Hundred Dungeons: The Dark

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.

Hundred Dungeons: The Wild

Hundred Dungeons: The Wild

If you joined us last time, in the Introduction to Hundred Dungeons, you read that there are four modes of play: the Wild, the Dark, Combat, and Recuperation. Today we’re going to look at the rules for the Wild, which includes overland travel, exploring large areas of geography, and resting outside of safety.

Introducing Hundred Dungeons

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.

Popping the Hood on Published Scenarios

Popping the Hood on Published Scenarios

The cool part about being a GM for hire is that I’ve learned a huge amount about adventure structure, design, and utility over the last 5 years. Because I make an effort to fit whatever material I’m running into my own particular style, I’ve developed an approach to “popping the hood” and messing with the inner workings of these adventures.

System (Absence) Matters in Horror Games

System (Absence) Matters in Horror Games

Horror games are my favorite. I love to be scared and I love scaring other people (if that’s what they want). Getting lost in the tension and dread is a high I chase constantly, with each experience making it harder to do again. I want to go into a horror game with assurance that I’ll get that.