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<blockquote data-quote="BluSponge" data-source="post: 4442335" data-attributes="member: 916"><p>OUCH! The misinformation in this thread is making my brain hurt!</p><p></p><p></p><p></p><p>Yup. I ran a long campaign with a beefed up version of the Mythus Prime rules and several sessions of full blow Mythus. The books suffered from bad editing, but the errata in the Mythic Masters Magazine helped a lot. I haven't played the game in years, but I still keep my books handy as they make GREAT reference material. Just the bibliography in the Mythus Magick book in and of itself is fantastic.</p><p></p><p></p><p></p><p>I have a kind of weird desire to run a campaign set in Aerth, but there is VERY little meat in there to build up. When I discovered the rules, I had become very disillusioned with AD&D 2nd edition. The core rules were fantastic, but parts (Mental and Spiritual damage, for instance) were poorly explained. But the rules were modular, and it didn't take much work to put together a concoction that absolutely rocked!</p><p></p><p></p><p></p><p>I disagree. Full Practitioners had a lot of spells, about twice as many as a standard spellcaster. But they were by no means invulnerable. Ditto 7th Son of a 7th Son. It took a bit more imagination on the part of the GM, and it was a simple thing to remove them without the slightest hiccup in the game.</p><p></p><p></p><p></p><p>An RPG with a very broad scope that could be many things to many people. You could play it full on advanced, or simple and stripped down (Mythus Prime) or anywhere in between.</p><p></p><p></p><p></p><p>Again, disagree. Joss Factors and Heka Points were very flavorful (and are no more arbitrary than Hero Points or Magic/Power/Spell Points). BUCs made perfect sense, and weren't expected to be called such in play (hence the extensive coin value system that was based largely on Gygax's own Greyhawk campaign).</p><p></p><p></p><p></p><p>3 pages, actually. I've seen (and designed) DnD character sheets much longer and more extensive than that.</p><p></p><p>Oh, and not to nickpick, but the game was called Dangerous Journeys. Mythus was the fantasy installment. Unhallowed was the stillborn Horror installment.</p><p></p><p>But regardless, I think DJ is a beast of a misunderstood game. I never found it more complicated than GURPS, and always get a chuckle at how much spite and vitriol it gets from people who have never played it. Some played it and didn't care for it (nothing new there, look at some of the edition wars threads around here), others of us did. DJ is the game that really opened my eyes to the scope that a fantasy game could have, and it has influenced my homebrew world settings ever sense.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 4442335, member: 916"] OUCH! The misinformation in this thread is making my brain hurt! Yup. I ran a long campaign with a beefed up version of the Mythus Prime rules and several sessions of full blow Mythus. The books suffered from bad editing, but the errata in the Mythic Masters Magazine helped a lot. I haven't played the game in years, but I still keep my books handy as they make GREAT reference material. Just the bibliography in the Mythus Magick book in and of itself is fantastic. I have a kind of weird desire to run a campaign set in Aerth, but there is VERY little meat in there to build up. When I discovered the rules, I had become very disillusioned with AD&D 2nd edition. The core rules were fantastic, but parts (Mental and Spiritual damage, for instance) were poorly explained. But the rules were modular, and it didn't take much work to put together a concoction that absolutely rocked! I disagree. Full Practitioners had a lot of spells, about twice as many as a standard spellcaster. But they were by no means invulnerable. Ditto 7th Son of a 7th Son. It took a bit more imagination on the part of the GM, and it was a simple thing to remove them without the slightest hiccup in the game. An RPG with a very broad scope that could be many things to many people. You could play it full on advanced, or simple and stripped down (Mythus Prime) or anywhere in between. Again, disagree. Joss Factors and Heka Points were very flavorful (and are no more arbitrary than Hero Points or Magic/Power/Spell Points). BUCs made perfect sense, and weren't expected to be called such in play (hence the extensive coin value system that was based largely on Gygax's own Greyhawk campaign). 3 pages, actually. I've seen (and designed) DnD character sheets much longer and more extensive than that. Oh, and not to nickpick, but the game was called Dangerous Journeys. Mythus was the fantasy installment. Unhallowed was the stillborn Horror installment. But regardless, I think DJ is a beast of a misunderstood game. I never found it more complicated than GURPS, and always get a chuckle at how much spite and vitriol it gets from people who have never played it. Some played it and didn't care for it (nothing new there, look at some of the edition wars threads around here), others of us did. DJ is the game that really opened my eyes to the scope that a fantasy game could have, and it has influenced my homebrew world settings ever sense. Tom [/QUOTE]
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