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3 Wise DMs

The 3 Wise DMs
3 Wise DMs
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  • 3 Wise DMs

    Can “Yes, And…” Go Too Far? Balancing Player Freedom and the Story

    23-08-2026 | 45 Min.
    “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.
  • 3 Wise DMs

    The Last Hit Point: How To Make Death Matter in Your TTRPGs

    12-07-2026 | 46 Min.
    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.
  • 3 Wise DMs

    I Can't Explain: Does Your D&D Adventure Need To Make Sense?

    21-06-2026 | 45 Min.
    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.
  • 3 Wise DMs

    Turn Slogs into Showdowns: Making Memorable and Epic Finales for Your D&D Campaign

    07-06-2026 | 51 Min.
    Some listener questions come in and just HAVE to be answered. This was the case with a question that came in from longtime friend of the show, Dr. DM himself, Jason. His son’s school D&D club was planning a seriously epic finale to multiple campaign tables in a stupendous one-shot. Everything was gong well until the head DM brought their BBEG… we’ll let Jason tell you the rest.
    In this episode, Tony, Chris, and Dave sit down to discuss what makes a good finale, a good BBEG, and best practices for collaborating with multiple DMs. Not surprisingly, it always comes down to communication.
    1:50 Dr. DM’s question about an insane BBEG for his son’s school D&D Club Finale.
    7:00 The concept of the finale game sounds AWESOME! But if you’re doing a collaboration, you have to collaborate.
    8:45 Benchmarking when creating homebrewed monsters.
    10:00 The BBEG should matter in each of the separate campaigns storylines.
    11:05 In our Curse of Strahd finale, the players mowed through 2000 hit points in a session… that’s still 128,000 to go.
    14:25 Monsters aren’t just bags of hit points to soak up damage.
    20:30 With collaborative storytelling, keep lines of communication open.
    22:15 Encounters and finales are meant to be challenging and epic… not impossible. Make it so that they have to really think their way through the encounter, not just swing their biggest attack every time.
    30:05 In the end, it’s always about communication around the table and behind the screen.
    31:55 What is the theme and story for the finale?
    34:15 “Appropriately-Sized Encounters.” If there is no win condition, then you’re just whipping on your players.
    37:35 A finale, even if it spans different worlds, should matter to the players in each of their individual campaigns as well.
    40:15 A campaign that wipes in a TPK isn’t necessarily as cool as you think it might be.
    43:00 Final Thoughts.
  • 3 Wise DMs

    Two DMs Share Best Tips To Combine Call of Cthulhu and D&D into One Adventure!

    24-05-2026 | 1 u. 3 Min.
    Birthday games are 3WDs specialty… and it has now begun to grow. New DMs are joining in on the fun and running new, unique, and exciting games in all types of systems and taking on the challenge of one-upping the Wise DMs.
    In this episode, Tony, Chris, and Dave sit down with returning guests, Bonnie and Elizabeth, to review, unpack, and discuss the steps they took to take a one-off Call of Cthulhu investigation from last year and transform it into a massive 9-player adventure that spanned both Call of Cthulhu and D&D!
    For anyone that has ever thought of mashing systems and players together… this is the episode for you!
    2:00 The 3 Wise DMs review the overall experience.
    3:45 Our Guest DMs, Bonnie and Elizabeth, provide the high overview of approaching a large adventure combining 2 separate systems.
    9:35 The inciting incident for our current Investigation.
    16:15 Providing spotlight for all the characters.
    19:05 The power of narrative-focused TTRPGs.
    22:38 Time management in one-shots.
    30:50 Developing a mystery that will allow the players to discover it and NOT blow your clock budget.
    36:40 Bringing the tables back together for the finale and the “Psychology of the Sheet.”
    50:05 Final Thoughts.
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Over 3 Wise DMs
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?
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