I’m sharing pieces of the advice I’m including in Hundred Dungeons in hopes that it might reach more people and be helpful. What follows is one excerpt from the upcoming GM’s Guide for Hundred Dungeons. While it focuses on that game, the advice is broadly applicable to any game involving open, creative play.
Hundred Dungeons: The Dark
Welcome to our third spotlight on the free roleplaying game Hundred Dungeons. Today we’re checking out rules for the Dark: the play mode in which you brave danger to uncover secrets and treasure. If you missed the introduction to the game, or the Wild (rules for exploration and overland travel), feel free to check those posts out first.
Introducing Hundred Dungeons
Today seems like a good day to share. I’m developing a dungeon fantasy roleplaying game intended to broadly work with the adventures and framework of traditional d20 fantasy games (like D&D). It’s a simpler answer to games like Level Up: Advanced 5E, with less randomness than Shadowdark or Dungeon Crawl Classics. For now, I’m calling it Hundred Dungeons.