Episode 13 (July 2007)
Don't just read about D&D's latest news and announcements -- listen to them as well! And where better to find inside information than from the very halls of Wizards of the Coast? Presenting Episode 13: Mailbag, Part 2!
This episode, we answer yet more questions from the D&D Mailbag, as solicited from players throughout the past several podcasts. Our thanks to everyone who submitted questions, and be sure to continue to send your questions to firstname.lastname@example.org!
00:55: Ben asks: Is it possible to enjoy being a player after being a DM?
04:50: John asks: How can I encourage my players to develop more personality for their characters?
11:05: Ben asks: What are the elements of the current rule set that you’d most like to get rid of?
16:20: Cody asks: What are your recommendations for the best physical space for gaming?
21:50: John asks: With so many options, do you still play straight PHB classes?
23:50: Alfie asks: Do you think D&D has more potential for fun with less experienced players?
27:15 Brent asks: Do you play in any of the official campaign settings? Also, do you implement iconic characters (e.g., Drizzt)?
30:55: G. asks: What is it like working for Wizards of the Coast?
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About the Podcast Hosts
David Noonan is a designer/developer for Wizards of the Coast. His credits include co-designing Dungeon Master's Guide II, Heroes of Battle, and numerous products for the Eberron campaign setting. He lives in Washington state with his wife, son, and daughter.
Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth!
Evil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination.
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