As the GM, your role is to ensure the game cycles smoothly from phase to phase while engaging and rewarding players. The diagram below maps how this gameplay cycle fits the adventure phases together into a looping pattern of discovery, risk, and rewards. Following the guidance in this article can make the difference between an engaging sandbox and an aimless slog.
For the New GM: Exploring Creative Play
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.



