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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So, this is a completely horrible idea for several reasons, but it’s not without it’s own twisted charm: Why not as a group, decide that everyone should be able to cheat as much as they want, provided that they don’t get caught? Of course, the first question is: “Why in hell would you want to do this?” For the most part, we’ve all played with the guy who constantly cheats and no one ever likes it, so why would I suggest that everyone cheat? The […]

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Many campaigns feature a small fort outpost or resource gathering town surrounded by largely unexplored wilderness. These small home bases make sense. Few people are willing to relocate into an unknown and likely dangerous area for dubious profits. Only as these outposts prove their value will settlers migrate to them. However, these particular settlements have a wildcard that encourages their growth: player characters and other adventuring types. These wild cards work actively to make the settlements a safer place, and bring much desired sources of […]

Crock Pot

Here are links to four rather odd maps: DanMeth’s Fantasy World Map XKCD’s Online Communities map 1 XKCD’s Online Communities map 2 ENWorld’s Interactive RPG Map All of those maps are a little silly, but fun.  What I propose is that for a campaign, you use those maps. Of course, you can’t exactly send your PCs to Farmville (unless you’re playing in cyberspace I suppose) so instead, loosely interpret the theme, feel or content of the area in question, and convert it into your game. […]

Hot Buttons

I once watched a documentary on the early days of video games, and the particular part that has stuck with me was two brothers who started their own company right out of high school selling their games on floppies in plastic baggies through mail order fliers. They said (to my recollection): “We slept in shifts. I’d sleep while he programmed and when I woke up, we’d switch places. It was always a treat waking up and discovering what he had done, what new features he […]

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A while ago, I introduce the d10million, which is just a daily pill box full of d10s: This is fantastic for rolling multiple d10s simultaneously or for when you need a really big number, but by switching things up, you can do other things with your box o’dice. Ton O’Mooks: If you have a battle set up with a bunch of mooks, filling your dice box with the required dice to roll multiple attacks simultaneously can speed things up a lot.  Even if they have […]

The other day, Martin posed a question to me. To paraphrase: “How do I set up a die roll to determine how many encounters I have per day and when those encounters occur?” After some discussion, I suggested the below system, which is based on the Exponential distribution. Since we’ve gotten requests for info on this distribution before and the result turned out pretty neat, I wanted to share. The exponential distribution isn’t a concept that exists in a vacuum. Instead it’s a function of […]

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Outside of the comment stream, I had a surprising amount of people tell me they found my Overland Encounter Article useful (Three: which is three higher than usual). Universally however, the part of it they mentioned was the final paragraph and illustration: A brief note on die choice: With a single die, all outcomes are equally likely. The more dice you use, the greater central tendency of your roll, and the rarer the high and low values. Using dice of unequal size on the same […]