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Additionally, I've been playing D&D for a long while and I've put in some "fixes" for the bits that really annoy me - hence the step away from predictable magic items, and some minor class alterations. There is an excuse for the powerful spellcasters being busy. There are plenty of places for adventure. There are some characters wandering round from 2nd edition D&D. I tried to keep it nice and open so more games can be run in the past and the history of Faelon can be filled out more. All the games were tied in, and became the history of the land. So I created Faelon, and started writing about WHY everything happened. I'm a Star Wars fan, you see, and I like self-referencial works, and a strict continuity.
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Then I got the idea of linking them all together in a continuous timeline.
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Well, assorted other games happened and were totally unlinked. It was the very first game for any of them, so all kinds of barriers and rules were broken in persuit of fun and good times were had, even if my character did go off to find love when I couldn't make a session (not that I'm bitter you understand). He didn't call it Faelon, or expand on its history too much - back then the game was set in a barony ruled by an evil baron and told the tale of 3 (+1) adventurers as they fought for profit, experience and (finally) the good of the realm. It's a traditional D&D world which attempts to recapture some of the flavour lost in the transition from 2nd edition D&D to 3rd edition.įaelon was originally born in a 2nd edition campaign, GMed by a chap called Joshua May. This is the homepage for the Faelon D&D Campaign setting.