character backgrounds?</p><p>41:00 Do you give mechanical, in-game benefits based on backstories?</p><p>48:00 Secret history: Is it a good idea for the DM to “reveal” secret details the player doesn’t know about their character?</p><p>57:00 How secret do you keep player backgrounds and side-play?</p><p>60:00 What we want from a boss fight, and breaking down a good one: COS Baba Lysaga</p><p>66:00 Group backstories: What about having the whole party come in with a combined history?</p><p>72:00 When not using a PC’s backstory goes wrong</p><p>75:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Some players come into any RPG they play with a 4-page character origin and personal history that drives them to adventure — others can barely pick a name. What do you do with player character backgrounds like these? Would you rather have the deep story, and the story baggage that comes with it, or the blank campaign canvas? Do PC backstories ever lead to unfair play, special treatment or other problems in the TTRPGs you play?</p><p>In this week’s episode, Thorin, Tony and Dave dig into what they want and don’t want from character backstories, and how they use them in their games. Along the way, the guys talk about where their backstory boundaries are and a few times when background plans went way wrong.</p><p>3:00 Who writes the PC backstory: DM or Player?</p><p>8:00 The risks of embracing backstories</p><p>15:00 Background bias: Do you find PCs with more better backstories overshadow other players?</p><p>19:00 Using backstories to keep players invested</p><p>24:00 What do you want out of a PC backstory for your game?</p><p>29:00 How we make sure background details don’t become a problem</p><p>34:00 Some good ways to handle background contacts in the game</p><p>39:00 What’s off-limits in character backgrounds?</p><p>41:00 Do you give mechanical, in-game benefits based on backstories?</p><p>48:00 Secret history: Is it a good idea for the DM to “reveal” secret details the player doesn’t know about their character?</p><p>57:00 How secret do you keep player backgrounds and side-play?</p><p>60:00 What we want from a boss fight, and breaking down a good one: COS Baba Lysaga</p><p>66:00 Group backstories: What about having the whole party come in with a combined history?</p><p>72:00 When not using a PC’s backstory goes wrong</p><p>75:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/digging-into-character-backstory-for-fun-and-pathos]]></link><guid isPermaLink="false">ae4065af-ef5a-445b-b751-29caf083196a</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 18 Oct 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/4833569e-ef04-494b-9069-2332b805637e/3wd-ep18.mp3" length="34426849" type="audio/mpeg"/><itunes:duration>01:18:27</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>18</itunes:episode><podcast:episode>18</podcast:episode></item><item><title>19 Crazy Player Characters’ Stunts and How We DMed Them</title><itunes:title>19 Crazy Player Characters’ Stunts and How We DMed Them</itunes:title><description><![CDATA[<p>It’s the heart of every D&amp;D story: The player characters did something crazy and their whacky adventures in getting themselves out. That’s what tabletop RPGs are all about, no video game will ever let players embrace free will and agency like a pen-and-paper role-playing game, and we’d never want it any other way. </p><p>But it’s also where playing by the book stops and the real art of being a dungeon master (or any game master) begins. Can you think on your feet to keep the game running as the players carry out their crazy plans? Or will you panic and squash the fun?</p><p>In this episode, Thorin, Tony and Dave talk about 19 of the craziest stunts players have pulled in their games and how they bent the systems to make it happen — or sometimes didn’t. Along the way, hear our best secrets for adlibbing and adjudicating some of the hardest situations DMs face.</p><p>2:00 That’s Just D&amp;D</p><p>4:00 Stunt 1: Oblivious in Bloodstone 2</p><p>6:00 Stunt 2: The Sphere of Annihilation is not an illusion</p><p>11:00 Stunt 3: Down the Blue Hole in Weird New Jersey</p><p>14:00 Stunt 4: Vorpal sword tricks, and just how sharp is a magic sword?</p><p>16:00 Stunt 5: The Deck of Many Things and a 2<sup>nd</sup> Edition Wild Mage with BIIIG plans … that only kinda worked.</p><p>20:00 DMing difficult wishes</p><p>33:00 Stunt 6: Wishing a Storm Giant into an itty-bitty wizard body, and how we made it balanced (more or less) with level-appropriate benchmarks</p><p>40:00 Stunt 7: Hawk Hogan! Supporting a real Barovian hero’s wrestling obsession</p><p>43:00 Appreciating D&amp;D 5E’s Wish limits and bounded accuracy</p><p>47:00 Stunt 8: Balancing cool: Could the players hotwire Baba Lysaga’s hut? Should they?</p><p>50:00 Stunt 9: High-level play and PC’s wielding god-like powers</p><p>53:00 Stunt 10: PCs inventing spells, powers and magic items</p><p>58:00 Stunt 11: Crazy at low-level: The Paladin that talked down a raging Brontosaurus and Oathbreaker Anti-Paladin with the power of faith</p><p>61:00 Stunt 12: Species tension with the old Human Wizard and the trouble it got him into</p><p>64:00 Stunt 13: Mad Wizard X 13: Abusing the 2E Clone spell</p><p>66:00 Stunt 14: The wizard who seduced the Bronze Lich</p><p>69:00 Stunt 15: Rifts mutant shenanigans: Robbing Fort Knox with Super Strength and taking the money to another dimension</p><p>73:00 Tips for adjudicating crazy player stunts</p><p>76:00 Why DM-player trust is not optional</p><p>80:00 Stunt 16: The players that stormed directly into Strahd’s castle … and won</p><p>82:00 Stunt 17: Player enterprise: Trying to start an orphan-run newspaper to spread the party’s legend</p><p>88:00 Stunt 18: The PC who tried to create a Venom suit … failed and became a Venom suit … then wound up being worn by another PC who had no clue.</p><p>93:00 Stunt 19: The Wizard that blew himself to molecules with a 1<sup>st</sup> Edition bouncing chain lightning</p><p>95:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>It’s the heart of every D&amp;D story: The player characters did something crazy and their whacky adventures in getting themselves out. That’s what tabletop RPGs are all about, no video game will ever let players embrace free will and agency like a pen-and-paper role-playing game, and we’d never want it any other way. </p><p>But it’s also where playing by the book stops and the real art of being a dungeon master (or any game master) begins. Can you think on your feet to keep the game running as the players carry out their crazy plans? Or will you panic and squash the fun?</p><p>In this episode, Thorin, Tony and Dave talk about 19 of the craziest stunts players have pulled in their games and how they bent the systems to make it happen — or sometimes didn’t. Along the way, hear our best secrets for adlibbing and adjudicating some of the hardest situations DMs face.</p><p>2:00 That’s Just D&amp;D</p><p>4:00 Stunt 1: Oblivious in Bloodstone 2</p><p>6:00 Stunt 2: The Sphere of Annihilation is not an illusion</p><p>11:00 Stunt 3: Down the Blue Hole in Weird New Jersey</p><p>14:00 Stunt 4: Vorpal sword tricks, and just how sharp is a magic sword?</p><p>16:00 Stunt 5: The Deck of Many Things and a 2<sup>nd</sup> Edition Wild Mage with BIIIG plans … that only kinda worked.</p><p>20:00 DMing difficult wishes</p><p>33:00 Stunt 6: Wishing a Storm Giant into an itty-bitty wizard body, and how we made it balanced (more or less) with level-appropriate benchmarks</p><p>40:00 Stunt 7: Hawk Hogan! Supporting a real Barovian hero’s wrestling obsession</p><p>43:00 Appreciating D&amp;D 5E’s Wish limits and bounded accuracy</p><p>47:00 Stunt 8: Balancing cool: Could the players hotwire Baba Lysaga’s hut? Should they?</p><p>50:00 Stunt 9: High-level play and PC’s wielding god-like powers</p><p>53:00 Stunt 10: PCs inventing spells, powers and magic items</p><p>58:00 Stunt 11: Crazy at low-level: The Paladin that talked down a raging Brontosaurus and Oathbreaker Anti-Paladin with the power of faith</p><p>61:00 Stunt 12: Species tension with the old Human Wizard and the trouble it got him into</p><p>64:00 Stunt 13: Mad Wizard X 13: Abusing the 2E Clone spell</p><p>66:00 Stunt 14: The wizard who seduced the Bronze Lich</p><p>69:00 Stunt 15: Rifts mutant shenanigans: Robbing Fort Knox with Super Strength and taking the money to another dimension</p><p>73:00 Tips for adjudicating crazy player stunts</p><p>76:00 Why DM-player trust is not optional</p><p>80:00 Stunt 16: The players that stormed directly into Strahd’s castle … and won</p><p>82:00 Stunt 17: Player enterprise: Trying to start an orphan-run newspaper to spread the party’s legend</p><p>88:00 Stunt 18: The PC who tried to create a Venom suit … failed and became a Venom suit … then wound up being worn by another PC who had no clue.</p><p>93:00 Stunt 19: The Wizard that blew himself to molecules with a 1<sup>st</sup> Edition bouncing chain lightning</p><p>95:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/19-crazy-player-characters-stunts-and-how-we-dmed-them]]></link><guid isPermaLink="false">88bf018a-4f55-4ce3-9348-a4b3c992cfa2</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 11 Oct 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/12e03b2f-00ba-416f-9958-b9328e750e89/3wd-ep17.mp3" length="43413398" type="audio/mpeg"/><itunes:duration>01:38:42</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>17</itunes:episode><podcast:episode>17</podcast:episode></item><item><title>9 Things D&amp;D 5E Does Really Well, and 10 Things It Doesn’t</title><itunes:title>9 Things D&amp;D 5E Does Really Well, and 10 Things It Doesn’t</itunes:title><description><![CDATA[<p>Dungeons &amp; Dragons is the biggest role-playing game in the world, and frankly, it’s our game of choice. But that doesn’t mean it does everything great. There are design choices, and in some cases design shortcomings, that shape how a game of D&amp;D plays and separates the experience from other systems. From D&amp;D’s own basic roots (and the old-school renaissance — OSR — games recreating it) to the 3.5 spin-off Pathfinder to investigative games like Call of Cthulhu to completely different systems like FATE, Cypher, Marvel, Warhammer, Kids on Bikes and a hundred more, every RPG system creates a different feel of game. The better you understand what D&amp;D does well and doesn’t, the better you’ll be able to DM it.</p><p>In this podcast, we dig into what makes D&amp;D 5E different: The experiences that define the system, what it does well and what it doesn’t do well. Along the way, we’ll talk about how we lean in to the best of 5E while adjusting and homebrewing the aspects we wish worked differently for the styles of games we want to run.</p><p><strong>1:00 What does D&amp;D 5E do well?</strong></p><ul><li>2:00 Plus #1: 5E stopped letting players hose the boss monsters!</li><li>3:00 Plus #2: Accessible ruleset has built the widest player base yet</li><li>6:00 Plus #3: D&amp;D 5E is a very good encounter-oriented game</li><li>7:00 Plus #4: Gives players and the DMs cool “toys” to play with (PC powers, DM monsters, etc.)</li><li>9:00 Plus #5: Entire system supports encounter-focused style (at the expense of exploration)</li><li>10:00 Plus #6: Simpler to learn and DM</li><li>15:00 Plus #7: D&amp;D is now optimized to teach to generations who understand video games</li><li>17:00 Plus #8: How 5E got rid of all that spell-stacking bullshit</li><li>19:00 Plus #9: The most balanced system D&amp;D has produced yet</li><li>21:00 What about Lucky?</li></ul><br/><p><strong>22:00 What doesn’t D&amp;D 5E do as well?</strong></p><ul><li>22:00 Minus #1: Make travel and exploration exciting. “You can do it, but the system doesn’t embrace it.”</li><li>25:00 Minus #2: Investigations can drag</li><li>26:00 Minus #3: It’s too hard for characters to die for real</li><li>30:00 Minus #4: Grappling and unarmed combat are shallow</li><li>33:00 Minus #5: The skills system is mushy and limited compared to other systems (complexity vs. playability is always a compromise)</li><li>37:00 Minus #6: Weapons, armor and equipment are too simplified and limited</li><li>41:00 Minus #7: Lack of mass combat mechanics</li><li>42:00 Minus #8: Not enough to do with your time and money (including Tony’s instant long-rest tent, training and other things he lets players buy in his campaigns)</li><li>51:00 Why add this stuff into 5E when you could just play another game that’s made for them?</li><li>59:00 Minus #9: The limits of D&amp;D strength and the hard boundaries on D&amp;D’s so-called high fantasy setting</li><li>67:00 How DMs teach players how to play in their games (and why you can’t help it)</li><li>79:00 Would Strahd care if the PCs stole Baba Lysaga’s Hut and partied through Ravenloft? (an aside)</li><li>80:00 Minus #10: Encounter balance is delicate, and the CR system doesn’t work well at higher levels</li><li>82:00 How to keep encounters challenging</li></ul><br/><p>86:00 How we’re building the stuff 5E is missing into our games</p><p>90:00 Final Thoughts</p><p>We mentioned that we talked about these across some of our favorite Facebook Groups. We really appreciate that they let us have the conversation! Check these out:</p><p><a href="https://www.facebook.com/3WiseDMs/posts/159416192430469" rel="noopener noreferrer" target="_blank">The discussion on our page</a></p><p><a href="https://www.facebook.com/groups/1620296361377654/permalink/4331459126928017/" rel="noopener noreferrer" target="_blank">Dungeon Craft</a></p><p><a href="https://www.facebook.com/groups/361549643970273/permalink/2320592471399304/" rel="noopener noreferrer" target="_blank">5th Edition Dungeons &amp; Dragons</a></p><p><a href="https://www.facebook.com/groups/714169855634812/permalink/1204967896555003/" rel="noopener noreferrer" target="_blank">MyDND Group</a></p><p><a href="https://www.facebook.com/groups/436599213711707/?post_id=624604381577855" rel="noopener noreferrer" target="_blank">Chaotic Good DnD Memes</a></p><p><a href="https://www.facebook.com/groups/601688946698976/permalink/1497973837070478/" rel="noopener noreferrer" target="_blank">D&amp;D 5E Group Finding</a></p><p><a href="https://www.facebook.com/groups/tenkarstavern/?post_id=3104438259653971" rel="noopener noreferrer" target="_blank">Tenkar's Tavern</a></p><p><a href="https://www.facebook.com/groups/1604187456536890/permalink/2726683064287318/" rel="noopener noreferrer" target="_blank">Old School RPGers</a></p><p><a href="https://www.facebook.com/groups/fansofroll20/?post_id=3288745834553038" rel="noopener noreferrer" target="_blank">Fans of Roll20</a></p><p><a href="https://www.facebook.com/groups/530013894424263/permalink/780482182710765/" rel="noopener noreferrer" target="_blank">DnD Bedtime Stories</a></p>]]></description><content:encoded><![CDATA[<p>Dungeons &amp; Dragons is the biggest role-playing game in the world, and frankly, it’s our game of choice. But that doesn’t mean it does everything great. There are design choices, and in some cases design shortcomings, that shape how a game of D&amp;D plays and separates the experience from other systems. From D&amp;D’s own basic roots (and the old-school renaissance — OSR — games recreating it) to the 3.5 spin-off Pathfinder to investigative games like Call of Cthulhu to completely different systems like FATE, Cypher, Marvel, Warhammer, Kids on Bikes and a hundred more, every RPG system creates a different feel of game. The better you understand what D&amp;D does well and doesn’t, the better you’ll be able to DM it.</p><p>In this podcast, we dig into what makes D&amp;D 5E different: The experiences that define the system, what it does well and what it doesn’t do well. Along the way, we’ll talk about how we lean in to the best of 5E while adjusting and homebrewing the aspects we wish worked differently for the styles of games we want to run.</p><p><strong>1:00 What does D&amp;D 5E do well?</strong></p><ul><li>2:00 Plus #1: 5E stopped letting players hose the boss monsters!</li><li>3:00 Plus #2: Accessible ruleset has built the widest player base yet</li><li>6:00 Plus #3: D&amp;D 5E is a very good encounter-oriented game</li><li>7:00 Plus #4: Gives players and the DMs cool “toys” to play with (PC powers, DM monsters, etc.)</li><li>9:00 Plus #5: Entire system supports encounter-focused style (at the expense of exploration)</li><li>10:00 Plus #6: Simpler to learn and DM</li><li>15:00 Plus #7: D&amp;D is now optimized to teach to generations who understand video games</li><li>17:00 Plus #8: How 5E got rid of all that spell-stacking bullshit</li><li>19:00 Plus #9: The most balanced system D&amp;D has produced yet</li><li>21:00 What about Lucky?</li></ul><br/><p><strong>22:00 What doesn’t D&amp;D 5E do as well?</strong></p><ul><li>22:00 Minus #1: Make travel and exploration exciting. “You can do it, but the system doesn’t embrace it.”</li><li>25:00 Minus #2: Investigations can drag</li><li>26:00 Minus #3: It’s too hard for characters to die for real</li><li>30:00 Minus #4: Grappling and unarmed combat are shallow</li><li>33:00 Minus #5: The skills system is mushy and limited compared to other systems (complexity vs. playability is always a compromise)</li><li>37:00 Minus #6: Weapons, armor and equipment are too simplified and limited</li><li>41:00 Minus #7: Lack of mass combat mechanics</li><li>42:00 Minus #8: Not enough to do with your time and money (including Tony’s instant long-rest tent, training and other things he lets players buy in his campaigns)</li><li>51:00 Why add this stuff into 5E when you could just play another game that’s made for them?</li><li>59:00 Minus #9: The limits of D&amp;D strength and the hard boundaries on D&amp;D’s so-called high fantasy setting</li><li>67:00 How DMs teach players how to play in their games (and why you can’t help it)</li><li>79:00 Would Strahd care if the PCs stole Baba Lysaga’s Hut and partied through Ravenloft? (an aside)</li><li>80:00 Minus #10: Encounter balance is delicate, and the CR system doesn’t work well at higher levels</li><li>82:00 How to keep encounters challenging</li></ul><br/><p>86:00 How we’re building the stuff 5E is missing into our games</p><p>90:00 Final Thoughts</p><p>We mentioned that we talked about these across some of our favorite Facebook Groups. We really appreciate that they let us have the conversation! Check these out:</p><p><a href="https://www.facebook.com/3WiseDMs/posts/159416192430469" rel="noopener noreferrer" target="_blank">The discussion on our page</a></p><p><a href="https://www.facebook.com/groups/1620296361377654/permalink/4331459126928017/" rel="noopener noreferrer" target="_blank">Dungeon Craft</a></p><p><a href="https://www.facebook.com/groups/361549643970273/permalink/2320592471399304/" rel="noopener noreferrer" target="_blank">5th Edition Dungeons &amp; Dragons</a></p><p><a href="https://www.facebook.com/groups/714169855634812/permalink/1204967896555003/" rel="noopener noreferrer" target="_blank">MyDND Group</a></p><p><a href="https://www.facebook.com/groups/436599213711707/?post_id=624604381577855" rel="noopener noreferrer" target="_blank">Chaotic Good DnD Memes</a></p><p><a href="https://www.facebook.com/groups/601688946698976/permalink/1497973837070478/" rel="noopener noreferrer" target="_blank">D&amp;D 5E Group Finding</a></p><p><a href="https://www.facebook.com/groups/tenkarstavern/?post_id=3104438259653971" rel="noopener noreferrer" target="_blank">Tenkar's Tavern</a></p><p><a href="https://www.facebook.com/groups/1604187456536890/permalink/2726683064287318/" rel="noopener noreferrer" target="_blank">Old School RPGers</a></p><p><a href="https://www.facebook.com/groups/fansofroll20/?post_id=3288745834553038" rel="noopener noreferrer" target="_blank">Fans of Roll20</a></p><p><a href="https://www.facebook.com/groups/530013894424263/permalink/780482182710765/" rel="noopener noreferrer" target="_blank">DnD Bedtime Stories</a></p>]]></content:encoded><link><![CDATA[https://3wisedms.com/9-things-dd-5e-does-really-well-and-10-things-it-doesnt]]></link><guid isPermaLink="false">be9af0d6-96a0-4194-ac8b-b8e9dc9d37c4</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 04 Oct 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a6767186-af67-42ed-8a2c-cf40b050f125/3wd-ep16.mp3" length="42233359" type="audio/mpeg"/><itunes:duration>01:35:52</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>16</itunes:episode><podcast:episode>16</podcast:episode></item><item><title>Adventure Time: 15 Tips to Build and DM Great Adventures, and the Ways We Fail at Them</title><itunes:title>Adventure Time: 15 Tips to Build and DM Great Adventures, and the Ways We Fail at Them</itunes:title><description><![CDATA[<p>Role-playing games, at their heart, are all about adventure! But are the stories you’re telling and sessions you’re building really creating “an adventure” your players will enjoy? How do you build focused, engaging, self-contained quests that span 3-6 sessions (roughly) with a tight theme, clear goals, fun ways to achieve them, and satisfying rewards at the end?</p><p>In this episode of 3 Wise DMs, Thorin, Tony and Dave talk about how they build adventures — and sometimes fail to — to keep players happy and the DMs in business.</p><p>1:00 What makes an adventure? Thinking in terms of movies, series and books.</p><p>10:00 Working adventures into your world and long-arc story</p><p>13:00 What makes a great adventure?</p><p>18:00 Are we focused so much on campaigns that we’re forgetting to run adventures?</p><p>22:00 Theme and plots: How do you put an adventure together? </p><p>27:00 Getting players to take the hook … and to see it clearly</p><p>32:00 Tricks and ideas to make sure the players know what they need to do</p><p>38:00 Does your treasure suck? How we give it out.</p><p>45:00 How do you make sure the adventure is engaging and fun?</p><p>48:00 Organic dungeon building: Motives maketh the monsters</p><p>54:00 Manipulating the story so the PCs stay motivated and can’t just walk away</p><p>63:00 What makes a good goal/villain to drive your adventure?</p><p>69:00 Do we put enough thought into what makes a good adventure vs. the session or the long-arc story?</p><p>73:00 Final Thoughts: Hook the party, clarify what they need to do, and focus them on doing it.</p>]]></description><content:encoded><![CDATA[<p>Role-playing games, at their heart, are all about adventure! But are the stories you’re telling and sessions you’re building really creating “an adventure” your players will enjoy? How do you build focused, engaging, self-contained quests that span 3-6 sessions (roughly) with a tight theme, clear goals, fun ways to achieve them, and satisfying rewards at the end?</p><p>In this episode of 3 Wise DMs, Thorin, Tony and Dave talk about how they build adventures — and sometimes fail to — to keep players happy and the DMs in business.</p><p>1:00 What makes an adventure? Thinking in terms of movies, series and books.</p><p>10:00 Working adventures into your world and long-arc story</p><p>13:00 What makes a great adventure?</p><p>18:00 Are we focused so much on campaigns that we’re forgetting to run adventures?</p><p>22:00 Theme and plots: How do you put an adventure together? </p><p>27:00 Getting players to take the hook … and to see it clearly</p><p>32:00 Tricks and ideas to make sure the players know what they need to do</p><p>38:00 Does your treasure suck? How we give it out.</p><p>45:00 How do you make sure the adventure is engaging and fun?</p><p>48:00 Organic dungeon building: Motives maketh the monsters</p><p>54:00 Manipulating the story so the PCs stay motivated and can’t just walk away</p><p>63:00 What makes a good goal/villain to drive your adventure?</p><p>69:00 Do we put enough thought into what makes a good adventure vs. the session or the long-arc story?</p><p>73:00 Final Thoughts: Hook the party, clarify what they need to do, and focus them on doing it.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/adventure-time-15-tips-to-build-and-dm-great-adventures-and-the-ways-we-fail-at-them]]></link><guid isPermaLink="false">42dcd7cd-f3f7-4404-842d-9631b9bce53b</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 27 Sep 2020 07:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/34dd826e-1023-4e23-b49f-35d597bb2fd1/3wd-ep15.mp3" length="35564860" type="audio/mpeg"/><itunes:duration>01:20:58</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>15</itunes:episode><podcast:episode>15</podcast:episode></item><item><title>7 Questions Dungeon Masters Ask and Our ‘Wisest’ Answers</title><itunes:title>7 Questions Dungeon Masters Ask and Our ‘Wisest’ Answers</itunes:title><description><![CDATA[<p>How do you handle a TPK? How do you get players to do their homework? What are some good D&amp;D 5E monster combos? From Facebook to Twitter to the 3WiseDMs.com website, these are the top Dungeon Master questions listeners have asked the wise guys at 3WD. </p><p>We answer them all and more in this week’s episode. If your question isn’t here, send it to us on any of those platforms or <a href="mailto:3wisedms@gmail.com" rel="noopener noreferrer" target="_blank">3wisedms@gmail.com</a>, and we’ll do our best to answer it in an upcoming episode!</p><p>4:00 DM Question 1: What do you do with a TPK?</p><p>9:00 “Battle map psychosis” and TPCs (Total Party Captures)</p><p>17:00 Encouraging PCs to retreat</p><p>25:00 Adventuring in the afterlife</p><p>27:00 DM Question 2: How do you get a player to do their homework?</p><p>34:00 Love for players who pay attention and take notes! </p><p>41:00 Don’t lose sleep tracking gold</p><p>46:00 DM Question 3: What are some good monster combos?</p><p>58:00 Use your whole battle map, but beware too much distance in combat</p><p>61:00 DM Question 4: DMing lines-of-site vs. line-of-effect for different types of spells and effects</p><p>67:00 Ruling on the viability of player actions and ideas</p><p>73:00 DM Question 5: How do you handle knowledge roles and metagame knowledge the player has?</p><p>81:00 DM Question 6: Do you allow skill substitution during skill checks? (i.e. Can you use strength instead of charisma to make an intimidation check?)</p><p>89:00 DM Question 7: How do you handle parties that are a combination of newbies and more experienced players?</p><p>93:00 The players need to be invested in each other’s success, and what to do when they’re not</p><p>97:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>How do you handle a TPK? How do you get players to do their homework? What are some good D&amp;D 5E monster combos? From Facebook to Twitter to the 3WiseDMs.com website, these are the top Dungeon Master questions listeners have asked the wise guys at 3WD. </p><p>We answer them all and more in this week’s episode. If your question isn’t here, send it to us on any of those platforms or <a href="mailto:3wisedms@gmail.com" rel="noopener noreferrer" target="_blank">3wisedms@gmail.com</a>, and we’ll do our best to answer it in an upcoming episode!</p><p>4:00 DM Question 1: What do you do with a TPK?</p><p>9:00 “Battle map psychosis” and TPCs (Total Party Captures)</p><p>17:00 Encouraging PCs to retreat</p><p>25:00 Adventuring in the afterlife</p><p>27:00 DM Question 2: How do you get a player to do their homework?</p><p>34:00 Love for players who pay attention and take notes! </p><p>41:00 Don’t lose sleep tracking gold</p><p>46:00 DM Question 3: What are some good monster combos?</p><p>58:00 Use your whole battle map, but beware too much distance in combat</p><p>61:00 DM Question 4: DMing lines-of-site vs. line-of-effect for different types of spells and effects</p><p>67:00 Ruling on the viability of player actions and ideas</p><p>73:00 DM Question 5: How do you handle knowledge roles and metagame knowledge the player has?</p><p>81:00 DM Question 6: Do you allow skill substitution during skill checks? (i.e. Can you use strength instead of charisma to make an intimidation check?)</p><p>89:00 DM Question 7: How do you handle parties that are a combination of newbies and more experienced players?</p><p>93:00 The players need to be invested in each other’s success, and what to do when they’re not</p><p>97:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/7-questions-dungeon-masters-ask-and-our-wisest-answers]]></link><guid isPermaLink="false">5a4f8801-baf4-49cc-953d-ed51da0bcd36</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 20 Sep 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/1ae6a404-625d-4ee9-a89a-578baf9ce3ba/3wd-ep14.mp3" length="44087860" type="audio/mpeg"/><itunes:duration>01:40:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>14</itunes:episode><podcast:episode>14</podcast:episode></item><item><title>3 Styles of RPG Campaign Storytelling</title><itunes:title>3 Styles of RPG Campaign Storytelling</itunes:title><description><![CDATA[<p>Whether you have an epic story to tell or just hope your new RPG campaign survives week-to-week, mastering long-form storytelling is an essential part of being a Dungeon Master or game master in any game system. And it’s not easy. </p><p>As the person running the show, you experience the story in a way that’s completely different than the players. It may be a big picture in your head with tendrils in everything the party does, but for them it’s a series of immersive, detailed episodes that may or may not feel like they’re building a story. If you want your players to remember why they did it as much as what they did, you need to learn how to plant those story hooks deep and keep the party on them.</p><p>In this episode, Thorin, Tony and Dave talk about how they try (and sometimes fail) to tell stories that players remember in their different styles of games. While they’re at it, you’ll get deep dives into how they’re running Curse of Strahd and Storm King’s Thunder; hear how players come to each game as different people; understand that PCs are unreliable narrators of their own stories; and see why, as the DM, you need to be telling intricate, sensitive, emotional stories … narrated in Knife Hand.</p><p>1:00 Where we get our campaign ideas</p><p>7:00 How much time we spend getting the ideas together</p><p>12:00 How we structure our games and how do the players experience them</p><p>13:00 Thorin: Thinking in worlds and themes</p><p>15:00 Players don’t experience your story the same way you do</p><p>16:00 Dave: Kit-bashing modules and going location-by-location at the players’ pace</p><p>19:00 Tony: Making the story your own</p><p>23:00 How to make the players (and their characters) care about your story</p><p>27:00 How the DM experience is different than the player experience, and what that means for your story and campaign</p><p>31:00 What do you do when the players aren’t getting your plot? (Storm King’s Thunder spoilers)</p><p>43:00 How to make plot points stick in your players’ memories</p><p>49:00 How do you handle PC death, especially when they’re essential to your story?</p><p>58:00 Making resurrection and divine intervention feel worthy</p><p>63:00 What do you do when players say your campaign ideas are dumb? </p><p>70:00 Session 0 and getting players on board with your campaign ideas (hat tip to Matt Colville)</p><p>76:00 Long story pacing, mini-climaxes and story beats</p><p>84:00 Planting plot points in an open-world, player-driven game</p><p>88:00 What role does treasure play? How does giving out more magic items affect your game?</p><p>91:00 The joy of Hunger of Hadar in a 20x20 room</p><p>97:00 Tony’s manual of off-prime skill and stat boosting</p><p>100:00 Final thoughts: Advice for new and veteran storytellers</p>]]></description><content:encoded><![CDATA[<p>Whether you have an epic story to tell or just hope your new RPG campaign survives week-to-week, mastering long-form storytelling is an essential part of being a Dungeon Master or game master in any game system. And it’s not easy. </p><p>As the person running the show, you experience the story in a way that’s completely different than the players. It may be a big picture in your head with tendrils in everything the party does, but for them it’s a series of immersive, detailed episodes that may or may not feel like they’re building a story. If you want your players to remember why they did it as much as what they did, you need to learn how to plant those story hooks deep and keep the party on them.</p><p>In this episode, Thorin, Tony and Dave talk about how they try (and sometimes fail) to tell stories that players remember in their different styles of games. While they’re at it, you’ll get deep dives into how they’re running Curse of Strahd and Storm King’s Thunder; hear how players come to each game as different people; understand that PCs are unreliable narrators of their own stories; and see why, as the DM, you need to be telling intricate, sensitive, emotional stories … narrated in Knife Hand.</p><p>1:00 Where we get our campaign ideas</p><p>7:00 How much time we spend getting the ideas together</p><p>12:00 How we structure our games and how do the players experience them</p><p>13:00 Thorin: Thinking in worlds and themes</p><p>15:00 Players don’t experience your story the same way you do</p><p>16:00 Dave: Kit-bashing modules and going location-by-location at the players’ pace</p><p>19:00 Tony: Making the story your own</p><p>23:00 How to make the players (and their characters) care about your story</p><p>27:00 How the DM experience is different than the player experience, and what that means for your story and campaign</p><p>31:00 What do you do when the players aren’t getting your plot? (Storm King’s Thunder spoilers)</p><p>43:00 How to make plot points stick in your players’ memories</p><p>49:00 How do you handle PC death, especially when they’re essential to your story?</p><p>58:00 Making resurrection and divine intervention feel worthy</p><p>63:00 What do you do when players say your campaign ideas are dumb? </p><p>70:00 Session 0 and getting players on board with your campaign ideas (hat tip to Matt Colville)</p><p>76:00 Long story pacing, mini-climaxes and story beats</p><p>84:00 Planting plot points in an open-world, player-driven game</p><p>88:00 What role does treasure play? How does giving out more magic items affect your game?</p><p>91:00 The joy of Hunger of Hadar in a 20x20 room</p><p>97:00 Tony’s manual of off-prime skill and stat boosting</p><p>100:00 Final thoughts: Advice for new and veteran storytellers</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/3-styles-of-rpg-campaign-storytelling]]></link><guid isPermaLink="false">2587d96d-e105-4f05-bb15-3cc74ea26bb8</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 13 Sep 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/506bb862-c15b-469a-81a5-69a41d98d9ab/3wd-ep13.mp3" length="45611056" type="audio/mpeg"/><itunes:duration>01:44:10</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>13</itunes:episode><podcast:episode>13</podcast:episode></item><item><title>The Tao of D&amp;D Encounters: How We Build Fights That Fit Our Games</title><itunes:title>The Tao of D&amp;D Encounters: How We Build Fights That Fit Our Games</itunes:title><description><![CDATA[<p>The encounter is the heartbeat of most D&amp;D games, especially in 5E. A lot of the system is built around them, and that’s where you get to play with the toys: Characters get to use their neat powers and DMs get to bring out cool new monsters, traps and challenges. Get your encounters right, and the players have a great time. Get them wrong, and your session may not be very fun. </p><p>In this episode, we talk about how we lay our own dastardly plans for encounters. We get into our philosophies for what we want to accomplish with encounters, as well as the tactics and tips we use to build the challenges. We’ll also talk about what hasn’t worked for us and times our encounters have gone totally wrong.</p><p>2:00 What’s the role of encounters in our games? What are we trying to accomplish with them?</p><p>8:00 Encounter balance … and how it’s not always what you think it is</p><p>12:00 What encounters teach players about the game world and where they are</p><p>17:00 Encounter balance, CR and party size</p><p>22:00 Building tension and intellectual engagement</p><p>28:00 Fast vs. slow encounters</p><p>29:00 How allowing players to occasionally do the impossible builds your group’s gaming mythology</p><p>35:00 What makes a bad encounter and how do you get the party to fix it?</p><p>41:00 When the party doesn’t listen, take the bait, or otherwise trigger your cool stuff</p><p>48:00 Using monster lore and backgrounds to shape encounters</p><p>51:00 Encounters without tactical thinking are boring — ways we keep them interesting </p><p>53:00 Motivations make the monster — and great encounters</p><p>56:00 Crunchy tips for building interesting encounters</p><p>65:00 Common encounter mistakes and how to tell when you’ve made one</p><p>75:00 TPK, TPC (capture) or TPR (retreat): How we handle encounter deaths and defeats</p><p>85:00 Unapologetic DMing</p><p>87:00 Final thoughts and how many rounds should an encounter go?</p>]]></description><content:encoded><![CDATA[<p>The encounter is the heartbeat of most D&amp;D games, especially in 5E. A lot of the system is built around them, and that’s where you get to play with the toys: Characters get to use their neat powers and DMs get to bring out cool new monsters, traps and challenges. Get your encounters right, and the players have a great time. Get them wrong, and your session may not be very fun. </p><p>In this episode, we talk about how we lay our own dastardly plans for encounters. We get into our philosophies for what we want to accomplish with encounters, as well as the tactics and tips we use to build the challenges. We’ll also talk about what hasn’t worked for us and times our encounters have gone totally wrong.</p><p>2:00 What’s the role of encounters in our games? What are we trying to accomplish with them?</p><p>8:00 Encounter balance … and how it’s not always what you think it is</p><p>12:00 What encounters teach players about the game world and where they are</p><p>17:00 Encounter balance, CR and party size</p><p>22:00 Building tension and intellectual engagement</p><p>28:00 Fast vs. slow encounters</p><p>29:00 How allowing players to occasionally do the impossible builds your group’s gaming mythology</p><p>35:00 What makes a bad encounter and how do you get the party to fix it?</p><p>41:00 When the party doesn’t listen, take the bait, or otherwise trigger your cool stuff</p><p>48:00 Using monster lore and backgrounds to shape encounters</p><p>51:00 Encounters without tactical thinking are boring — ways we keep them interesting </p><p>53:00 Motivations make the monster — and great encounters</p><p>56:00 Crunchy tips for building interesting encounters</p><p>65:00 Common encounter mistakes and how to tell when you’ve made one</p><p>75:00 TPK, TPC (capture) or TPR (retreat): How we handle encounter deaths and defeats</p><p>85:00 Unapologetic DMing</p><p>87:00 Final thoughts and how many rounds should an encounter go?</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-tao-of-dd-encounters-how-we-build-fights-that-fit-our-games]]></link><guid isPermaLink="false">92448dfe-4eb5-4bd4-ace9-eb7f4745287e</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 06 Sep 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/51d565a8-4da6-42cd-a368-703896c7a332/3wd-ep12.mp3" length="69486688" type="audio/mpeg"/><itunes:duration>01:30:18</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>12</itunes:episode><podcast:episode>12</podcast:episode></item><item><title>39 Tips for New Dungeon Masters — and a Few for Veteran DMs, Too</title><itunes:title>39 Tips for New Dungeon Masters — and a Few for Veteran DMs, Too</itunes:title><description><![CDATA[<p>New to being a dungeon master or game master and not sure how to get better? Been doing it for a while and still don’t feel like you know what you’re doing? Well, we’ve been there. In fact, all three of us were the DMs the very first times we played, and it’s been a long, strange ride ever since. From getting comfortable with your material to avoiding over-prep, here are 39 things the 3 Wise DMs wish they knew when they started running role-playing games. </p><p>Along the way, we’ll talk about how players interact with the DM’s creations and reveal how we’ve felt playing through each other’s games.</p><p>1:00 When do you stop feeling like a “new” DM?</p><p>3:00 Tips #1-#4: Be prepared … but not too prepared</p><p>14:00 Tip #5: Don’t say no, determine difficulty</p><p>18:00 Tip #6: If you want to be a good DM, try to play as a PC, too</p><p>21:00 Tip #7: Embrace the players’ character inspirations, they can do a lot of the creative work for you</p><p>23:00 Tip #8: Keep your first adventure tight and know the room — what do your players want out of the game?</p><p>25:00 Tip #9: Set an expectation you’re comfortable hitting.</p><p>26:00 Tips #10-#15: Thorin’s 6 Steps to building your first session in a new campaign</p><p>34:00 Tip #16: Try to play every game like it’s your last. Bring the big, fun, memorable things to the table today!</p><p>35:00 Tip #17: Steal smart: Grab something pre-published for your first game</p><p>40:00 Tip #18: What kind of memorable encounter can you throw in there?</p><p>41:00 Tip #19: Don’t start by building a town — it’s a trap!</p><p>42:00 Tip #20-#25: Adjusting on the fly</p><p>52:00 Tip #26-#27: Encounter building rules of thumb</p><p>55:00 Tip #28: If your players introduce a potential plot idea that you like, act like it was always there</p><p>58:00 Tip #29: Don’t be afraid to modify book modules to fit your ideas</p><p>60:00 Pros and cons of building your own worlds/kingdoms/towns/dungeons</p><p>66:00 Tip #30: Your world-building details only matter when they impact the party</p><p>70:00 Tip #31: Don’t cut the things that make it fun for you to be the DM</p><p>74:00 Final Thoughts: Tips #32-#39</p>]]></description><content:encoded><![CDATA[<p>New to being a dungeon master or game master and not sure how to get better? Been doing it for a while and still don’t feel like you know what you’re doing? Well, we’ve been there. In fact, all three of us were the DMs the very first times we played, and it’s been a long, strange ride ever since. From getting comfortable with your material to avoiding over-prep, here are 39 things the 3 Wise DMs wish they knew when they started running role-playing games. </p><p>Along the way, we’ll talk about how players interact with the DM’s creations and reveal how we’ve felt playing through each other’s games.</p><p>1:00 When do you stop feeling like a “new” DM?</p><p>3:00 Tips #1-#4: Be prepared … but not too prepared</p><p>14:00 Tip #5: Don’t say no, determine difficulty</p><p>18:00 Tip #6: If you want to be a good DM, try to play as a PC, too</p><p>21:00 Tip #7: Embrace the players’ character inspirations, they can do a lot of the creative work for you</p><p>23:00 Tip #8: Keep your first adventure tight and know the room — what do your players want out of the game?</p><p>25:00 Tip #9: Set an expectation you’re comfortable hitting.</p><p>26:00 Tips #10-#15: Thorin’s 6 Steps to building your first session in a new campaign</p><p>34:00 Tip #16: Try to play every game like it’s your last. Bring the big, fun, memorable things to the table today!</p><p>35:00 Tip #17: Steal smart: Grab something pre-published for your first game</p><p>40:00 Tip #18: What kind of memorable encounter can you throw in there?</p><p>41:00 Tip #19: Don’t start by building a town — it’s a trap!</p><p>42:00 Tip #20-#25: Adjusting on the fly</p><p>52:00 Tip #26-#27: Encounter building rules of thumb</p><p>55:00 Tip #28: If your players introduce a potential plot idea that you like, act like it was always there</p><p>58:00 Tip #29: Don’t be afraid to modify book modules to fit your ideas</p><p>60:00 Pros and cons of building your own worlds/kingdoms/towns/dungeons</p><p>66:00 Tip #30: Your world-building details only matter when they impact the party</p><p>70:00 Tip #31: Don’t cut the things that make it fun for you to be the DM</p><p>74:00 Final Thoughts: Tips #32-#39</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/39-tips-for-new-dungeon-masters-and-a-few-for-veteran-dms-too]]></link><guid isPermaLink="false">075f066e-2bbb-4126-8f6d-6e03e5361134</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 30 Aug 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/ee8fe377-5410-4246-8f3e-546076ff2e3e/3wd-ep11.mp3" length="38169784" type="audio/mpeg"/><itunes:duration>01:18:05</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>11</itunes:episode><podcast:episode>11</podcast:episode></item><item><title>13 Crazy DM Stunts You Won&apos;t Believe We Pulled</title><itunes:title>13 Crazy DM Stunts You Won&apos;t Believe We Pulled</itunes:title><description><![CDATA[<p>Have you ever wanted to give your PC party a pet dragon? What about when it turns out to be unbelievably OP? Well, we’ve done it and hundreds of other DM stunts that ranged from “unconventional” to “ill-advised” to “Are you C-R-A-Z-Y?!” Here are the stunts we’ve pulled DMing TTRPGs that even we thought might have gone too far. Including how we implemented them in the game mechanics, how they worked out, and what we wish we did differently. </p><p>These stories cross many editions of D&amp;D, including 5E, but the lessons apply to any RPG you play. This is system-agnostic mayhem. … We just hope you’ll still respect us in the morning. &nbsp;&nbsp;&nbsp;</p><p>3:00 Stunt 1: My Pet Dragon … The Super OP Spawn of Tiamat</p><p>11:00 Stunt 2: The +50 Sword of Dragon Slaying</p><p>18:00 Stunt 3: Turning a PC into a Pile of Undead Bugs … and Letting Him Continue to Play the Character</p><p>26:00 Can you do something crazy with one player without alienating the other players?</p><p>31:00 Stunt 4: Fighting Cthulhu in an Airship</p><p>34:00 Stunt 5: The Christmas Game –Satan Claws and the Epic-level Gifts</p><p>36:00 Stunt 6: Beef, the Impossibly Strong Gnoll Warrior NPC with a Giant Ballista</p><p>41:00 Stunt 7: The World’s Most Wholesome Evil Campaign Where the PCs Destroyed Each Other (Perhaps the perfect evil campaign?)</p><p>46:00 Tips for running an evil campaign</p><p>48:00 Stunt 8: The Homebrew Werewolf PC Race (and why Thorin toned down his homebrew)</p><p>50:00 Stunt 9: “The Wizard Knows What He Did!” Warping Overpowered Magic Users to a World Where Magic Is Blocked!</p><p>55:00 When is it OK to take away PC powers?</p><p>62:00 3 Rules for pulling off a successful depowering campaign</p><p>64:00 Stunt 10: The 1<sup>st</sup>-Level PC Necromancer Who Could Not Be Killed … And His Doppelganger NPC Nemesis</p><p>70:00 The Stunt We Didn’t Pull: Allowing a PC Ghost</p><p>72:00 Stunt 11: The Samurai That Was Reincarnated as a Satyr</p><p>75:00 Tips for adapting higher-level monsters into PC races (benchmarking and balancing)</p><p>76:00 Stunt 12: The Deck of Many Things at 5th Level (This one killed a game and spawned a Storm Giant Wizard)</p><p>82:00 How we made the Storm Giant Wizard PC</p><p>85:00 Stunt 13: Players Decided to Keep Orcus’s Wand and Become Monsters Who Conquered Dimensions</p><p>93:00 The Big Takeaway and Final Thoughts</p>]]></description><content:encoded><![CDATA[<p>Have you ever wanted to give your PC party a pet dragon? What about when it turns out to be unbelievably OP? Well, we’ve done it and hundreds of other DM stunts that ranged from “unconventional” to “ill-advised” to “Are you C-R-A-Z-Y?!” Here are the stunts we’ve pulled DMing TTRPGs that even we thought might have gone too far. Including how we implemented them in the game mechanics, how they worked out, and what we wish we did differently. </p><p>These stories cross many editions of D&amp;D, including 5E, but the lessons apply to any RPG you play. This is system-agnostic mayhem. … We just hope you’ll still respect us in the morning. &nbsp;&nbsp;&nbsp;</p><p>3:00 Stunt 1: My Pet Dragon … The Super OP Spawn of Tiamat</p><p>11:00 Stunt 2: The +50 Sword of Dragon Slaying</p><p>18:00 Stunt 3: Turning a PC into a Pile of Undead Bugs … and Letting Him Continue to Play the Character</p><p>26:00 Can you do something crazy with one player without alienating the other players?</p><p>31:00 Stunt 4: Fighting Cthulhu in an Airship</p><p>34:00 Stunt 5: The Christmas Game –Satan Claws and the Epic-level Gifts</p><p>36:00 Stunt 6: Beef, the Impossibly Strong Gnoll Warrior NPC with a Giant Ballista</p><p>41:00 Stunt 7: The World’s Most Wholesome Evil Campaign Where the PCs Destroyed Each Other (Perhaps the perfect evil campaign?)</p><p>46:00 Tips for running an evil campaign</p><p>48:00 Stunt 8: The Homebrew Werewolf PC Race (and why Thorin toned down his homebrew)</p><p>50:00 Stunt 9: “The Wizard Knows What He Did!” Warping Overpowered Magic Users to a World Where Magic Is Blocked!</p><p>55:00 When is it OK to take away PC powers?</p><p>62:00 3 Rules for pulling off a successful depowering campaign</p><p>64:00 Stunt 10: The 1<sup>st</sup>-Level PC Necromancer Who Could Not Be Killed … And His Doppelganger NPC Nemesis</p><p>70:00 The Stunt We Didn’t Pull: Allowing a PC Ghost</p><p>72:00 Stunt 11: The Samurai That Was Reincarnated as a Satyr</p><p>75:00 Tips for adapting higher-level monsters into PC races (benchmarking and balancing)</p><p>76:00 Stunt 12: The Deck of Many Things at 5th Level (This one killed a game and spawned a Storm Giant Wizard)</p><p>82:00 How we made the Storm Giant Wizard PC</p><p>85:00 Stunt 13: Players Decided to Keep Orcus’s Wand and Become Monsters Who Conquered Dimensions</p><p>93:00 The Big Takeaway and Final Thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/13-crazy-dnd-stunts-dungeon-masters-pulled]]></link><guid isPermaLink="false">5d3e3ab0-aeee-46de-af5f-27e778f4ea43</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 23 Aug 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/00a8ce40-81a6-4d5c-b7a1-e1aa448e33b9/3wd-ep10.mp3" length="43019856" type="audio/mpeg"/><itunes:duration>01:38:44</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>10</itunes:episode><podcast:episode>10</podcast:episode></item><item><title>3 Ways to Pace D&amp;D Encounters, Sessions and Games</title><itunes:title>3 Ways to Pace D&amp;D Encounters, Sessions and Games</itunes:title><description><![CDATA[<p>Players know speed kills, but DMs know lack of pace can wipe out whole games. How many encounters should you get through in a session? How long should combat take? What do you do when the players are board? How can you adjust pace if things are going to fast or too slow?</p><p>In this episode, Thorin, Tony and Dave reveal the details of their three wildly different pacing strategies and how they play out at the table, along with how they spot trouble and the adjustments they make when things aren’t going to plan. </p><p>1:00 Three DMs, three markedly different pacing strategies</p><ul><li>2:00 Dave adjusts to Barovian time</li><li>5:00 Is one combat per session enough for Thorin’s Wanderers?</li><li>8:00 How Tony turns seven maps per session in Storm King’s Thunder</li></ul><br/><p>11:00 Advancement speed: How does the XP chart influence game pace? (And, is WotC skewing XP to favor published modules with milestone leveling?)</p><p>19:00 Skyrim vs. Devil May Cry: Should your games ramble across multiple sessions or play out like self-contained episodes?</p><p>22:00 How session frequency (monthly/weekly/daily) and platform (Roll20) impact pace</p><p>26:00 Balancing roleplay and combat</p><p>30:00 Rewards and pacing: What makes it feel worthwhile for the players to be there?</p><p>39:00 How the party’s playstyle impacts game pace — and what DMs do that trains them</p><p>46:00 Whose responsibility is player engagement? (i.e. Am I getting paid to drag your lazy butt on an adventure?)</p><p>51:00 Finding character motivations when the players don’t have them</p><p>64:00 Ways to optimize the pace of your game</p><p>72:00 Optimizing initiative order</p><p>74:00 Final thoughts: What do you plan to get done in a night and how do you adjust if it’s not getting done</p>]]></description><content:encoded><![CDATA[<p>Players know speed kills, but DMs know lack of pace can wipe out whole games. How many encounters should you get through in a session? How long should combat take? What do you do when the players are board? How can you adjust pace if things are going to fast or too slow?</p><p>In this episode, Thorin, Tony and Dave reveal the details of their three wildly different pacing strategies and how they play out at the table, along with how they spot trouble and the adjustments they make when things aren’t going to plan. </p><p>1:00 Three DMs, three markedly different pacing strategies</p><ul><li>2:00 Dave adjusts to Barovian time</li><li>5:00 Is one combat per session enough for Thorin’s Wanderers?</li><li>8:00 How Tony turns seven maps per session in Storm King’s Thunder</li></ul><br/><p>11:00 Advancement speed: How does the XP chart influence game pace? (And, is WotC skewing XP to favor published modules with milestone leveling?)</p><p>19:00 Skyrim vs. Devil May Cry: Should your games ramble across multiple sessions or play out like self-contained episodes?</p><p>22:00 How session frequency (monthly/weekly/daily) and platform (Roll20) impact pace</p><p>26:00 Balancing roleplay and combat</p><p>30:00 Rewards and pacing: What makes it feel worthwhile for the players to be there?</p><p>39:00 How the party’s playstyle impacts game pace — and what DMs do that trains them</p><p>46:00 Whose responsibility is player engagement? (i.e. Am I getting paid to drag your lazy butt on an adventure?)</p><p>51:00 Finding character motivations when the players don’t have them</p><p>64:00 Ways to optimize the pace of your game</p><p>72:00 Optimizing initiative order</p><p>74:00 Final thoughts: What do you plan to get done in a night and how do you adjust if it’s not getting done</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/3-ways-to-pace-dd-encounters-sessions-and-games]]></link><guid isPermaLink="false">d2bb03b0-55ad-4bf0-b08c-72002a1b87a9</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 16 Aug 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/16854e64-b813-467d-b5a4-1108776a9a90/3wd-ep-9.mp3" length="36728920" type="audio/mpeg"/><itunes:duration>01:23:38</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>9</itunes:episode><podcast:episode>9</podcast:episode></item><item><title>What’s Fun for the Dungeon Master?</title><itunes:title>What’s Fun for the Dungeon Master?</itunes:title><description><![CDATA[<p>A lot of what we see around the Dungeons &amp; Dragons culture is so focused on how dungeon masters can be good DMs — and how you can ruin a game if you’re not — that we lose sight of the fact that DMs are players, too. What’s fun for you? What interferes with that fun? How do you try to keep things fun? And what happens when it stops being fun for you?</p><p>Hear what Thorin, Tony and Dave think is fun — and not fun — for them as DMs, along with a bunch of anecdotes about how games turned out in unexpected ways and how the guys handled it.</p><p>2:00 Camaraderie, player investment and wanting the day to go well</p><p>10:00 Published modules: Love ‘em, hate ‘em, how do you use them?</p><p>17:00 It’s your world, don’t be afraid to adjust published material</p><p>20:00 Why homebrew and improv? “The characters are yours; the world is mine.”</p><p>27:00 How we build settings that account for unpredictable players (and fit it into busy adult schedules)</p><p>37:00 Using box sets and campaign settings as the base of your homebrew (also reminiscing about Greyhawk)</p><p>43:00 How character death is like firing somebody</p><p>47:00 What makes the game not fun to DM</p><p>59:00 Whose story are we telling: the DM’s or the PCs’?</p><p>62:00 How players make it worthwhile for the DM, and what to do when they don’t. (i.e. “I don’t think you can have fun as the DM if you’re constantly getting blamed for all the players’ problems.”)</p><p>72:00 How much time we spend prepping for a session and how we spend it</p><p>85:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>A lot of what we see around the Dungeons &amp; Dragons culture is so focused on how dungeon masters can be good DMs — and how you can ruin a game if you’re not — that we lose sight of the fact that DMs are players, too. What’s fun for you? What interferes with that fun? How do you try to keep things fun? And what happens when it stops being fun for you?</p><p>Hear what Thorin, Tony and Dave think is fun — and not fun — for them as DMs, along with a bunch of anecdotes about how games turned out in unexpected ways and how the guys handled it.</p><p>2:00 Camaraderie, player investment and wanting the day to go well</p><p>10:00 Published modules: Love ‘em, hate ‘em, how do you use them?</p><p>17:00 It’s your world, don’t be afraid to adjust published material</p><p>20:00 Why homebrew and improv? “The characters are yours; the world is mine.”</p><p>27:00 How we build settings that account for unpredictable players (and fit it into busy adult schedules)</p><p>37:00 Using box sets and campaign settings as the base of your homebrew (also reminiscing about Greyhawk)</p><p>43:00 How character death is like firing somebody</p><p>47:00 What makes the game not fun to DM</p><p>59:00 Whose story are we telling: the DM’s or the PCs’?</p><p>62:00 How players make it worthwhile for the DM, and what to do when they don’t. (i.e. “I don’t think you can have fun as the DM if you’re constantly getting blamed for all the players’ problems.”)</p><p>72:00 How much time we spend prepping for a session and how we spend it</p><p>85:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/whats-fun-for-the-dungeon-master]]></link><guid isPermaLink="false">00aac17e-77be-40e0-a19b-7ff39b0d7552</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 09 Aug 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/5d24a586-a755-46b9-867a-01f178c7d763/3wd-ep8.mp3" length="38725372" type="audio/mpeg"/><itunes:duration>01:28:26</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>8</itunes:episode><podcast:episode>8</podcast:episode></item><item><title>The 8 D&amp;D Player Types and How to DM Them</title><itunes:title>The 8 D&amp;D Player Types and How to DM Them</itunes:title><description><![CDATA[<p>In an ancient tome — the 4th Edition Dungeon Master’s Guide — WotC broke down what it considered to be the eight main types of players and gave DMs tips on how to handle them. Understanding who your players are, what they want and why they play can be a big help in DMing them. At the same time, how much should a DM have to adjust their game to fit different kinds of players? </p><p>In this episode, we revisit the eight player types to talk about whether the advice still applies, how we relate to different types of players (sometimes poorly), and strategies to bring out the best in your party and yourself. </p><p>2:00 Understanding different types of players — a 4E lessons today’s DMs should learn</p><p>4:00 The 8 player types according to 4E: Actor, Explorer, Instigator, Power Gamer, Slayer, Storyteller, Thinker and Watcher</p><p>7:00 Casting different player types into the right roles</p><ul><li>10:00 How we handle Actors and Explorers</li><li>16:00 Engaging Watchers and Storytellers</li><li>18:00 Instigators starting trouble we still talk about decades later</li></ul><br/><p>20:00 Helping players understand their power to impact an RPG game</p><p>22:00 How we engage or don’t engage with different player types (Thorin does not put on a show)</p><ul><li>23:00 Philosophies in encounter building</li><li>25:00 Is the DM more (most?) responsible for everyone’s fun?</li><li>27:00 Monster wrangling for Slayers and Power Gamers</li></ul><br/><p>30:00 To what extent do we influence PC character selection and party roles?</p><p>35:00 Pitching you campaign to players (shout out to <a href="https://www.youtube.com/watch?v=MtH1SP1grxo" rel="noopener noreferrer" target="_blank">Matt Colville</a>)</p><p>41:00 Is it the DM’s job to adjust to the players, or should they adjust to you?</p><p>44:00 Specific strategies we use to interact with different player types</p><p>52:00 Curse of Strahd: What to do when even the module designer tones down the encounter</p><p>57:00 What your encounters teach the players: Should they be brave or scared in your game word?</p><p>1:04:00 Fun with secret Lovecraftian monsters</p><p>1:06:00 Getting players to accept and embrace the consequences of their actions</p><p>1:09:00 How different groups and circumstances impact DM style, players types and game expectations</p><p>1:13:00 It’s important to also play as a PC</p><p>1:16:00 Final thoughts: The DM is a player, too</p>]]></description><content:encoded><![CDATA[<p>In an ancient tome — the 4th Edition Dungeon Master’s Guide — WotC broke down what it considered to be the eight main types of players and gave DMs tips on how to handle them. Understanding who your players are, what they want and why they play can be a big help in DMing them. At the same time, how much should a DM have to adjust their game to fit different kinds of players? </p><p>In this episode, we revisit the eight player types to talk about whether the advice still applies, how we relate to different types of players (sometimes poorly), and strategies to bring out the best in your party and yourself. </p><p>2:00 Understanding different types of players — a 4E lessons today’s DMs should learn</p><p>4:00 The 8 player types according to 4E: Actor, Explorer, Instigator, Power Gamer, Slayer, Storyteller, Thinker and Watcher</p><p>7:00 Casting different player types into the right roles</p><ul><li>10:00 How we handle Actors and Explorers</li><li>16:00 Engaging Watchers and Storytellers</li><li>18:00 Instigators starting trouble we still talk about decades later</li></ul><br/><p>20:00 Helping players understand their power to impact an RPG game</p><p>22:00 How we engage or don’t engage with different player types (Thorin does not put on a show)</p><ul><li>23:00 Philosophies in encounter building</li><li>25:00 Is the DM more (most?) responsible for everyone’s fun?</li><li>27:00 Monster wrangling for Slayers and Power Gamers</li></ul><br/><p>30:00 To what extent do we influence PC character selection and party roles?</p><p>35:00 Pitching you campaign to players (shout out to <a href="https://www.youtube.com/watch?v=MtH1SP1grxo" rel="noopener noreferrer" target="_blank">Matt Colville</a>)</p><p>41:00 Is it the DM’s job to adjust to the players, or should they adjust to you?</p><p>44:00 Specific strategies we use to interact with different player types</p><p>52:00 Curse of Strahd: What to do when even the module designer tones down the encounter</p><p>57:00 What your encounters teach the players: Should they be brave or scared in your game word?</p><p>1:04:00 Fun with secret Lovecraftian monsters</p><p>1:06:00 Getting players to accept and embrace the consequences of their actions</p><p>1:09:00 How different groups and circumstances impact DM style, players types and game expectations</p><p>1:13:00 It’s important to also play as a PC</p><p>1:16:00 Final thoughts: The DM is a player, too</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-8-dd-player-types-and-how-to-dm-them]]></link><guid isPermaLink="false">85ab2333-0dd3-46b3-9f34-4966e4363f80</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 02 Aug 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/a878a5d9-69ee-405b-bfc8-a532931600c6/3wd-ep7.mp3" length="35958160" type="audio/mpeg"/><itunes:duration>01:21:44</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>7</itunes:episode><podcast:episode>7</podcast:episode></item><item><title>What Makes Good Players and Problem Players?</title><itunes:title>What Makes Good Players and Problem Players?</itunes:title><description><![CDATA[<p>As much as DMs like to take responsibility for the success or failure of their games, you’re one person running a group that could be six or more players. Their personalities, attitudes, relationships, and a hundred other factors will have a big impact on the game. Some players are going to be very easy for you to work with and others may not be. </p><p>In this episode, Thorin, Tony and Dave talk about the struggles they’ve had with player-DM relationships, including:</p><ul><li>What makes “good” players for their games</li><li>What kinds of players can be hard for them to DM</li><li>The ways leveling and rewards impact player fun</li><li>How they’ve dealt with the hardest challenge for any DM: When the players turn on each other. </li></ul><br/><p>1:00 What makes a “good” player?</p><p>4:00 Maybe drinking at the game IS a problem?</p><p>5:00 Attitude, enthusiasm and players being “game” for the game</p><p>12:00 What kind of players cause problems for us:</p><ul><li>15:00 Adversarial player-DM relationships</li><li>16:00 A strategy for handling power gamers</li><li>17:00 Players who don’t want to adventure</li><li>20:00 Players who don’t know what their characters do</li></ul><br/><p>22:00 Ways players help make it a good game</p><p>28:00 Guiding players to character classes they’ll enjoy (beware the casual player who comes to play a wizard).</p><p>36:00 When players become secretly disgruntled</p><p>42:00 Does faster leveling make better games and happier players?</p><p>46:00 How non-D&amp;D RPGs handle leveling and character rewards differently (story rewards)</p><p>51:00 Grinding games: When the rewards are too low and slow</p><p>58:00 When players turn on each other — the hardest thing to DM</p><p>1:05:00 Figuring out what is true to you as a DM</p><p>1:12:00 D&amp;D brings out everyone’s vulnerable side, be gentle with them</p><p>1:16:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>As much as DMs like to take responsibility for the success or failure of their games, you’re one person running a group that could be six or more players. Their personalities, attitudes, relationships, and a hundred other factors will have a big impact on the game. Some players are going to be very easy for you to work with and others may not be. </p><p>In this episode, Thorin, Tony and Dave talk about the struggles they’ve had with player-DM relationships, including:</p><ul><li>What makes “good” players for their games</li><li>What kinds of players can be hard for them to DM</li><li>The ways leveling and rewards impact player fun</li><li>How they’ve dealt with the hardest challenge for any DM: When the players turn on each other. </li></ul><br/><p>1:00 What makes a “good” player?</p><p>4:00 Maybe drinking at the game IS a problem?</p><p>5:00 Attitude, enthusiasm and players being “game” for the game</p><p>12:00 What kind of players cause problems for us:</p><ul><li>15:00 Adversarial player-DM relationships</li><li>16:00 A strategy for handling power gamers</li><li>17:00 Players who don’t want to adventure</li><li>20:00 Players who don’t know what their characters do</li></ul><br/><p>22:00 Ways players help make it a good game</p><p>28:00 Guiding players to character classes they’ll enjoy (beware the casual player who comes to play a wizard).</p><p>36:00 When players become secretly disgruntled</p><p>42:00 Does faster leveling make better games and happier players?</p><p>46:00 How non-D&amp;D RPGs handle leveling and character rewards differently (story rewards)</p><p>51:00 Grinding games: When the rewards are too low and slow</p><p>58:00 When players turn on each other — the hardest thing to DM</p><p>1:05:00 Figuring out what is true to you as a DM</p><p>1:12:00 D&amp;D brings out everyone’s vulnerable side, be gentle with them</p><p>1:16:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/what-makes-good-players-and-problem-players]]></link><guid isPermaLink="false">feb88adf-9f0c-494e-87e1-9719969ce485</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 26 Jul 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/7c925872-aaf4-4900-a376-42bd8b3df5de/3wd-ep6.mp3" length="35594776" type="audio/mpeg"/><itunes:duration>01:21:16</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>6</itunes:episode><podcast:episode>6</podcast:episode></item><item><title>The Biggest DM Mistakes We’ve Made</title><itunes:title>The Biggest DM Mistakes We’ve Made</itunes:title><description><![CDATA[<p>From accidental party kills to evil campaigns that went … well, evil … we’re only Wise DMs because we’ve made all the mistakes more times than we care to remember. What happened, what did we do about it, and what do we wish we’d done differently? We get into all the details and what we’ve learned from them in this episode. And maybe the real treasure was the TPKs we made along the way.</p><p>1:00: What do we really consider “DM mistakes”?</p><p>3:00 TPKs: Epic memories, The Red Cap Incident, and how to save your game</p><p>10:00 When the party should really know better</p><p>14:00 Monty Hall and mistakes that warp your campaign in the long-run (the campaign where Thorin had to start breeding Tarrasques)</p><p>17:00 Adamantine Mike Tyson’s Punch-Out: When your villain gets unfun</p><p>21:00 Continuity: If the super villain keeps showing up, why wouldn’t he just kill the party?</p><p>24:00 When the party TPKs themselves</p><p>27:00 Casting the wrong players as your epic “heroes” (especially in the Marvel Heroes RPG)</p><p>31:00 Aligning player character expectations with the game you’re running</p><p>39:00 When EVIL campaigns go bad</p><p>42:00 The dangers of DM-player side communication</p><p>45:00 How to run a successful EVIL campaign</p><p>48:00 DM burnout: When you get tired of trying to make your game work</p><p>60:00 The 6 trillion credit mistake</p><p>65:00 The fun of giving players unlimited resources</p><p>66:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>From accidental party kills to evil campaigns that went … well, evil … we’re only Wise DMs because we’ve made all the mistakes more times than we care to remember. What happened, what did we do about it, and what do we wish we’d done differently? We get into all the details and what we’ve learned from them in this episode. And maybe the real treasure was the TPKs we made along the way.</p><p>1:00: What do we really consider “DM mistakes”?</p><p>3:00 TPKs: Epic memories, The Red Cap Incident, and how to save your game</p><p>10:00 When the party should really know better</p><p>14:00 Monty Hall and mistakes that warp your campaign in the long-run (the campaign where Thorin had to start breeding Tarrasques)</p><p>17:00 Adamantine Mike Tyson’s Punch-Out: When your villain gets unfun</p><p>21:00 Continuity: If the super villain keeps showing up, why wouldn’t he just kill the party?</p><p>24:00 When the party TPKs themselves</p><p>27:00 Casting the wrong players as your epic “heroes” (especially in the Marvel Heroes RPG)</p><p>31:00 Aligning player character expectations with the game you’re running</p><p>39:00 When EVIL campaigns go bad</p><p>42:00 The dangers of DM-player side communication</p><p>45:00 How to run a successful EVIL campaign</p><p>48:00 DM burnout: When you get tired of trying to make your game work</p><p>60:00 The 6 trillion credit mistake</p><p>65:00 The fun of giving players unlimited resources</p><p>66:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/the-biggest-dm-mistakes-weve-made]]></link><guid isPermaLink="false">15e2dafa-d577-4abe-a870-e1594a574864</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 19 Jul 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/96c1f683-5ad7-4507-a53e-4dff78fb7282/3wd-ep5.mp3" length="30604780" type="audio/mpeg"/><itunes:duration>01:09:03</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>5</itunes:episode><podcast:episode>5</podcast:episode></item><item><title>Rules vs. Continuity: Managing the Verisimilitude of Your Game</title><itunes:title>Rules vs. Continuity: Managing the Verisimilitude of Your Game</itunes:title><description><![CDATA[<p>As a DM, the world is your character. And sometimes the rules as written, what they call “RAW,” may conflict with the way you want your world to work. How do you handle those conflicts? What do you do when a character ability disrupts the way you want that world to work? Perhaps you’ve found yourself saying things like, “There’s no way a monk could stun a dragon with a punch!” and then had to face a disappointed player whose character no longer works the way they built it?</p><p>In this episode, the 3 Wise DMs talk about their own problems with continuity and verisimilitude, when it becomes a problem, and how they manage those issues and the players they effect. &nbsp;</p><p>1:00 How important is world/power continuity?</p><p>3:00 What breaks continuity?</p><p>4:00 A history of DMs dealing with D&amp;D rules bullshit from 1<sup>st</sup> through 5<sup>th</sup> Edition.</p><p>7:00 Can a monk stun Cthulhu? </p><p>10:00 Do verisimilitude and continuity matter in a fantasy-based world?</p><p>13:00 How can/should a DM address verisimilitude issues?</p><p>18:00 Big bad boss battles and disruptive character powers that can “ruin” them.</p><p>24:00 How to describe counterintuitive effects so they make sense.</p><p>27:00 How DM fiat against character powers can ruin the fun for a player. (Plus: Thorin admits he’s a poor sport and Tony hates monks, again.)</p><p>30:00 Are we starting characters too powerful?</p><p>32:00 Can a monk stun Unicron with a bo stick? Is it disruptive to your game world if it can?</p><p>35:00 How else can you handle verisimilitude issues? </p><p>38:00 The DM has to have fun, too.</p><p>40:00 The psychology of the DM vs. the psychology of the players.</p><p>44:00 DM tactics to prevent verisimilitude problems.</p><p>49:00 How your Big Bad can counter overpowered player abilities.</p><p>54:00 Managing continuity for the player vs. continuity for the DM.</p><p>62:00 The DM’s art: How do you make your world work the way you want it to AND the way the players want it to.</p>]]></description><content:encoded><![CDATA[<p>As a DM, the world is your character. And sometimes the rules as written, what they call “RAW,” may conflict with the way you want your world to work. How do you handle those conflicts? What do you do when a character ability disrupts the way you want that world to work? Perhaps you’ve found yourself saying things like, “There’s no way a monk could stun a dragon with a punch!” and then had to face a disappointed player whose character no longer works the way they built it?</p><p>In this episode, the 3 Wise DMs talk about their own problems with continuity and verisimilitude, when it becomes a problem, and how they manage those issues and the players they effect. &nbsp;</p><p>1:00 How important is world/power continuity?</p><p>3:00 What breaks continuity?</p><p>4:00 A history of DMs dealing with D&amp;D rules bullshit from 1<sup>st</sup> through 5<sup>th</sup> Edition.</p><p>7:00 Can a monk stun Cthulhu? </p><p>10:00 Do verisimilitude and continuity matter in a fantasy-based world?</p><p>13:00 How can/should a DM address verisimilitude issues?</p><p>18:00 Big bad boss battles and disruptive character powers that can “ruin” them.</p><p>24:00 How to describe counterintuitive effects so they make sense.</p><p>27:00 How DM fiat against character powers can ruin the fun for a player. (Plus: Thorin admits he’s a poor sport and Tony hates monks, again.)</p><p>30:00 Are we starting characters too powerful?</p><p>32:00 Can a monk stun Unicron with a bo stick? Is it disruptive to your game world if it can?</p><p>35:00 How else can you handle verisimilitude issues? </p><p>38:00 The DM has to have fun, too.</p><p>40:00 The psychology of the DM vs. the psychology of the players.</p><p>44:00 DM tactics to prevent verisimilitude problems.</p><p>49:00 How your Big Bad can counter overpowered player abilities.</p><p>54:00 Managing continuity for the player vs. continuity for the DM.</p><p>62:00 The DM’s art: How do you make your world work the way you want it to AND the way the players want it to.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/dd-5e-rules-vs-continuity]]></link><guid isPermaLink="false">1ee69914-61cf-4ae4-b168-1db78f6c30da</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 12 Jul 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/37422895-c908-41fc-9728-deff293ba7b0/3wd-ep4.mp3" length="30268072" type="audio/mpeg"/><itunes:duration>01:07:52</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>4</itunes:episode><podcast:episode>4</podcast:episode></item><item><title>WotC&apos;s Racism Fix: Can Good DMs Help D&amp;D&apos;s Stereotypes Problems?</title><itunes:title>WotC&apos;s Racism Fix: Can Good DMs Help D&amp;D&apos;s Stereotypes Problems?</itunes:title><description><![CDATA[<p>Wizards of the Coast <a href="https://dnd.wizards.com/articles/features/diversity-and-dnd" rel="noopener noreferrer" target="_blank">recently announced</a> that they’re doing away with “evil” alignments and intelligence penalties as racial attributes. But that's left some traditional gamers crying about PC culture run amok. </p><p>How can you build a campaign without “evil” races? Does this undermine your bad guys? Does assuming “orcs are evil” make you look racist to your friends? (Maybe it’s not just a look?) </p><p>In this episode, the 3 Wise DMs talk about what's happening, why it’s about time, and how hackneyed racial stereotypes don’t belong in your fantasy world any more than they do the real one.</p><p>1:00 The orc in the room </p><p>6:00 Fantasy politics and more interesting monsters</p><p>9:00 The Vikings were &amp;#%!@?! evil!</p><p>12:00 Evil is a choice </p><p>14:00 Alignment, context and perspectives</p><p>17:00 Class typecasting</p><p>22:00 Good villains aren’t born bad</p><p>24:00 Customizing races</p><p>30:00 Should character powers be tied to RP pillars?</p><p>33:00 The great D&amp;D tradition of ignoring stupid rules</p><p>37:00 What is alignment good for?</p><p>41:00 How a bad DM abused alignment and his players</p><p>45:00 Diversity in gaming and at our tables (and maybe our lack thereof)</p><p>47:00 D&amp;D as the great connector</p><p>49:00 Tony continues hating on Monks</p><p>52:00 Gaming with our friends’ kids</p><p>53:00 Making D&amp;D more inclusive and less alienating</p><p>56:00 Skyrim’s Ebony Knight: The ultimate anti-melee boss trick (A light aside)</p><p>57:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>Wizards of the Coast <a href="https://dnd.wizards.com/articles/features/diversity-and-dnd" rel="noopener noreferrer" target="_blank">recently announced</a> that they’re doing away with “evil” alignments and intelligence penalties as racial attributes. But that's left some traditional gamers crying about PC culture run amok. </p><p>How can you build a campaign without “evil” races? Does this undermine your bad guys? Does assuming “orcs are evil” make you look racist to your friends? (Maybe it’s not just a look?) </p><p>In this episode, the 3 Wise DMs talk about what's happening, why it’s about time, and how hackneyed racial stereotypes don’t belong in your fantasy world any more than they do the real one.</p><p>1:00 The orc in the room </p><p>6:00 Fantasy politics and more interesting monsters</p><p>9:00 The Vikings were &amp;#%!@?! evil!</p><p>12:00 Evil is a choice </p><p>14:00 Alignment, context and perspectives</p><p>17:00 Class typecasting</p><p>22:00 Good villains aren’t born bad</p><p>24:00 Customizing races</p><p>30:00 Should character powers be tied to RP pillars?</p><p>33:00 The great D&amp;D tradition of ignoring stupid rules</p><p>37:00 What is alignment good for?</p><p>41:00 How a bad DM abused alignment and his players</p><p>45:00 Diversity in gaming and at our tables (and maybe our lack thereof)</p><p>47:00 D&amp;D as the great connector</p><p>49:00 Tony continues hating on Monks</p><p>52:00 Gaming with our friends’ kids</p><p>53:00 Making D&amp;D more inclusive and less alienating</p><p>56:00 Skyrim’s Ebony Knight: The ultimate anti-melee boss trick (A light aside)</p><p>57:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/wotcs-racism-fix-can-good-dms-fix-dds-stereotypes-problems-]]></link><guid isPermaLink="false">74dd7dcd-8e40-4e2b-a232-8b9d96b1d284</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 05 Jul 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/8e0575b2-6cc9-4bc5-a2ba-5d826f7b242b/3wd-ep3.mp3" length="27052804" type="audio/mpeg"/><itunes:duration>01:00:58</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>3</itunes:episode><podcast:episode>3</podcast:episode></item><item><title>Roll20 DM Newbs: Tips and Tricks From the Wise DMs&apos; First Online Campaigns</title><itunes:title>Roll20 DM Newbs: Tips and Tricks From the Wise DMs&apos; First Online Campaigns</itunes:title><description><![CDATA[<p>COVID-19 forced the Wise DMs to put their games on hiatus or take them online with Roll20. And they were not wise to that!</p><p>Hear how Thorin, Tony and Dave stumbled through the new platform with tips, tricks, and adjustments they’ve made to keep the online campaigns as vivid as their nights around the gaming table. </p><p>Plus, the guys discuss theater-of-the-mind vs. battle-maps, how much search is too much, and what your details teach players about how to play your game.</p><p><strong>The Roll20 Rundown</strong></p><p>1:00 Our previous online DM experiences</p><p>6:00 First impressions of Roll20 (Tony Loves It!)</p><p>10:00 Working around audio/video issues (Thorin Hates It!)</p><p>13:00 Advantages of using “boxed” modules from the Roll20 marketplace (Dave Loves It!)</p><p>16:00 Player commitment and building a good Roll20 party</p><p>20:00 Mixing Roll20 with physical dice rolling and other offline tools</p><p>22:00 Accidentally deleting maps and other easy Roll20 errors to avoid </p><p>28:00 Map hoarding and homebrew adventure prep</p><p>31:00 Monster management hacks</p><p><strong>Random DM Tips and Stuff</strong></p><p>35:00 Maps vs. theater of the mind, and how Roll20 impacts different play styles</p><p>40:00 How much search detail is too much?</p><p>46:00 Single-point plot failures and how to split the party without even trying</p><p>49:00 PC skills should matter</p><p>51:00 How small choices teach players how to play your game</p><p>60:00 Milestone leveling has its advantages</p><p>69:00 Managing players and future episodes</p><p>70:00 Final thoughts and Roll20 solutions</p><p>75:00 Device flexibility and older players</p>]]></description><content:encoded><![CDATA[<p>COVID-19 forced the Wise DMs to put their games on hiatus or take them online with Roll20. And they were not wise to that!</p><p>Hear how Thorin, Tony and Dave stumbled through the new platform with tips, tricks, and adjustments they’ve made to keep the online campaigns as vivid as their nights around the gaming table. </p><p>Plus, the guys discuss theater-of-the-mind vs. battle-maps, how much search is too much, and what your details teach players about how to play your game.</p><p><strong>The Roll20 Rundown</strong></p><p>1:00 Our previous online DM experiences</p><p>6:00 First impressions of Roll20 (Tony Loves It!)</p><p>10:00 Working around audio/video issues (Thorin Hates It!)</p><p>13:00 Advantages of using “boxed” modules from the Roll20 marketplace (Dave Loves It!)</p><p>16:00 Player commitment and building a good Roll20 party</p><p>20:00 Mixing Roll20 with physical dice rolling and other offline tools</p><p>22:00 Accidentally deleting maps and other easy Roll20 errors to avoid </p><p>28:00 Map hoarding and homebrew adventure prep</p><p>31:00 Monster management hacks</p><p><strong>Random DM Tips and Stuff</strong></p><p>35:00 Maps vs. theater of the mind, and how Roll20 impacts different play styles</p><p>40:00 How much search detail is too much?</p><p>46:00 Single-point plot failures and how to split the party without even trying</p><p>49:00 PC skills should matter</p><p>51:00 How small choices teach players how to play your game</p><p>60:00 Milestone leveling has its advantages</p><p>69:00 Managing players and future episodes</p><p>70:00 Final thoughts and Roll20 solutions</p><p>75:00 Device flexibility and older players</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/roll20-dm-newbs-tips-and-tricks-from-the-wise-dms-first-online-campaigns-]]></link><guid isPermaLink="false">c566697d-2fd0-4115-861c-488fbc6159ac</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 28 Jun 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/563a87e6-cbe4-4269-8b14-e7810bb95b90/3wd-ep2-final.mp3" length="34737292" type="audio/mpeg"/><itunes:duration>01:17:25</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>2</itunes:episode><podcast:episode>2</podcast:episode><itunes:summary>COVID-19 forced the Wise DMs to put their games on hiatus or take them online. And they were not wise to that! Hear how Thorin, Tony and Dave stumbled through the new platform with tips, tricks, and adjustments they’ve made to keep the online campaigns as vivid as any night around the gaming table.</itunes:summary></item><item><title>Introductions: Traumatized Players, Improv Tricks and Our Biggest Struggles</title><itunes:title>Introductions: Traumatized Players, Improv Tricks and Our Biggest Struggles</itunes:title><description><![CDATA[<p>In the first episode of 3 Wise DMs, meet the so-called "Wise Dungeon Masters" Thorin, Tony and Dave, and hear how they handle some of their biggest DMing struggles. Along the way hear how the guys are running Storm King's Thunder, Curse of Strahd, and their own homebrew/improvised stuff.</p><p>2:00 Dealing with unexpected and keeping players on the rails</p><p>11:00 Letting the players lead</p><p>20:00 Staying on track (or not)</p><p>27:00 Traumatized players</p><p>31:00 Single-point plot failures and whose job is it to decide what happens next?</p><p>40:00 House rules gone awry (the Russian Roulette critical miss table)</p><p>49:00 Rules lawyers</p><p>59:00 Player selection and handling backstories </p><p>106:00 Uneven player-DM game expectations</p><p>114:00 Final thoughts</p>]]></description><content:encoded><![CDATA[<p>In the first episode of 3 Wise DMs, meet the so-called "Wise Dungeon Masters" Thorin, Tony and Dave, and hear how they handle some of their biggest DMing struggles. Along the way hear how the guys are running Storm King's Thunder, Curse of Strahd, and their own homebrew/improvised stuff.</p><p>2:00 Dealing with unexpected and keeping players on the rails</p><p>11:00 Letting the players lead</p><p>20:00 Staying on track (or not)</p><p>27:00 Traumatized players</p><p>31:00 Single-point plot failures and whose job is it to decide what happens next?</p><p>40:00 House rules gone awry (the Russian Roulette critical miss table)</p><p>49:00 Rules lawyers</p><p>59:00 Player selection and handling backstories </p><p>106:00 Uneven player-DM game expectations</p><p>114:00 Final thoughts</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/introductions-traumatized-players-improv-tricks-and-our-biggest-struggles]]></link><guid isPermaLink="false">1252607b-1707-4a13-8360-b4b77c76f69c</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sun, 21 Jun 2020 09:00:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/07dea339-117e-4ccb-8733-529d2a28472e/3wd-ep1-final.mp3" length="46646882" type="audio/mpeg"/><itunes:duration>01:17:15</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>1</itunes:episode><podcast:episode>1</podcast:episode></item><item><title>Trailer</title><itunes:title>Trailer</itunes:title><description><![CDATA[<p>Meet the guys behind the 3 Wise DMs podcast and hear what this podcast for roleplaying game Dungeon Masters and Game Masters will bring to you and your game.</p>]]></description><content:encoded><![CDATA[<p>Meet the guys behind the 3 Wise DMs podcast and hear what this podcast for roleplaying game Dungeon Masters and Game Masters will bring to you and your game.</p>]]></content:encoded><link><![CDATA[https://3wisedms.com/trailer]]></link><guid isPermaLink="false">6faa5c91-bfd2-46a9-9aa4-841b03cc5508</guid><itunes:image href="https://artwork.captivate.fm/8fdc8aa9-2eac-48d2-8fc7-6b7fa2aa3bcc/EnGETPNoO2Kyhb7hqE8yaQkl.jpg"/><pubDate>Sat, 20 Jun 2020 11:15:00 -0500</pubDate><enclosure url="https://podcasts.captivate.fm/media/6a346760-d4f8-4f27-ad08-d22ee04cd6eb/3wd-teaser-podcast-final.mp3" length="1125879" type="audio/mpeg"/><itunes:duration>00:56</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType></item></channel></rss>