From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: DJ - review (long)
Organization: Boeing
Date: Wed, 16 Dec 1992 17:05:09 GMT

For what it is worth, here is an old review of Dangerous Journeys that I
wrote for our club newsletter...


DANGEROUS JOURNEYS MYTHUS REVIEW

(c) copyright 1992 by Robert J. Hall

  Dangerous Journeys (DJ) is a new, Multi-Genre Role-Playing game from GDW.
Mythus, the first rules volume, is a Fantasy game module from Gary Gygax of
D&D fame.
  I will skip the prime (basic) game system in this review, as it is hardly
worth mentioning. The basic and advanced versions are roughly comparable to
the different versions of D&D, both in game complexity and level of character
detail.
  The game system shows definite traces of the authors heritage. There are
elements of AD&D scattered throughout the rules, despite careful attempts to
differentiate the two systems by terminology.

CHARACTER GENERATION

  Players begin generating their character by rolling percentile dice to
determine the Socio-Economic Class (SEC) of their character. The class table
ranges from Lower Lower Class to Upper Upper Class.
  If this sounds familiar, it is because an almost identical table appeared
in the AD&D Unearthed Arcana game supplement by Gary Gygax. However, while
the Social Status played a minimal role in AD&D, the SEC is central to Mythus.
  Once the SEC is generated, the player chooses a vocation from the list
available at the SEC. A vocation is vaguelly similar to an AD&D character
class. Each vocation has a list of Knowledge/Skills (K/S) and their base skill
levels.
  With the vocation in mind, along with the K/Ss and their key attributes, the
player now generates the attributes. The attributes in DJ are ideal for
players who like lots of numbers describing their characters. The three
primary trait scores are Mental, Physical, and Spiritual. Each trait is
further broken down into two distinct categories as follows:

  Mental (M)    - Mnemonic (MM), Reasoning (MR)
  Physical (P)  - Muscular (PM), Neural (PN)
  Spiritual (S) - Metaphysical (SM), Psychic (SP)

  Each category is further sub-divided into three Attributes: Capacity (Cap),
Power (Pow), and Speed (Spd). The capacity defines the limiting rating for a
category, and is the upper limit for the power and speed attributes. The power
is a strength rating for the use of a category. Finally, the speed is how
quickly a category can operate.
  Each trait score is equal to the sum of the categories, which are equal in
turn to the sum of the attributes.
There are two methods listed for generating Attribute scores. The first is to
take the list of numbers: 50, 45, 45, 40, 40, and 35; then assign each number
to a category. The number is then divided among the three Attributes in each
category.
  The second method is to roll 2d6+8 sixteen times, then assign each number to
one of  the Attributes.
  The list of K/S areas for a vocation has a base STEEP score and an attribute 
modifier. The STEEP is an acronym for: Study, Training, Education, Experience,
and Practice. It represents how steeped in knowledge a character is for a
K/S. Most attribute modifiers are based on a category capacity score.
  All characters, er...Heroic Personas (HP), have a set of universal K/S Areas: 
Etiquette/Social Graces, Native Tongue, Perception, Riding, and Trade
Phonecian [sic]. Non-human HPs have their own set of K/S and also gain a
Nature Tongue. The HPs also gain a set of bonus K/S areas. The number of
bonus K/S areas are determined by each Trait scores. For example, a Physical
score in the range 54-75 adds 2 physical K/S areas.
  Some K/S have sub-areas of specialization. The initial number of sub-areas is 
determined by the STEEP score for the K/S area. An example is the Making Chain
Mail K/S sub-area of Arms & Armor.
  Finally, the character is rounded out with more fluff-n-stuff. These
include: attractiveness, Joss (luck), background, birth order, quirks, race,
wealth, special connections, religion, and personal possessions.

ABILITIES & SKILLS

  Checks against a K/S are made by rolling a percentile dice against a
multiple of the K/S score. The typical roll is against twice the K/S level,
but the difficulty multiplier ranges from 3 for easy tasks to 0.1 for
extremely hard tasks.
  Activities which do not fall under a specific K/S can be checked by a roll
against a specific Trait, Category, or Attribute. Most such checks would be
made against a specific Category, but tests for very specific actions can be
made against an Attribute. Only the most general type of check would be made
against a particular Trait.
  Combined checks are tested by combining the scores of the two highest
characters, 50% of the next highest two, and so on. Percentile rolls in the
98-00 range automatically cause a special failure, regardless of the K/S
chance.
  Accomplishment points are awarded for skillful play and accomplishment.
Like character points in GURPS, APs can be spent to improve skills and
increase attributes. You can also earn STEEP APs for succeeding in difficult
rolls and making clever use of a K/S. STEEP APs improve the specific K/S.
  Your character has the ability to modify a situation through the use of
Joss. Joss is kind of a cosmic karma that works to get your character out of
tough situations. The only problem is, the Joss points can only be spent once.
To get more, you need to spent accomplishment points, or impress the GM with
your play.
  Each of the K/S areas has an extensive description. Most include a list of
sub-areas and tables, where appropriate.

COMBAT

  This section proved particularly disappointing, in my opinion. The system
is somewhat clumsy and case-ridden, with lots of details that provide little
additional realism. For the most part, combat plays much like a percentile
dice version of AD&D, with the addition of a defensive parry with weapon or
shield.
  The damage rules get more interesting. The strike table shows the effect
of the hit by how susceptible the location is to damage, rather than by the
specific area on the body. This allows the table to be applied to all
creatures, instead of having a strike table for each opponent type. The damage
categories are: Non-Vital, Vital, Super-Vital, and Ultra-Vital. 
  The damage for the weapon is rolled as a number of six-sided dice, then
multiplied by the modifier for the strike location. Thus, a hit in an Ultra-
Vital location increases damage by a multiple of 4.
Armor is listed according to the protection provided against pierce, cut, and
blunt weapons, as well as strike locations. The combined armor rating for the
damage category and weapon type is then subtracted from the damage score.
There is a wide variety of weapons and armor from which to choose, each with a 
paragraph description.

HEKA

  Magical ability in Mythus is termed Heka. Characters gain Heka from the
appropriate K/S areas, and the total energy for spells is determined by the
STEEP rating plus an attribute modifier. The total can not exceed the
appropriate Trait. However, there is only a small chance of an HP being a full
practicioner.
  As with other recent RPG systems, Heka points can be stored in inanimate
objects, such as a crystal. Personal points are recovered by rest, prayer,
meditation, sleep, etc.
  Spells are grouped by grades, from I  to IX. The difficulty of a spell is
determined by the grade and the K/S level. The Mythus book contains a sampling
of spells from the lower grades. (Apparently an attempt to get you to purchase
the Mythus Magick book.)

FINAL REMARKS

  Phew...that iss enough review for me. I really wanted to like this game
when I first heard about the system. Unfortunately, DJ is a bastard child of
some class-based and skill-based RPG parents. It has neither the logic and
elegant design of GURPS, nor the familiarity and turgid stereotypes of AD&D.
  The writing is bloated and reminiscent of the first edition AD&D DMG. The
system is ideal for game lawyers who like to spend the sessions leafing
through the book looking for a long lost table or list. Abbreviations are
used heavily, and the early rules make mention of terms which have not yet
been covered. While this will not be a hindrance to the experienced DJ player,
it can be confusing to the first-time reader.
  Many full-page color panels are included. These are of dubious quality at
best. Only a few of the panels are impressive, but these are top notch work
from well known F&SF artists.
  There is a lot that is borrowed from other systems in DJ, and not much that
is original. Obviously a lot of work has been put into this new system.
However, it does not appear to be time well spent. There are better designs
already on the market.
  On the other hand, the final test of any game system is in the play...this
system has  the potential to become quite popular, given enough support.

--
-- 
 Bob Hall                   |  if [ -bs message ]; then
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