Journey is a short and sweet set of rules combined with some great GMing tips. It really is “rules light” and works with “any setting.”
The first part deals with what world to use. A pre-published setting of course, or the GM’s designed setting. The third option is an outline of how the players and GM can build a world together. It’s a simple and effective way to do exactly that.
Mechanically, characters are a combination of simple mechanics (just four stats, attack and defense, and wounds based on those stats) and roleplaying elements (things like your high concept, traits, goals, and fears). There’s just enough of each to give some structure to the character and playing the game while encouraging some creativity and unique characters.
The system is simple; d10 plus attribute (which are just -/+ modifiers). You roll versus a target’s defense or else a difficulty number set by the GM. The magic system is simple and easy: Describe what you want a spell to do and the GM decides if you can do it and what sort of difficulty it would be.
There’s a nice section on running combat and making it interesting. Also included are some suggestions on how to stat out monsters and adjust them accordingly during combat to help (or hinder) the characters.
I’ve run Journey twice using the suggested world building outline and both times, after going around the table with the players several times, we came up with engaging worlds, backstories, histories, events, locations, and then some plot hooks to get things rolling.
I really think Journey boils down the essence of RPGs: interesting characters that can tell a story with a simple framework for playing and some great GM advice for making it all happen. It’s well worth the few dollars!
|