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Sojourner's Moon 3.0
by Stephen Y. [Verified Purchaser] Date Added: 02/15/2023 11:31:53

Sojourner's Moon 3.0 is 148 pages, with 147 pages being the content, including the Table of Contents (ToC).

There are 6 species: Dwarrow (space dwarves), Efari (space elves), Gaeans (humans), and Gaeans-changelings; then we have the Gantians (large human-like). Lastly, we have the Kobolin (lion-like humanoids).

Your character has 7 stats/attributes: Adroitness, Genius, Personality, Sentience, Strategy, Strength, Vitality. You roll D100 (percentage roll), 12 times, taking the 7 best rolls, and consulting the chart on page 14 to give the actual number. So, for example, rolling 66 gives you 14 on the chart.

Sojurner's Moon uses The Grand Table of Species Harmonics (GTSH), page 12, to indicate what professions best suit each species.

Character Types are: Adept, Enchanter, Merchant, Military/Mercenary, Mystic. Pages 19-46 detail these types in detail.

Sojourner's Moon feels like a sci-fi fantasy RPG, especially after reading Sojourner's Quest. Even some of the art has a fantasy look to it (Dwarrow, Efari, Gaean, Gantian), etc.

At the moment, it is reduced to £4.53 ($5.44) from £6.16 ($7.40). So it is worth looking at with the sale at the moment.



Rating:
[4 of 5 Stars!]
Sojourner's Moon 3.0
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Sojourner's Quest A Fantasy Role Playing Game
by Bob V. G. [Verified Purchaser] Date Added: 04/28/2022 13:58:31

Recently, I soloed my way through The Flesh Changers. This is one of three fun adventures included with the d20 fantasy RPG system Peasants and Pitchforks (62 pages, free at DriveThruRPG). The d20 RPG system that I used was Sojourner’s Quest (166 pages). I used the FlexTale Solo Adventuring Toolkit (same place) as the solo engine. So, I created four characters and threw them into the adventure. This RPG system does have an Old School Revival feeling to it.

My four sorcerers started in a small town looking for a quest. They realized that they would need some muscle, so they hired a warrior (Brock). While they were in the town, two children were captured and taken into the woods. The sorcerers asked some questions, accepted the quest to rescue them, and headed off into the woods. They did some tracking and then they were forced to do some climbing to get down into the gorge. They were using ropes and this did save them. However, during this climbing, Florence was attacked by a gorge wasp. After two hits, she was unconscious. The adventuring party killed the bug, tied Florence’s body to some roots, and continued to climb down the ravine. At the bottom, they had to fight and kill a hobgoblin and a wolf. In the cave system, they had to fight and kill four goblins. The fighter was not impressed with the magic users. Every time they cast a spell it did not work (magic saving throws by the enemy). They did find 100 platinum pieces in the cave. When they got Florence up to ground level, Brock refused to carry her. He did craft a travois, put her into it, and dragged her to town. The town healer was able to heal Florence. The sorcerers started a meeting and it was decided that Brock would join the team with all of the benefits. Brock accepted because financially, this was working out. All five characters made second level. Give this a try!

RPG game system - Note - four character classes, eight monster stat blocks



Rating:
[4 of 5 Stars!]
Sojourner's Quest A Fantasy Role Playing Game
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Alien Space Craft
by Don C. [Verified Purchaser] Date Added: 03/10/2015 09:43:23

A good price for what is, in my opinion, an excellent piece of art. Also very fair is the fact that you can see the whole piece before you buy. This was perfect for my needs.



Rating:
[5 of 5 Stars!]
Alien Space Craft
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Sojourner's Quest A Fantasy Role Playing Game
by Kyle W. [Featured Reviewer] Date Added: 12/23/2013 09:58:15

I rated Sojourner's Quest lower than it perhaps deserves, but it does have some major issues with it. For one, its editing is, quite frankly, horrible. With a lot of fragmented voice issues and just plain grammatical errors, it's basically not up to snuff when it comes to reading the way it should. It's not horrible, but it often detracts from its own points and becomes confusing to read.

I'm dubious about the 6x9 format. While that works great for print format for a professional production, I would have just stuck with 8.5x11, were I expecting people to print it out. It also means that all the text through the book is split into one awkwardly spaced column, with a lot of white space. The PDF lacks bookmarks or layers, which is okay in certain ways, but in a game with tables to look up and no appendix it's basically required in order to get things done. The note spaces provided would make up for this in print, but in a PDF format game that can't be counted on.

Rules wise, the game is mostly okay, but with some glaring errors that really are not acceptable. It's obtuse in certain ways, but not horrible; I think that there's a few things overlooked throughout, however. I don't see any rules for actually dying, though rules do exist for being knocked unconscious. This is echoed throughout the game in various ways; the rules are patchy enough that as you go through them you'll find holes in places left and right; the sort of thing that's reminiscent of a homebrew game that never got sufficient amounts of testing and editing to actually close all its loopholes. Balance wise there's no real effort to keep the game coherent with levels, and the character creation system means that almost every adventurer will be more or less equal; with simply class and attributes (eight instead of the traditional six, but also taking the place of skills), and no feats, skills, or actual disambiguation, there seems to be very little that would set two thieves apart, and it's confusing as to the exact method of completing certain tasks. A lot of things are "convince your GM" or "the GM decides", at which point you don't really need a rules system.

So, while it has some interesting ideas, Sojourner's Quest doesn't really have what it needs to be recommended to people as a game; it doesn't really do anything beyond what the d20 system already does, and it manages to take a ton of things and cram them into a single package that doesn't make much rhyme or reason of its rules. While it attempts to capitalize and highlight the same things that made early systems so appealing even to this day, it just falls short on presenting cohesive rules and a solid presentation that makes it stand out from any other game.



Rating:
[3 of 5 Stars!]
Sojourner's Quest A Fantasy Role Playing Game
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Creator Reply:
Kyle, thank you for taking the time to go through the text and offer your opinion; I appreciate the effort. I can assess that you have read the PDF, and understand somewhat of the game offered therein. I shall try to respond to most of your ideas/opinions. Clarity of the writing and editing: I have had other reviews of the text, and they were a little more positive. For example, in Geek Native, it was written: \"Sojourner’s Quest is an easy game to read through. This is in part thanks to Ellis’ writing style but also because it is a straight forward game to master. The RPG feels as if it could be a young gaming group’s first tabletop experience or an old favourite for a team of veteran players.\" What you suggest about the 6\" x 9\" format is interesting. It was intended for the trade paperback. It works quite well there too. I shall consider the time and labor I would have to invest and determine if an 8.5\" x 11\" PDF format would be a wise way to go - after all, not everyone buys PDFs to print. As I have mentioned, there is a trade paperback available. When you write about the rules of the game, you suggest that they are \"mostly okay\". You have spent a lot of time on this paragraph in your review, and deserve something coherent in reply. I could have used some more specific examples of where the rules are \"patchy\". As well, in the beginning of the book, I did write that, \"You can expect from this game: spontaneity, randomness, and imaginative action and great role playing.\" In many respects it is the imagination of the Players that fulfill the balance of the game and offer its co-participant fun. Sojourner\'s Quest is a viable, well structured game that grants Players the ability to follow imagination over rules. It has been play tested in public forums, and in private gaming activities, and the variety that has been observed is a positive blend of creativity and fun. Thanks once again, Kyle! It has been a pleasure to read and respond to your opinions and feedback.
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Sojourner's Quest: The World of Kyr & The Lands of Sultharia
by Megan R. [Featured Reviewer] Date Added: 07/29/2013 09:27:14

Short and sweet this would make an idea player hand-out as you introduce their characters to Kyr.

The single page of text covers a couple of paragraphs detailing the primal world myth - the original creation by Brenain World-Maker - and then speaks of the major races to be found on the continent of Sultharia and the largest cities to be explored there, each described in a few words, evocative thumb-nail sketches.

The second page is a full-page map that gives them (and you) an overview of Sultharia and the location of the cities mentioned.

A good starting point for adventure...



Rating:
[5 of 5 Stars!]
Sojourner's Quest: The World of Kyr & The Lands of Sultharia
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Creator Reply:
Thank you Megan! I intended that very thing...as a hand-out. Background information. Thanks!
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