This is the page on Dangerous Journeys
What Dangerous Journeys is
Dangerous Journeys is a role playing engine used by the Dangerous Journeys role playing guides. The purpose of the engine is to emulate or model the world of the typical adventure story as found in pulp fiction, thrillers, space opera, and super hero comics. It is not our reality, for in the typical adventure story things are possible that are not possible here.
Final Details Before the Journey
Dangerous Journeys is not the engine for games, but rather for guides. For a role playing guide is simply too complex, too complicated, too busy to make for a good game. Neither is it an engine for story telling, for in a Dangerous Journeys guide one is playing at an imaginary life in an imaginary world. A story is about what has happened, a role playing guide is about what is happening.
A Final Note
So welcome to Dangerous Journeys, in the pages under this one you will find material covering the DJ mechanics, as well as the DJ guides. Keep in mind that what I present here can only be advice and suggestions you don’t have to accept. Feel free to change things to better suit your preferences and way of doing things. What matters is that the Journeys Master and his players enjoy what they are doing, instead of fussing and fretting over niggly little bits.
Welcome to Dangerous Journeys. Welcome to adventure.
10/20/2016, Alan Kellogg
In the typical role playing guide the players and GM find it useful to know what a character can do. Part of this lies in his statistics, a measure of what he is in a number of areas.
In Mythus there are the following layers of statistics; Traits, Categories, and Attributes.
Traits give a numerical description of how capable a Persona is overall in one of three areas, the Mental, the Physical, and the Spiritual. Traits are used for such matters as how much damage a Persona can take to the Trait in question, and how good he can become in any skill associated with the Trait.
With Categories the three Traits are further defined. Under Mental you have Mnemonics and Reasoning. Under Physical are Muscular and Neural, and under Spiritual you have Metaphysical and Psychic.
Mnemonics is the ability to remember and learn. At least that’s how Gary saw it, for in his day education in American schools relied a lot on memorization. The role of reasoning in learning was not often admitted.
Reasoning deals with the Persona’s ability to figure things out, to reason in other words.
Muscular deals with the skeleto-muscular system; how strong it is, how graceful and agile.
Neural covers grace and agility as well, but where the nervous system is concerned.
Metaphysical is the category concerned with what the Persona understands of the world he’s in.
Psychic is about his connection to reality, how in tune with the world he is
Then you have the Attributes of which they are just three, Capacity, Power, and Speed.
Capacity is the measure of how good a Persona could be in the associated Category if he applied himself. A Persona with a Mnemonic Capacity of 10 is not normally capable of learning how to memorize or learn much, but with a Psychic Capacity of 18 he is very much in touch with his world.
The important thing to note here is that your Persona’s Capacity can be improved. I like to think of it as a case of you being capable of more than you think unless you try, and then you learn that you’ve actually exceeded what you thought was possible.
Power on the other hands is a measure of how strong the Persona is in a Category. A Muscular Power of 11 means he is about average in physical agility, While a Neural Power of 17 means his coordination makes up for his relatively low Muscular Power. Keep in mind that agility is as much a matter of neural development as it is muscular.
Then there is Speed, which is a measure of how quickly a Persona can use a Category. A Persona with a Metaphysical Power of 12 and a Metaphysical Speed of 15 really doesn’t understand as much as others, but his fairly good at how quickly he can make use of his understanding.
In the Future
Up next is the subject of Universal K/S—Knowledge/Skill—Areas. These are the skills most everyone is assumed to have, though there may be exceptions. Where Heroic Personas are concerned, in as much as they are extraordinary individuals even the least in status are assumed to have had some opportunity to learn how to ride.
After that we’ll be having a look at Vocations, which are sort of like a D&D character class or a GURPS occupational template.
It is a rare person indeed who does not have a Quirk. Often more than one. I’m autistic, near-sighted, broad-shouldered, bloody smart, and a perfectionist.
In Mythus a player may choose from a wide variety ofQuirks for his Persona. Some will benefit that Persona, some will harm him, and a few will do both. Unlike other RPGs that include their own version of Quirks in the Dangerous Journeys engine Quirks, good or bad, have no price. They cost you nothing, they give you nothing.
In DJ and the various guides the role of a Quirk is to give a Persona personality, to make him unique. As I noted earlier some Quirks will benefit the Persona, give him an advantage in certain situations. However, no Quirk can benefit a Persona on all occasions. Nor can any Quirk harm the Persona on all occasions, not a spider in sight, then the Apothecary’s arachnophobia plays no part.
For the most part a Quirk is Spiritual in nature. There are also Mental, Physical, and societal Quirks. Some Quirk will be innate—a dwarf’s talent at assessing gemstones, for example, others will be due to environment. Innate Quirks cannot be removed except under extraordinary circumstances. Those gained because of the environment can be, but other than the role playing aspects such loss really won’t benefit the character on a mechanical basis.
Up next we’ll be taking a look at a Persona’s statistics
Number of dice
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Type of die:
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<option ... >4</option>
<option ... >6</option>
<option ... >8</option>
<option ... >10</option>
<option ... >12</option>
<option ... >20</option>
<option ... >100</option>
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I’m trying out a plugin for dice rolling. If it works I’ll be using in the the Dangerous Journeys and Mythus books later.
Because resources are important, vital even. Not just when on an adventure, but in life in general. Keeping in mind that your Persona lives in a world with a lot of what the real world has—and some it doesn’t, the player does need to keep in mind that what he has in the way of property and possessions are not just a source of money to be spent on toys.
A Persona is expected to keep up appearances. He needs a place to stay, clothes to wear, food to eat, the where with all to pay for entertainment. Now it is possible to play a wandering bum, but the JM is encouraged for his Personas to treat such a person as a wandering bum. That is to say, as worthless.
What Resources Are There:
First of all, there’s money, all Personas have some cash on them at the start. How fast they become broke is up to the player.
Those of a higher class usually have a bank account of some sort, money set aside for emergencies and catastrophes. A player may be tempted to spend the savings on equipment, but he needs to remember that he has to set some aside for emergencies, such as tax payments.
Next, he has possessions. He may have a dwelling, eating utensils, maybe someplace to store his property. At the very least—unless the immediate setting is one that allows going constantly nude, he’s going to have clothes. People do expect one to be presentable on all but the most extreme occasions, so being clean and as well dressed as his money allows is important to the Persona.
And then you have the matter of income. Here we’re talking about the money a Persona gets over and above what he needs to live on that month.Not all Personas are going to have such an income because for those in the lower classes such will be tight. In fact, those of SEC 1 and 2 will find it necessary to get work each day to earn the money for the things they need to live on.
Gifts, Bequests, and Inheritance
Here we have the three benefits of having a living family. A craftsman starts up his own shop, so his father gifts him with a set of tools to work with and a set of material to work on. Or the mother of a Cavalier reveals that she has a bequest handed down to her by her grandfather, a paladin of France and a noted swordsman.
Finally, you have inheritance. One parent or both may die, leaving their goods for him and possibly his siblings. Or the father may die leaving the bulk of his estate to his children while his wife may get a stipend.
Keep in mind that a Persona is part of a living world. He will have needs, and not just the ones tied to being a murder hobo. He will also have responsibilities, for in society he will be expected to keep up appearances and to maintain a reputation; you just don’t wear armor to a reception or a cathouse.
Coming next. is a post on Quirks, and those can be quirky.
In so far as you are playing the role of a person living in a fictional world how old he is is important. For one of the things which determines how he is treated and what he is capable of is his age.The young are not as capable as the old, nor are tey
The young are not as capable as the old, nor are they the same. This is why in Dangerous Journeys one decides on an age for his Persona.
By default the age of a starting Persona is 24, which is the last year of adolescene and just before the first year of majurity, 25.
Otherwise the player may choose to have his Persona be younger or older than 24. What age he chooses will affect various elements, such as statistics and skills. Depending on setting and campaign it could even affect social class.
Since the Persona has a life he also has parents and siblings. This means he was born between two siblings, unless he was the first, or the last. Where he comes in the birth order will affect his personality and how he is treated. Certain things are expected of the first born that are not expected of those born later, while the last born is most often treated far more lightly that his elders.
And so another post comes to an end. Next up is the one on a Persona’s resources.