3 Wise DMs

The 3 Wise DMs

Details

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?

Recent Episodes

AUG 23, 2026
Can “Yes, And…” Go Too Far? Balancing Player Freedom and the Story
“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.
45 MIN
JUL 12, 2026
The Last Hit Point: How To Make Death Matter in Your TTRPGs
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.
46 MIN
JUN 21, 2026
I Can't Explain: Does Your D&D Adventure Need To Make Sense?
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.
45 MIN