Journey: Introduction

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Journey chapter intro.JPG

This is our system.

Our system, let me show you it.

Abstract

The 3rd edition of Dungeons & Dragons was an excellent step forward in game design, unifying the game under a single mechanic, introducing the ideas of symmetry to monster and character design, as well as providing new and interesting ways for characters to differentiate themselves. However, the system is not without its flaws: bland and overused magic items, a ridiculous economic system that is tied to core system balance, generally unbalanced mechanics that function well only in a small level span, and the sacrifice of flexibility in monster abilities.

The 4th edition of Dungeons & Dragons is another step forward, though perhaps more lateral than forward. It removes Vancian spellcasting, which widens the design space for casters, both mechanically and conceptually; it gives "spells" to non-casters, improving their versatility and allows the player to make interesting tactical decisions; it decreases the power of actual spellcasters, making them balanced against other party members through all levels of play; it tones down the importance of magic items; the monster design system allows the DM to design monsters quickly and without much headache. 4th, however, also has flaws: a major decrease in support for simulationist play, across the board. Design decisions are made from the gamist point of view, and this decision is reflected in all aspects of the system.

Journey, then, is the marriage of these two systems. It combines the symmetry, core mechanics, and simulationist style of 3e with the approaches to casting, monster design, and magic items of 4e. The best of both worlds are joined and bound together by (mostly) system-blind modular components, which further enhance the simulationist feel of the system. The end goal is a system that is internally complex and highly modular, but that provides for fast and easy play. While some components of the system may get mechanically involved, a player does not have to directly interact with these components. For the DM, Journey seeks to emulate 4e in its lightening of restrictions on monster and encounter design, encouraging variety while maintaining an appropriately simulationist feel. "Needless" symmetry is thrown away, but symmetry that strengthens the simulationist style is retained: while monsters and NPCs do not follow the same creation rules as PCs, the mechanics available to them are also available to PCs.

The mechanics in a system inform the player how an average session of the game will operate; if the system is heavy in mechanics for combat, the player will expect to see a fair share of such encounters in any given session. The goal of Journey, insofar as this concept is concerned, is to provide mechanics of enough depth for a variety of encounter types, which allows for a broadening of the scope of encounter design. Having rules and guidelines for social encounters that are as intricate as those used for melee combat informs the player that both of these are acceptable options, and that game direction is such that a character focused on social encounters will not be left behind, as is often the case in other systems.

To summarize: Journey seeks to be mechanically complex "under the hood," while offering to be simple-to-use for the player while retaining a thoroughly simulationist feel, offering enough options and modularity to remain interesting over a wide range of play.

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