Author: Matthew J. Neagley


About Matthew J. Neagley

First introduced to RPGs through the DnD Red Box Set in 1990, Matt fights on ongoing battle with GMing ADD, leaving his to-do list littered with the broken wrecks of half-formed campaigns, worlds, characters, settings, and home-brewed systems. Luckily, his wife is also a GM, providing him with time on both sides of the screen.

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It’s pretty obvious that the My Little Pony game is the the setting of the future, but for gamers weaned on hack and slash and brutal rules debates, stomaching the saccharine sweetness of the MLP philosophy of friendship and tolerance and happiness can be like swallowing a horse pill. For those of us with a little more starch in our shorts than the average Brony, I present the solution in a conveniently familiar package: Edition wars! Deep down, every Brony has a favorite Generation. It’s […]

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I was reading some old posts on Apathy Games the other day and I stumbled on Why We Need to Pay for More Adventures, written by Tyson Hayes. It’s an old article but it’s a good one. In this gem, Mr. Hayes laments that RPGs lack the shared experience across groups found in video games. Go ahead and read it. I’ll wait… I get it, and I’m wistful for the “good old days” too. I’m too young to ever have enjoyed The Temple of Elemental […]

Things... that are a Sample

The Game of Things (Full disclosure, I was given a comp copy for the purpose of review) is intended to be a party game for four or more players and, in my experience, it fits that bill perfectly. I play-tested my copy at a get together with three generations of my family and we had a blast! The basic concept is that one player draws a card in the theme of “Things that …” and reads it aloud. All the players write down such a […]

NPCs

NPC organizations are a must have for many campaigns, and even when nonessential they add to a game in many ways. They create a pool of quick allies, enemies, or support. They come with all kinds of plot hooks. They’re fertile ground for flavor. The reasons to add a few to your game are endless. But it’s also easy to accidentally bog yourself down with unnecessary work and to waste time with too much detail that will never see play. Thus, like my other Quick […]

This here? This is all you get.

If you’ve ever obsessively stalked me, you may have noticed an interesting pattern. Here at my bio, it states: “Matt fights on ongoing battle with GMing ADD, leaving his to-do list littered with the broken wrecks of half-formed campaigns, worlds, characters, settings, and home-brewed systems.” And every year, I post a “garage sale” article of the campaigns that I thought up but never actually used for one reason or another. And of course if you just browse my general article list you’ll notice two overarching […]

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Every year I write this article giving away some of my unused campaign ideas and every year it gets a little harder to write. Turns out I may not actually have the volume of ideas I once thought I did. I may have just had a massive backlog. Or maybe I’m just slowing down in my old age. Who knows? Still, as it ties in nicely with the various “fresh start” initiatives like our own New Game Day, I’ll keep pretending that someone out there […]

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One of the more common “mistakes” of even veteran GMs is made not only before the game begins, but early on in the planning. This “mistake” is the massive investiture of time, creativity and energy into campaign design. While every game needs a solid foundation, detailing continents – even entire worlds that will never see use – is a waste of time, as is stating out every member of the thieves guild, detailing massive pantheons, writing national histories and creating genealogical surveys of kings. Yet […]