
2025 Year in Review | Wandering DMs Season 7 | Wandering DMs S07 E41
2025/12/16 | 58 mins.
Dan and Paul close out Season 7 of Wandering DMs with their annual Year in Review, looking back at what defined the season. They revisit standout episodes, recurring topics, and memorable conversations, along with the moments where the show broke from its usual patterns. From deep dives into core play procedures and campaign structure, to episodes shaped by history, live events, conventions, and special guests, this episode reflects on the full range of what Season 7 covered. It’s a chance to highlight what the season lingered on, where it experimented, and how those threads came together before turning the page to what’s next. Thank you to everyone who joined us throughout Season 7.

Illusions in D&D | Disbelieve What You See | Wandering DMs S07 E40
2025/12/09 | 1h 1 mins.
Paul & Dan reflect on the state of illusions in D&D, across the many editions of the game. Can a basic illusion deal actual damage to your character, or not? Can they trap your character in hallucinatory pit? How robust is an illusory monster, and what can your character do to counter the peril? The answers may surprise you! Read Dan's blog on "Phantasmal Force Through the Ages"

Player Prep in D&D | Lessons from Gygax’s “Successful Adventures” | Wandering DMs S07 E39
2025/12/01 | 1h 1 mins.
Dan and Paul discuss the often-overlooked idea that players can (and perhaps should) prepare for a D&D session. Using Gary Gygax’s “Successful Adventures” section from the back of the AD&D 1E Player’s Handbook, they explore how early D&D expected parties to organize missions, plan loadouts, coordinate spells, establish marching formations, avoid unnecessary encounters, and operate like a disciplined expedition. How do these expectations compare to modern table norms? What echoes of this philosophy appear in West Marches play? And what lessons can today’s players still take from Gygax’s advice? We’ll dig into the text, test its ideas against practical experience, and look at how player preparation changes the feel of a campaign.

Pacing vs Player Agency | Guiding the Game Without Railroading | Wandering DMs S07 E38
2025/11/24 | 1h 2 mins.
Dan and Paul discuss the art of pacing a tabletop RPG session without taking away player agency. How can a GM speed up play when the group burrows into side plots, or slow things down when players sprint straight toward the finale? When should you intervene to shape the tempo, and when should you simply let the party set the pace themselves? They also compare how pacing concerns differ between one-shot adventures and long-term campaigns, and explore ways to maintain momentum while still allowing players the freedom to explore, wander, and surprise the GM. Listen to Jason and Tom's take on Fear of a Black Dragon here Check out The Black Wyrm of Brandonsford here

West Marches Campaigns | Freedom, Exploration, and Chaos in D&D | Wandering DMs S07 E37
2025/11/17 | 1h 2 mins.
Dan and Paul dive into the world of West Marches campaigns - a style of play built around open exploration, rotating players, and player-driven adventure. With Critical Role's new campaign borrowing some West Marches ideas, it’s the perfect time to ask: what problems does this format solve, what new ones does it create, and when does it really shine? We'll share our own experiences running West Marches-inspired games, where they succeeded, where they fell apart, and what lessons we’ve learned along the way. Read Ben Robbins's original post about West Marches here Read more about Critical Role Campaign 4's use of West Marches here



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