[OT] Dangerous Journeys: Who's Played It?

I don't have much in the way of mechanics commentary beyond what mythusmage wrote. To be frank, I would have to thumb through my DJ books to refresh my memory of the particulars of its mechanics. I haven't played it since Gary's Lejendary Adventures came out.

I can definitely remember the feel. It was like the 1st DMG, only more so. The game world (Aerth) was predominantly human, but full of intricate magicks. Magic was definitely a science. It wasn't like an art or an inborn ability (though one had to have an inborn ability in order to become a full practitioner).

There were a lot more summoned monsters like demons and devils and a lot fewer "ordinary" monsters (orcs, giants, dragons, etc). Plenty of undead. In other words, if a human could summon it or become it, there were more of those than the other beasties. This resulted in the game having a more serious and darker feel to it than D&D. At least, this was how our games usually played out.

When playing the game, I often had to use the rulebooks. While some might not like this, DJ's encyclopedic nature and feel made it a plus. It was almost like being a wizard in real life, poring through arcane tomes.

I liked the fact it was human-centered--much more so than 3E.

The laborious mechanics felt (as I mentioned above) "magickal" (the "k" is important). The mechanics of 3E, in contrast, feel (IMO) video gamish.

In short, DJ was a game that was fun to play, though you had to work at it and devote considerable time to it. It had its own unique feel that would be destroyed if it were simplified.

In contrast, 3E doesn't appeal to me at all. Its complications don't add to the game (as DJ's do).
 

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I didn't expect Gary to reply to this thread, at least not as soon as he did. I'm glad he did; his explanation of the encyclopedic nature of DJ helps clarify things a bit. In addition, it also helps confirm that DJ was a success, at least from my perspective; while it may not have been primarily designed as a trove of ideas for other RPGs, it succeeds admirably in that respect. The Aerth sourcebook, in particular, is a fine world sourcebook.

mythusmage's concise explanation of the core mechanic of DJ is also welcome. With his and Gary's input, I'll give the books another read with their comments in mind.

The DJ books do, indeed, evoke the 1e DMG, as Geoffrey points out.

Regarding the relative value of the complications added to 3e, I have to say that 3e really did nothing more than clarify and smooth out 20+ years of patchwork done to the original D&D. For me, it's a vast improvement. It also helps make the game more modular in nature, as Gary says DJ is. As a result, it is easier to use material from other games, even non-d20 games, in 3e, with the assurance it will not unbalance things and remain a fun game for everyone. How? By example - 3e has been very good with providing examples of different ways of altering the game without screwing it up.
 

I agree with everything you said. I kinda liked Mythus. True, the rules were too complex (so we eventually gave up on it) but we had a lot of fun with it too. And it's an eminently minable game. Lots of steal-worthy material there.

Geoffrey said:
I can definitely remember the feel. It was like the 1st DMG, only more so. The game world (Aerth) was predominantly human, but full of intricate magicks.

I loved Aerth. While I'm psyched at the thought of running my players through a 3e Necropolis, I really wish that the main Aerth book would be converted to 3e. I'm about to switch champaigns, and while I finally decided to make my own campaign world I was *real* close to setting it in Aerth. But, I just don't have the time to translate the setting...

/Jonas
 

It Can be a Bit Fussy

1eDM said:
Mythusmage covered most of ithe rule system, though the only area where it got quite annoying was the rates at which various Heka-generating skills returned Heka to the character. Of course we just house ruled it to be that you got back a tenth of your heka for every hour of full rest. Worked well for us.

There are other spots as well where the rules can be a bit over done, such as with mental and spiritual combat. If you're interested in rules discussions and the like, head on over to Mythusmage.com, Welcome, you'll find a button for the Mythus group at Yahoo.

As with others I dedcided that a certain period of rest would suffice. So much per hour or sleep, less per hour of rest. Meditation and prayer also gained Heka, more than for rest, but less than sleep. In addition, rest could be used for no more than four hours, after which you gained no further benefit.

Be there anything more DJ related you'd like to talk about, come and join the gang over on Mythus on Yahoo (link to the link above).
 


I myself own all the Mythus books (well a copy of each one at least :D) and a copy of each of the issues of Journeys (the magazine that supplemented it).

I played DJ on a few occassions and while the rules were quite an adjustment from D&D, once you got the hang of it, it wasnt too hard.

DJ was a lot of fun to play and was a helluva lotta fun to read (especially the Epic of AErth).
 

The Epic of Ærth

jujutsunerd said:
I loved Aerth. While I'm psyched at the thought of running my players through a 3e Necropolis, I really wish that the main Aerth book would be converted to 3e. I'm about to switch champaigns, and while I finally decided to make my own campaign world I was *real* close to setting it in Aerth. But, I just don't have the time to translate the setting.../Jonas

I'll second that motion.

For those of you who haven't seen it, the Epic of Ærthcontains information not only on the nations of Ærth, but on the inner world as well (Ærth is hollow), the realm of Phæree, plus a history of the Great Atlantlan War and the Fall of Atlantl (to the Iberian kingdoms, not beneath the waves).

A typical country entry will have information on the capital, the current ruler (as of 992 AAF (After Atlantl's Fall, 1992 our time)), alliances, animosities and conflicts, national treasures of a magickal nature, and a thumbnail sketch of the country, her people, and her products.

At the back of the book you have tables with information about who's known for what kinds of magick, an essay on Heka and birth rates (the gods also play a role here), and a chess variant played on Ærth known as Fidchell.The last requires a custom made board and pieces, being 10x10 instead of the standard 8x8 and having different pieces.

To end this, a quote. From the Epic of Ærth,Cholcan, Magickal Devices, p89: It is known that the Xebal has the Robes of Nightand the Avalanche Mace,but additional magickal devices are uncertain, sepecially with regard to the possessions of the nobility of the land.

Note: Cholcan is tributary to one of the Iberian Kingdoms, and seeking full independence therefrom. Loads of opportunity for intrigue, plotting, and daring-do.

Hope this gives folks ideas.;)
 

Grazzt said:


Definately not impossible at all as the world shall soon see when Necromancer Games unleashes Rahotep on the masses. :D

Course it helps when you got three other guys helping doesn't it Scott? :) Not to mention the blessings of Mister Gygax too.
 

Nightfall said:


Course it helps when you got three other guys helping doesn't it Scott? :) Not to mention the blessings of Mister Gygax too.

Three other guys?

Yeppers on the Gygax blessings. He was most helpful and very responsive whenever I shot him questions about translating certain things (particularly things such as "alignment" issues).
 


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