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And now, a message from the Dungeon Master...

       Our current gaming group has been evolving since 1988, when I first designed the Penderyn Campaign background during a high school English class.  Throughout the past 17 years, we've had players come and go, but some of the original old-timers are still around, so we must be doing something right.

       We play in central Pennsylvania, USA (because that's where the DM's lair is located), but our players have been scattered all over the place: Boston, Tampa, Wisconsin, Lancaster, somewhere in Virginia, and now Canada. We gather a when schedules permit and play D&D.

       Our game system is a reflection of "Old School" D&D; we grew up on 1st Edition. However, over the almost two decades of developing the campaign, we've incorporated the useful ideas from the 2nd and 3rd Editions into the mix, and naturally I had to go ahead and craft my own rules to add the personal "flavor" to our world. For example, you'll find that the "proficiency" system we've been using since the early 90's works very well with the Skills and Feats mechanics from the 3rd Ed.

       The material you'll find on the website has been culled from innumerable sources over the years. Much of it comes from old Dragon magazines, some from the TSR or WotC sourcebooks, some from d20 materials, some from other sites online, some from my own head. I don't claim that all the work on this site is mine, but it's simply not possible at this late time to credit of all the authors whose work I've stolen, manipulated and bastardized since the mid-80's; my apologies to them. 

       The mechanics of our playing style allow for all the rules to run together smoothly, yet any bit of it may be ignored at no loss to the rest of the system. They're structured so that the player characters are the focus of the game. Secondary skills, languages, nationalities, backgrounds, personality traits, all of these play just as big a role in the adventure as the weapons they carry or the spells they memorize. Visitors to our site may notice that the majority of it is devoted to player character creation, and campaign descriptions.  This should demonstrate the emphasis we place on the characters as the heart of the story, not treasure or magic items or coins or XP.

       In our campaign, stupid characters (and short-sighted players) simply don't last long. If a character doesn't use his wits, his talents, and his skills just as much as his battle axe or his spellbook, then he's probably troll-bait in short order. More than one of my players has expressed appreciation at the fact that my campaign world is reactive, challenging, and changing. I take pride in that. In turn, I expect my players to be at their best, and nobody gets points for taking it easy. Actions have rational consequences in my campaign, and more than once this realization has come back to spank the characters on the asses and remind the players that they ain't the only movers and shakers in the world.       

       And it all works wonderfully.

       The Voodoo Orc says so.

 
     

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