Journeys, The Journal of Multidimensional Roleplaying (1993) [/]
Sep 05 2022
Journeys was a GDW RPG magazine started as a sort of companion to Dangerous Journeys RPG. DD was supposed to be a multi-genre RPG (Mythus is the fantasy RPG of DD, and I guess the system was meant to have separate independent RPGs sharing the same rules) so Journeys also covers other multi-genre RPGs such as GURPS, HERO and Torg, though about half the material is for DD.
GDW was quite well established by then so the magazine has good production value with full-color glossy cover and 48 glossy pages with lots of illustrations. It ran for six issues before GDW had to shutdown Dangerous Journeys due to a TSR lawsuit claiming that DD was a copy of D&D since Gary Gygax was primary designer of DD and the main world was a fantasy realm.
Mythus adventures x6
Mythus articles x14
GURPS adventures x4 (cyberpunk, space, modern/fantasy, horror)
Torg articles x2 (spells across realms, fighting high-tech enemies)
HERO adventures x2 (fantasy, supers)
HERO articles x1 (NPC Warriors)
Other adventures x2 (Stormbringer, Time Lord)
Other articles x11
RPG Reviews x10
Movie reviews x2
I like having a good amount of adventures (Mythus adventures can be sort of converted to fantasy games) and although none of the adventures are long they can all be an evening's entertainment (unless you run abbreviated combats).
One thing I had read about but didn't experience until now is that Mythus is a hard read. Lots of its own terms even for common concepts (for example HPs are Heroic Personas aka Player Characters in other RPGs). Reading some of the rules articles the way they describe doing calculations is in a way that's hard to understand -- would actually be better to use equations. So Mythus is not one of those games I'll ever want to own (not that it's likely I think it's tied up in IP limbo).
Overall Journeys is a magazine most valuable to Mythus GMs. Secondarily useful to GURPS GMs with four GURPS adventures and other adventures that can be adapted to GURPS (we're used to adapting other adventures to GURPS because there are so few GURPS adventures).
GDW was quite well established by then so the magazine has good production value with full-color glossy cover and 48 glossy pages with lots of illustrations. It ran for six issues before GDW had to shutdown Dangerous Journeys due to a TSR lawsuit claiming that DD was a copy of D&D since Gary Gygax was primary designer of DD and the main world was a fantasy realm.
Article Counts
Mythus adventures x6
Mythus articles x14
GURPS adventures x4 (cyberpunk, space, modern/fantasy, horror)
Torg articles x2 (spells across realms, fighting high-tech enemies)
HERO adventures x2 (fantasy, supers)
HERO articles x1 (NPC Warriors)
Other adventures x2 (Stormbringer, Time Lord)
Other articles x11
RPG Reviews x10
Movie reviews x2
Thoughts
I like having a good amount of adventures (Mythus adventures can be sort of converted to fantasy games) and although none of the adventures are long they can all be an evening's entertainment (unless you run abbreviated combats).
One thing I had read about but didn't experience until now is that Mythus is a hard read. Lots of its own terms even for common concepts (for example HPs are Heroic Personas aka Player Characters in other RPGs). Reading some of the rules articles the way they describe doing calculations is in a way that's hard to understand -- would actually be better to use equations. So Mythus is not one of those games I'll ever want to own (not that it's likely I think it's tied up in IP limbo).
Overall Journeys is a magazine most valuable to Mythus GMs. Secondarily useful to GURPS GMs with four GURPS adventures and other adventures that can be adapted to GURPS (we're used to adapting other adventures to GURPS because there are so few GURPS adventures).