Post by Shalaban on Oct 2, 2008 19:34:42 GMT -5
Reason:
In part I am writing this to thank Scott here at the Doomsday board for graciously sending me Unhallowed Supernatural Horror Roleplaying Game and the Changeling Weird Science-Fantasy Roleplaying Game. Without which I most likely would not have set out on this journey. I and my Players would like to say THANKS!!!
Also I want everyone to know that IMHO that the Dangerous Journeys Multigenre Roleplaying Game System is the best vehicle for story telling that I have ever came across. (Once the parts are put together…)
It is logical, built from the ground up to be expandable, smooth, realistic, intuitive, balanced, player friendly, and diverse.
Logical: Such as using the Laws of Magick when doing an On the Spot Casting.
Expandable: It is a simple thing to create new Vocations, K/S Areas, Castings, Creatures, Magick Items, etc. The Game even provides the methods of design for these things. It also encourages the players to do likewise. (Such as giving an initiative bonus for creating your own castings.)
Smooth: I was worried at first if this would be the case, but was pleasantly surprised when we had our first combat that included Spiritual, Mental, Heka, Mêlée, Missile, and Unarmed Combat that took no longer than any other combat in AD&D. Also the genius of a hit location chart comprised of Ultra Vital, Super Vital, Vital, and Non-Vital is perfect for any creature and keeps one from having to have many different charts for different creature types.
Realistic: No longer are there contrivances for such things as: Why don’t Elves control everything if they live so long and have such magickal power. Why can you hit a 20th level Fighter many times with a Two-Handed sword and he seemingly is undamaged until the last few Hit Points, etc. These questions are answered via design as opposed to contrivances.
Intuitive: While rolling up an HP sometimes my Players would make an assumption and then ask if the assumption was accurate. In every case the assumption was basically correct. Such as- Player: “I was reading that gems can provide Heka, right? Journey Master: “Yes.” Player: “So can I use gems to provide Heka for On The Spot Castings?” Journey Master: “Yes.” Player: “Do I crush them or what?” Journey Master: “Yes, you crush them.” Player: “So a working understanding of the Laws of Magick and some high value gems would enable my HP to perform magick even if he was out of Heka?” Journey Master: “You got it.”
Balanced: I really wanted to introduce the multi-genre aspect to my Players, so I rolled up an OP from the Changeling milieu. It was a Fighter Android with an Indigo Laser Pistol, a Crystallizer Rifle, and a Grenade Launcher with two different types of grenades. I know, it sounds like Monty Hall overkill, but in the end it turned out to be a challenging encounter for the HP’s that was well balanced. As well it further established the Multi-Milieu to the HP’s and the Accursed in relation to other Milieux.
Player Friendly: When I told my Players that I had had enough 1st ED AD&D, I was not sure if I could make my Avoidance roll to avoid all the incoming dice headed in my direction. But being the astute Players that they are, they heard me out. Since then all the feedback from my Players has been nothing but positive. Some examples: Chase is having a blast digging into the poison rules and using his Handicraft K/S area for making personalized storage and delivery methods for his Assassin HP. Brian is enjoying making Specialized Castings. Griz said that the last gamming session gave him heart flutters (something he said he has not experienced in years…) as he did not know if he would survive a battle he was in. Our last gamming session lasted 11 ½ hours. The last time I played over 8 hours I think I was a teenager.
Diverse: Not only is the game a multi-genre one, but the world of Ærth in itself contains the ability to run a campaign of a Pre-historic, Ancient, Medieval, Renascence, or Victorian Age setting. Not to mention Subterranean Ærth, Inner Ærth, and the counter would of Phæree.
My source material:
1. Mythus Core Rulebook- This is a heavily modified from normal book. My Mythus Core Rulebook (as is all the others when used extensively) fell apart. I removed the Mythus Prime Rules and took the remaining sheets and put them in page protectors. To this I added any and all corrections and updates as was necessary to run a smooth game. The corrections and updates took many forms. On some pages I wrote them on the page itself and in other cases I inserted pages out of Mythic Masters Magazine. I put the whole in the largest folder I could buy and separated sections with dividers.
2. Mythus Magick- This book has yet to fall apart but it soon will. When it does it too will get the same treatment as the MCR. It also needed corrections and updates which were handled in the same way as the MCR.
3. Epic of Ærth Companion Volume- This also needed some corrections and updating and was handled in the same fashion as the other books.
4. Necropolis and the Land of Ægypt Campaign Scenario- This too needed some corrections.
5. Mythus Bestiary Ærth Animalia- Also needed some corrections.
6. Issues 1 – 6 of Journeys: Journal of Multidimensional Roleplaying- These are good for the adventures that are in them and one has an updated map of Ægypt.
7. Issues 1 – 6 of Mythic Masters Magazine- I can not express how important these are to running The Game. As well there are some really insightful articles on the history of Gygax.
8. Unhallowed Supernatural Horror Roleplaying Game- This was about 95% completed when the law suit was settled out of court. This I printed out, edited, and put into a folder.
9. Changeling Weird Science-Fantasy Roleplaying Game- This was about 80% completed and also needed editing. After doing this it too was printed out and put in a folder.
10. Mythus Bestiary Volume II Phæree- This was a mess when I received it and extensive editing work had to go into it. I received it in the form of 4 Word files, 2 Excel Macro files, and 8 Excel Worksheets. The information on the worksheets needed to be edited and added to the Word files and the Word files had to be combined into a single PDF file which then had to be printed off and put into a folder.
11. Pantheolons of Ærth Sourcebooks- This was only about 15% done. It consists of 1 Excel Macro, 4 Excel Worksheets, and 3 Word files. There were also 3 pantheons fully listed in MMM.
12. Gygaxian Fantasy World Series Volume I – VII- These go hand in hand with the Dangerous Journeys Multigenre Roleplaying Game System. The same concepts that went into the Epic of Ærth Companion Volume are expanded upon in the GFWS and have proven to be invaluable.
13. All manor of information that has been gleaned from various sources- Most of this information is in the form of Notepad files that I have made or that has been downloaded from the big WWW. But it is all “Official” in that if it was not written by Gygax himself, it was permissible by Gygax to be used in some vehicle of official publication be it a rulebook, magazine, or someone who worked directly on the Dangerous Journeys Multigenre Roleplaying Game System.
14. I’m not much for hybridization of game systems, but for all that the Dangerous Journeys Multigenre Roleplaying Game System offers, it does not have an encumbrance system. Thus I use: The Advanced Dungeons and Dragons Dungeon Masters Guide, 1st ED. (for non-weapon enc. values) The Advanced Dungeons and Dragons Players Handbook, 1st ED. (for weapon enc. and enc. limits) The Advanced Dungeons and Dragons Unearthed Arcana, 1st ED. (for weapon enc.) The Advanced Dungeons and Dragons Oriental Adventures 1st ED. (for weapon enc.) In keeping with the change of nomenclature we now call this unit of measurement Encumbrance Factors or EF.
15. Role-Playing Masterly and Master of the Game- These are two Gygax books that IMHO everyone who aspires to master a milieu should read and have accessible.
16. Specialized Heroic Persona Sheets- These are sheets that I have made based on others of their ilk and my personal milieu and campaign needs. I have done these up on PDF files for easy printing.
17. Mythus Gamemaster’s Screen- Certainly useful for the normal reasons. Also this product contains a booklet of useful/updated/new charts.
18. The Anubis Murders, The Samarkand Solution, Death in Delhi, The Infernal Sorceress- Theses give a bit of flavor to the Epic of Ærth Companion Volume and things like On The Spot Casting as described in the Mythus Magick Book on page 304.
19. An Atlantian Calendar- To keep track of game time and weather. I generated three years and use a slightly modified Weather System from the 1983 Greyhawk box set. It took me a few tries to fit it in to a normal sized paper but I got the hang of it.
My Players-
I have 7 Players consisting of 3 females and 4 males with ages ranging from 15 to 51. Their names and the vocation that they play are listed below. (In no particular order):
1. Mya, who plays a Dweomercræfter of the Elemental School.
2. Eric, who plays an Engineer.
3. Brian, who plays an Alchemist. But used to play a Soldier of Rome. R.I.P.
4. Chase, who plays an Assassin.
5. Griz, who plays a Dweomercræfter of the Black School.
6. Lyndsi, who plays a Sage.
7. Diana, who plays a Mercenary.
About me-
I started playing RPG’s in 1982 when I bought the red basic boxed set of Dungeons & Dragons at the age of 11. Two weeks later I bought the AD&D Players Handbook 1st ED., and from that point I never looked back. For the next 25 years I steadfastly played only 1st ED AD&D.
In 1992 with the release of the Mythus I began to study this new gaming format. Between 1992 and 2007 I read, re-read, and read again all the material I could find on this subject. I edited, corrected, updated, reconstructed, and organized all the material I could accumulate. I talked with several others who played, wrote for (professionally), and authored the Game. I even had some correspondence with the man himself, Mr. Gygax.
Then in 2008 I was ready to start my first Dangerous Journeys Multigenre Roleplaying Game System campaign. So I gathered my Players together and we began.
I am 38 now (almost 39…) and I am sure that I will be using Dangerous Journeys Multigenre Roleplaying Game System for the next 26 years of gaming and more.
What we have done thus far-
Early in 2008 the first thing I did was have each Player to create a Heroic Persona. This was done one-on-one with the Journey Master and Player only. It took each Player 3 to four sittings with each sitting lasting about 4 hours.
Then each Player had a solo-adventure as suggest on page 297 in the MCR. The details of these adventures were kept simple with a few encounters. The main function in this case was to get everyone in the same place at the same time. So from Middrid, Paris, Camelgugh, London, Murcia, and Rome they came for different reasons to Rome. Then I ran the following adventures in the order listed below, all of which came from Journeys Magazine except for the first and last two.
1. Galley Slaves
2. Any Port in a Storm
3. Elemental, My Dear Man
4. Grym’s Keep
5. The Scepter of Amun-Ra
6. Today is NOT a Good Day to Die
7. The Trouble With Tribals
8. Necropolis and the Land of Ægypt Campaign Scenario
9. High Time at The Winged Pig
Right now the Players are investigating the tomb of Rahotep in the Necropolis that lies in The Gorge of Osiris in the Western deserts of Ægypt.
In closing- Thanks for letting me spill this entire thing out on your site! I have to tell someone other than my Players. They already know! We play every other Sunday from Noon to at least 8:00 P.M. and often longer.
In part I am writing this to thank Scott here at the Doomsday board for graciously sending me Unhallowed Supernatural Horror Roleplaying Game and the Changeling Weird Science-Fantasy Roleplaying Game. Without which I most likely would not have set out on this journey. I and my Players would like to say THANKS!!!
Also I want everyone to know that IMHO that the Dangerous Journeys Multigenre Roleplaying Game System is the best vehicle for story telling that I have ever came across. (Once the parts are put together…)
It is logical, built from the ground up to be expandable, smooth, realistic, intuitive, balanced, player friendly, and diverse.
Logical: Such as using the Laws of Magick when doing an On the Spot Casting.
Expandable: It is a simple thing to create new Vocations, K/S Areas, Castings, Creatures, Magick Items, etc. The Game even provides the methods of design for these things. It also encourages the players to do likewise. (Such as giving an initiative bonus for creating your own castings.)
Smooth: I was worried at first if this would be the case, but was pleasantly surprised when we had our first combat that included Spiritual, Mental, Heka, Mêlée, Missile, and Unarmed Combat that took no longer than any other combat in AD&D. Also the genius of a hit location chart comprised of Ultra Vital, Super Vital, Vital, and Non-Vital is perfect for any creature and keeps one from having to have many different charts for different creature types.
Realistic: No longer are there contrivances for such things as: Why don’t Elves control everything if they live so long and have such magickal power. Why can you hit a 20th level Fighter many times with a Two-Handed sword and he seemingly is undamaged until the last few Hit Points, etc. These questions are answered via design as opposed to contrivances.
Intuitive: While rolling up an HP sometimes my Players would make an assumption and then ask if the assumption was accurate. In every case the assumption was basically correct. Such as- Player: “I was reading that gems can provide Heka, right? Journey Master: “Yes.” Player: “So can I use gems to provide Heka for On The Spot Castings?” Journey Master: “Yes.” Player: “Do I crush them or what?” Journey Master: “Yes, you crush them.” Player: “So a working understanding of the Laws of Magick and some high value gems would enable my HP to perform magick even if he was out of Heka?” Journey Master: “You got it.”
Balanced: I really wanted to introduce the multi-genre aspect to my Players, so I rolled up an OP from the Changeling milieu. It was a Fighter Android with an Indigo Laser Pistol, a Crystallizer Rifle, and a Grenade Launcher with two different types of grenades. I know, it sounds like Monty Hall overkill, but in the end it turned out to be a challenging encounter for the HP’s that was well balanced. As well it further established the Multi-Milieu to the HP’s and the Accursed in relation to other Milieux.
Player Friendly: When I told my Players that I had had enough 1st ED AD&D, I was not sure if I could make my Avoidance roll to avoid all the incoming dice headed in my direction. But being the astute Players that they are, they heard me out. Since then all the feedback from my Players has been nothing but positive. Some examples: Chase is having a blast digging into the poison rules and using his Handicraft K/S area for making personalized storage and delivery methods for his Assassin HP. Brian is enjoying making Specialized Castings. Griz said that the last gamming session gave him heart flutters (something he said he has not experienced in years…) as he did not know if he would survive a battle he was in. Our last gamming session lasted 11 ½ hours. The last time I played over 8 hours I think I was a teenager.
Diverse: Not only is the game a multi-genre one, but the world of Ærth in itself contains the ability to run a campaign of a Pre-historic, Ancient, Medieval, Renascence, or Victorian Age setting. Not to mention Subterranean Ærth, Inner Ærth, and the counter would of Phæree.
My source material:
1. Mythus Core Rulebook- This is a heavily modified from normal book. My Mythus Core Rulebook (as is all the others when used extensively) fell apart. I removed the Mythus Prime Rules and took the remaining sheets and put them in page protectors. To this I added any and all corrections and updates as was necessary to run a smooth game. The corrections and updates took many forms. On some pages I wrote them on the page itself and in other cases I inserted pages out of Mythic Masters Magazine. I put the whole in the largest folder I could buy and separated sections with dividers.
2. Mythus Magick- This book has yet to fall apart but it soon will. When it does it too will get the same treatment as the MCR. It also needed corrections and updates which were handled in the same way as the MCR.
3. Epic of Ærth Companion Volume- This also needed some corrections and updating and was handled in the same fashion as the other books.
4. Necropolis and the Land of Ægypt Campaign Scenario- This too needed some corrections.
5. Mythus Bestiary Ærth Animalia- Also needed some corrections.
6. Issues 1 – 6 of Journeys: Journal of Multidimensional Roleplaying- These are good for the adventures that are in them and one has an updated map of Ægypt.
7. Issues 1 – 6 of Mythic Masters Magazine- I can not express how important these are to running The Game. As well there are some really insightful articles on the history of Gygax.
8. Unhallowed Supernatural Horror Roleplaying Game- This was about 95% completed when the law suit was settled out of court. This I printed out, edited, and put into a folder.
9. Changeling Weird Science-Fantasy Roleplaying Game- This was about 80% completed and also needed editing. After doing this it too was printed out and put in a folder.
10. Mythus Bestiary Volume II Phæree- This was a mess when I received it and extensive editing work had to go into it. I received it in the form of 4 Word files, 2 Excel Macro files, and 8 Excel Worksheets. The information on the worksheets needed to be edited and added to the Word files and the Word files had to be combined into a single PDF file which then had to be printed off and put into a folder.
11. Pantheolons of Ærth Sourcebooks- This was only about 15% done. It consists of 1 Excel Macro, 4 Excel Worksheets, and 3 Word files. There were also 3 pantheons fully listed in MMM.
12. Gygaxian Fantasy World Series Volume I – VII- These go hand in hand with the Dangerous Journeys Multigenre Roleplaying Game System. The same concepts that went into the Epic of Ærth Companion Volume are expanded upon in the GFWS and have proven to be invaluable.
13. All manor of information that has been gleaned from various sources- Most of this information is in the form of Notepad files that I have made or that has been downloaded from the big WWW. But it is all “Official” in that if it was not written by Gygax himself, it was permissible by Gygax to be used in some vehicle of official publication be it a rulebook, magazine, or someone who worked directly on the Dangerous Journeys Multigenre Roleplaying Game System.
14. I’m not much for hybridization of game systems, but for all that the Dangerous Journeys Multigenre Roleplaying Game System offers, it does not have an encumbrance system. Thus I use: The Advanced Dungeons and Dragons Dungeon Masters Guide, 1st ED. (for non-weapon enc. values) The Advanced Dungeons and Dragons Players Handbook, 1st ED. (for weapon enc. and enc. limits) The Advanced Dungeons and Dragons Unearthed Arcana, 1st ED. (for weapon enc.) The Advanced Dungeons and Dragons Oriental Adventures 1st ED. (for weapon enc.) In keeping with the change of nomenclature we now call this unit of measurement Encumbrance Factors or EF.
15. Role-Playing Masterly and Master of the Game- These are two Gygax books that IMHO everyone who aspires to master a milieu should read and have accessible.
16. Specialized Heroic Persona Sheets- These are sheets that I have made based on others of their ilk and my personal milieu and campaign needs. I have done these up on PDF files for easy printing.
17. Mythus Gamemaster’s Screen- Certainly useful for the normal reasons. Also this product contains a booklet of useful/updated/new charts.
18. The Anubis Murders, The Samarkand Solution, Death in Delhi, The Infernal Sorceress- Theses give a bit of flavor to the Epic of Ærth Companion Volume and things like On The Spot Casting as described in the Mythus Magick Book on page 304.
19. An Atlantian Calendar- To keep track of game time and weather. I generated three years and use a slightly modified Weather System from the 1983 Greyhawk box set. It took me a few tries to fit it in to a normal sized paper but I got the hang of it.
My Players-
I have 7 Players consisting of 3 females and 4 males with ages ranging from 15 to 51. Their names and the vocation that they play are listed below. (In no particular order):
1. Mya, who plays a Dweomercræfter of the Elemental School.
2. Eric, who plays an Engineer.
3. Brian, who plays an Alchemist. But used to play a Soldier of Rome. R.I.P.
4. Chase, who plays an Assassin.
5. Griz, who plays a Dweomercræfter of the Black School.
6. Lyndsi, who plays a Sage.
7. Diana, who plays a Mercenary.
About me-
I started playing RPG’s in 1982 when I bought the red basic boxed set of Dungeons & Dragons at the age of 11. Two weeks later I bought the AD&D Players Handbook 1st ED., and from that point I never looked back. For the next 25 years I steadfastly played only 1st ED AD&D.
In 1992 with the release of the Mythus I began to study this new gaming format. Between 1992 and 2007 I read, re-read, and read again all the material I could find on this subject. I edited, corrected, updated, reconstructed, and organized all the material I could accumulate. I talked with several others who played, wrote for (professionally), and authored the Game. I even had some correspondence with the man himself, Mr. Gygax.
Then in 2008 I was ready to start my first Dangerous Journeys Multigenre Roleplaying Game System campaign. So I gathered my Players together and we began.
I am 38 now (almost 39…) and I am sure that I will be using Dangerous Journeys Multigenre Roleplaying Game System for the next 26 years of gaming and more.
What we have done thus far-
Early in 2008 the first thing I did was have each Player to create a Heroic Persona. This was done one-on-one with the Journey Master and Player only. It took each Player 3 to four sittings with each sitting lasting about 4 hours.
Then each Player had a solo-adventure as suggest on page 297 in the MCR. The details of these adventures were kept simple with a few encounters. The main function in this case was to get everyone in the same place at the same time. So from Middrid, Paris, Camelgugh, London, Murcia, and Rome they came for different reasons to Rome. Then I ran the following adventures in the order listed below, all of which came from Journeys Magazine except for the first and last two.
1. Galley Slaves
2. Any Port in a Storm
3. Elemental, My Dear Man
4. Grym’s Keep
5. The Scepter of Amun-Ra
6. Today is NOT a Good Day to Die
7. The Trouble With Tribals
8. Necropolis and the Land of Ægypt Campaign Scenario
9. High Time at The Winged Pig
Right now the Players are investigating the tomb of Rahotep in the Necropolis that lies in The Gorge of Osiris in the Western deserts of Ægypt.
In closing- Thanks for letting me spill this entire thing out on your site! I have to tell someone other than my Players. They already know! We play every other Sunday from Noon to at least 8:00 P.M. and often longer.