Showing posts with label order. Show all posts
Showing posts with label order. Show all posts

Monday, January 2, 2012

A Peek at Perilous Journeys 3

The good news is that I was able to locate my Lejendary Adventure manuals.  The bad news is that the manuals are actually loaned out to someone that is very interested in the system at the moment.  I'm not going to ask for them back just to do a little section by section examination for my blog; besides, I can do that at in a later post.  The examination of Perilous Journeys continues...

Character Customization
After the selection of race, your character can be customized with the selection of edges, flaws, and contacts.  Edges are basically advantages while flaws are basically disadvantages.  Contacts are NPCs the character knows that may be able to give assistance to the character.  This section is where I run into my first issues - one minor quibble and one somewhat irritating inclusion - with the game system.

I just do not "get" the open eyes edge.  I understand that the character can sleep with his eyes open but I just wish there was a little more guidance on this one.  Is the character harder to surprise?  Does the character wake up quicker?  I am not sure BUT I am also not too concerned about it because it's not a deal breaker at all; not even close.  On the other hand, I find the inclusion of the gas edge to be irritating and somewhat of a mood killer.  Yes, I know it is a game and we are all just trying to have fun here.  Maybe it is just me but I would rather it not be included - not because I think it is offensive or anything like that.  I always seem to game with somebody that will take something like that and just try to be as goofy as possible with it.  I admit that the irritation with that flaw may entirely be just me; besides, I can always outlaw it in my games.

Other than those two issues, this section is well done.  There seems to be quite a bit of variety without bogging down with a bunch of rules covering every little circumstance and exception.

Back To The Good Stuff...
Unlike Lejendary Adventures, I have no confusion over the determination of the first ability of a character.  It is simply the ability with the highest score generated during character creation.  I knew that much from LA but was unsure of when and how to determine all of the point additions to the ability score.  

Abilities are similar to skills in other  games.  There are 38 abilities to choose from during character creation. The abilities serve several purposes in Perilous Journeys.  First, each ability grants bonus points to one of the  core attributes when it is chosen.  Second, each ability is linked to a core attribute and can not be increased over the score of the score attribute without using extra points to do so.  Third, each ability also generates a selection from the equipment lists -low, middle, high, and magical. 

That's it for now.  More later...

Wednesday, December 14, 2011

A Peek at Perilous Journeys 1

My initial post about Perilous Journeys was just my way of drawing attention to the free download of the game. I've decided to take a closer look at Perilous Journeys in pdf form.  I will be purchasing a print copy after the holiday season calms down.  

Before I begin looking at Perilous Journeys I feel it is important to explain my experience with Lejendary Adventures.  I stumbled across the Lejendary Adventure players manual in a FLGS one day and immediately purchased it after I noticed the name "Gary Gygax" and skimmed through the book.  I was pretty excited because it looked like a simple and straightforward skill based game using percentile dice for resolution.  Unfortunately, I just did not "get it" at all. 

I made multiple attempts at character creation and never went further with the rules.  My biggest problem was that I came away with a different understanding each time I read the rules.  I agree with others about the language or writing style being biggest stumbling block to understanding the LA system.  I disagree about the use of nontraditional role-playing terms.  I have no problem understanding that Avatar is equal to player character, Order is basically equal to class, and on down the line with the rest of the terms.  I believe the use of these unique terms is a plus and helps set the tone as something different from the previous work of Gygax.  

I am no stranger to the works and style of Gygax.  I read and understood the AD&D works, Cyborg Commando, and Dangerous Journeys. After reading through the character creation process in LA repeated times I grew very frustrated with the rules.  At first they seem pretty simple to follow but using them left me utterly confused.  I downloaded the quick start and that seemed to help a little but I was unable to bridge the gap between the quick start and the core rules.  

Ultimately, I came away from the LA rules disappointed.  I got the impression that a smooth rules-light game was waiting to be discovered with the rule book. I also felt that the writing style did not facilitate the understanding of the rules.  I must point out that this is not a dig against Gygax.  I am just saying that the rules as presented did not work for me. 

As a quick aside, I just wanted to point out that I thought it was interesting that both Arneson and Gygax stepped outside the realm of D20 based gaming and explored percentile based games with Adventures in Fantasy and Lejendary Adventure.  

How did I find Perilous Journeys?  I frequently check the threads at Dragonsfoot; specifically, the General Discussion, AD&D, Workshop, Lejendary Adventure, and Simulacrum Games forum.  I was checking the forums one day and came across this thread bringing attention to a new game with a design similar to LA.  After a download and a little investigation of the rules, I decided to bring attention to this game by taking a closer look at it in my blog.

Basic Details
I am taking a look at pdf version of the Perilous Journeys core rule book.  The document is black and white with illustrations and weighs in at 129 pages.  The artwork does a good job of capturing old school adventuring and there is an overall absence of dungeonpunk characters and monsters found elsewhere.  That gets a big thumps up from me because I really dislike a lot of the modern art in 4E.  I assume the only thing missing from the pdf version is the front and back cover.  The cover of the print version is displayed below.

Preface
The preface states several important things that form my impression of where this game is headed with the rules.
  • PJ is a skill based game that attempts to mimic the feel of OD&D but not the mechanics.
  • PJ has streamlined and flexible mechanics that will not hinder play of the game.
  • PJ has broad skills that allow the customization of characters.
This sounds an awful lot like what I heard about LA but that is a good thing.  If Perilous Journeys delivers for me in the ways that LA could not then I will be a very happy gamer.

Terminology
The next section is a list of the common terms used in Perilous Journeys.  Usually I just quickly skim through these in other rule books to see if anything unfamiliar catches my eye.  I actually read every one of these definitions and found them very satisfactory in their explanation of the respective term.  The terms and labels used in Perilous Journeys should be familiar to most people that have played just a few role playing games.  The few new terms are explained in a clear manner that causes no confusion to the reader.  

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That concludes the beginning of my examination of Perilous Journeys.  Fatherly duties call at the moment but I will continue with this later.  The next part of the rules is about character creation.