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
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
Your Combat Slows Down at Character Creation
It’s a turbulent time in the D&D sphere! We’ve gotten through nearly 10 years of fifth edition and in that time there have been seismic shifts in the roleplaying game community: fads and crises and critical darlings have risen and fallen in that time. I’m still processing just how much fifth edition D&D (and its culture of play) have changed since 2014.






