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3 Wise DMs

3 Wise DMs

Author: The 3 Wise DMs

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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?
195 Episodes
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Does a good DM need a Code of Ethics? Long-time listener, Dr. DM himself, Jason, brings Tony, Chris, and Dave a question that reaches beyond rules and encounter design: when a player dominates the spotlight, cheats, crosses a boundary, or simply stops having fun, what responsibility does the DM have to act?The 3 Wise DMs discuss the DM’s influence over the table, the responsibilities players share, and the value of setting expectations before play begins. Along the way, Tony recalls a treasure dispute that went spectacularly wrong, while the group considers character agency, honest feedback, and Shadowdark’s “Pact” of goodwill, respect, and fellowship.2:45 Dr. DM’s question about a DM Code of Ethics.5:54 Spotlight sharing, cheating, and when a DM should intervene.7:58 DM Chris distinguishes table etiquette from professional ethics.11:58 The elegance of Shadowdark’s “The Pact.”14:15 Character conflict vs Player conflict.19:11 Curating your table.22:35 “Back in the Day with DM Tony”: Treasure gone wrong.27:07 Fairness, Session Zero, and a shared responsibility for the fun.29:43 Player agency: how to handle when a character’s goals are sidelined.37:23 Checking in with players: The Open Door Policy.40:15 Players responsibility for raising concerns with the DM.41:40 Final Thoughts.
Shadowdark promises old-school danger with modern rules: fast character creation, deadly combat, limited resources, unpredictable magic, and a torch that burns for one real-world hour. But how does it actually feel at the table?After running Shadowdark for the Doctor’s Blades’ latest expedition, Tony, Chris, and Dave sit down to examine what worked, what surprised them, and which parts of the system took some adjustment. From simplified mechanics and real-time resource pressure to spellcasting, encounter balance, and character survivability, the Wise DMs explore whether Shadowdark successfully captures the tension of classic dungeon crawling—and which ideas they may carry into their other games.Check out our previous jaunt into the world of the OSR!2:20 Why did the 3 Wise DMs decide to try Shadowdark?4:30 Old-school danger combined with modern game design.8:50 Fast character creation—and learning not to become too attached.11:35 Simple rules allow players to get “off their sheet.”15:45 The elegance of gear Slots and Torch Timer mechanics.21:10 Darkness, resource pressure, and making meaningful decisions.22:50 No one died died? How deadly is Shadowdark?27:25 Spellcasting without spell slots and the danger of losing a spell.34:40 What worked and what didn’t during the Doctor’s Blades adventure?46:23 Final thoughts.
“Yes, and…” is one of the foundational principles of improvisation and is a powerful tool for any DM or GM to encourage creativity at the table. But does a good DM always have to say yes?In this episode, Tony, Chris, and Dave sit down to discuss what happens when player freedom begins pulling against the setting, the adventure, or the enjoyment of everyone else at the table (from DM Tony's kitbashed Curse of Strahd campaign). From unexpected character motives and disruptive choices to campaign boundaries and the DM’s responsibility to the world, the Wise DMs explore when to embrace an idea, when to redirect it, and when it may be necessary to simply say no.2:05 Can “Yes, and…” go too far at the gaming table?4:35 Improvisation may begin with “yes,” but that doesn’t mean every idea has to work.7:10 When “Yes, And…” comes at the expense of other players at the table.10:20 Establishing the boundaries of the world before the adventure begins.13:50 Player agency doesn’t mean freedom from consequences.17:15 Is the DM responsible for making every player idea work?21:05 Why would players not do something if it’s always worked?26:05 How the game system can assist with players who really love complete improv.29:05 Working with the players instead of allowing the game to become adversarial.33:10 The importance of tone, expectations, and getting everyone to play the same game.36:55 Final Thoughts.
Few moments at the gaming table carry more weight than the death of a player character. Is it the ultimate consequence of failure, a dramatic turning point in the story, or simply an opportunity for the next chapter to begin?In this episode, Tony, Chris, and Dave tackle one of the oldest debates in tabletop gaming: how should DMs handle character death? From the evolution of death mechanics across editions to player agency, storytelling, and the ever-present threat of the dreaded Total Party Kill, the Wise DMs explore how death can shape both the game and the stories we tell together.2:15 A listener question from a returning special guest!4:55 Is it harder to kill a PC in 5e than other editions? Absolutely.7:40 The time invested in creating a character has increased and the game has evolved with it.8:30 Tension is increasing with everything leading up to death. Once a character dies, the tension is gone.10:50 Does death mean that the story is over? Providing player agency to what happens with death.11:55 There’s a difference between Gauntlet and Skyrim – meatgrinding vs story.19:05 “We all win when we tell a good story.” What’s the story that your game is telling?24:55 Mechanics don’t appear from the ether. They spring from playing the game and wanting to experience new things.30:12 Total Party Kill vs Total Party Capture – which is more thrilling?31:30 Permadeath is rare in most fantasy settings.39:45 Final Thoughts.
Books, movies, and television shows benefit from one major advantage: the entire story is planned before the audience experiences it. D&D campaigns don't have that luxury.Players miss clues, chase unexpected leads, ignore carefully crafted plot hooks, and sometimes decide that the villain's plan sounds surprisingly reasonable. As a result, even the most carefully prepared campaign can become a tangled web of stories, side quests, and unanswered questions.In this episode, Tony, Chris, and Dave tackle a question that arose during Chris's ongoing Lord of the Rings campaign: How important is it for every plot thread, mystery, and adventure to fit together into a perfectly coherent story?Along the way, the Wise DMs explore the balance between narrative consistency and table enjoyment, discuss when loose ends are worth tying up, and ask a fundamental question: Is it more important for your campaign to make sense—or for everyone at the table to have fun?1:37 Our congratulations to The New York Knicks and New York city!3:22 DM Chris’ question regarding his Middle-Earth campaign.4:48 Continuity is important. 5:58 DM with a Day Job’s YouTube video: Stop Connecting Everything!7:30 This question can change when you’re playing in worlds like Middle-Earth.9:05 “Sometimes a tomb is just a tomb.” Not everything is a reveal.11:05 Some campaigns are one long, epic adventure: LOTR and Dragonlance.12:30 Our discussion of the factions and innerworkings of Moria.15:30 You don’t have to explain anything until you have to explain it.20:15 Frequency of Play.22:58 Your players are focused more on explaining their characters rather than explaining the adventure.25:00 Lore heavy campaigns.26:54 The evolution of storytelling in TTRPGs.29:48 Paying homage to well-loved properties.32:23 The longer you have between sessions, the more your mind will find all the “plot holes.”36:35 Final Thoughts.
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