Showing posts with label profession. Show all posts
Showing posts with label profession. Show all posts

Wednesday, January 4, 2012

A Peek at Perilous Journeys 4

With this post, I am looking at the professions and guild system of Perilous Journeys.  The explanatory introductory paragraphs hold a lot of promise.  Simply put, professions are similar to orders in Lejendary Adventures or classes in D&D.  The guilds represent an association of like-minded individuals that offers training and looks out for the interests of the members.  Perilous Journeys is really flexible in the application of this concept for the benefit of the game.  For instance, it is typical to have a thieves guild or an assassins guild in a fantasy game but Perilous Journeys points out that you can have a criminal organization with members of various professions working in one guild together; such as thieves, assassins, and bandits in a criminal guild as mentioned in the rule book.  Basically, guilds give a little bit of structure to these organizations but the players are not bogged down in a bunch of rules that try to cover every little detail of the organization.  

The GM is left with the responsibility of creating and detailing guilds and similar organizations for the campaign. This should not be a difficult process because it should just involve a name of the organization and the professions that are part of the organization.  The only other details that are necessary are any NPC members of the organization.  The GM really needs no more information than that.  The rules cover how to qualify for a profession and it is straightforward - the character must have the required first ability to be admitted as an apprentice.  To qualify for full member status, the character must have a rating of 50 in the first ability and 20 in the other required abilities.

There is one drawback to belonging to a profession or guild.  The flexibility of creating any type of character is sacrificed for the benefits of guild membership.  The guilds provide training at a greatly reduced  or no cost, professional materials, etc. but also require the player to make certain decisions to belong to that guild.  The choice is in the hands of the players and it is a fair trade off.  If the player chooses to not belong to a profession and guild then the listings can be used as guidance during character creation. 

The Professions
There are 13 professions detailed in the rules; technically, there are 15 because there are 3 builds of Cleric detailed depending on what gods the character follows.  The explanation of the professions is simple to follow since the entries are split into four sections.  First, there is a small description of the profession.  Second, the social class recommendations for the professions are listed.  Third, The first ability of each profession is listed.  Fourth, the final section is a list of 3 or 4 required other abilities for that profession.  The professions seem to offer a lot of variety and I think players will be happy with the selection available.  If a player should desire a profession not covered in the rules then it should be no problem to either re-skin one of the existing professions or use one as a guideline for detailing a new one such as a Witch.  I must point out that I don't feel any essential professions were overlooked in the rules; I was just using the witch as an example.

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After a little more examination of the guild rules, I have decided to cover them in a separate post.  I continue to be impressed by Perilous Journeys.  It has taken a system I thought unplayable - Lejendary Adventures - and made it the center of my immediate gaming attention.  I look forward to my continued examination of this rules system.

   

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...