Dangerous Journeys: Mythus by Tolan

Introduction.

dangerous journeys mythus

  • Mythus (core rulebook)
  • Mythus Magick (the full magic system)
  • Epic of Aerth (the official campaign world)
  • Necropolis and the Land of Aegypt (a long and tough Egyptian-centered campaign; later republished as a d20 campaign)
  • Mythus Bestiary (creatures and monsters)
  • Mythus Prime (a simplified version of the core rules, which are already in the core rules; this just published them separately)

dangerous journeys mythus

Lester Smith posted:

But in the Dangerous Journeys system, Gary has outdone his earlier work [referring to 1e AD&D] by opting for a different approach. In this system--and hence in the Mythus game--he uses something more like a Descriptive Grammar. It tells you what people are capable of doing; and because people really do lots of different things, it is naturally open ended. Or, to use another musical metaphor, it is like a jam session in which one mythic vision provides the unity, but the individual musicians are free to improvise upon that theme--and any sort of musical instrument is allowed.

EGG posted:

Welcome to the Mythus fantasy roleplaying game. There are magickal worlds awaiting within. There are worlds of palace intrigues, subterranean adventures, places which time has forgotten, and whlmslcal "counter-worlds" where winged sprites and monstrous things of evil dwell. Swordplay and witchcræft, dragons and giants, alchemy and conjuration, the Seelie Court of Phæree and the temples of demon-servers--all these things and more are just the turn of a page away. While most people of our world don't know it, there is another world connected to ours by minor dimensional irregularities, weaknesses in the fabric of the multiverse, if you will. Sometimes strange things happen to pass through these portals, and thus we have tales of sea monsters, "little people," and the like. More frequently, though, people from here step into the beyond, disappearing from Earth forever, lost without a trace. Come with us now to visit the most magickal of the otherworlds connected to our own, an alternate world called Ærth. It is a place of exciting adventure and wild things, but when you have concluded your sojourn there, your home dimension remains at hand, awaiting your return. First though, you must learn how to conduct yourself in realms of swords & sorcery! The Mythus roleplaying game is based on fantasy, myth, and legend. If you've ever enjoyed reading Robert E. Howard, J.R.R. Tolkein, or myths and fairy tales, then you have an inkling of what's in store for you within. Likewise, if you've found excitement in films such as Dragonslayer, The Three Musketeers, Excalibur, Conan The Barbarian, Robin Hood, or Thief Of Baghdad, then you'll love this game. If you have never played a roleplaying game before, you'll find it to be very different from any game you've ever played before (we promise!). You can be certain that you wlll be most pleasantly surprised. On the other hand, if you've already experienced the enjoyment of fantasy roleplaying games, the Mythus game will brlng you new and innovatlve approaches to your cherished form of entertainment. There are complexities herein which will prove realistic, sophisticated, and satisfying to the most demanding expert. Yet the game is presented and explained clearly enough to be easily learned by complete newcomers.

Llewellyn posted:

Our sample character is Llewellyn, who has an SEC of 4 (Freeman, Petty Landowner). We’re looking to play a caster (because why not?), and looking ahead a bit I’m going to assign my Traits like so: P - 25 M - 35 S - 60
This Spiritually oriented Vocation is geared toward the study of stars, planets, and other heavenly bodies. It is of use in predicting the course of general events in the world, as well as in individual Divination. Forecast and the use of Heka in other ways allows the Astrologer considerable latitude of activity. The typical SEC range for those of this Vocation is about the same as for Alchemist, and the two Vocations are similar in that both are capable of working with Heka and are able to use magickal Castings. The primary difference will be found in the type of Castings available to either Vocation, for the Astrologer is more of a Mystic.
We’re going to pick the Astrologer vocation for our plucky Heroic Persona, which gives him the following K/S: Astrology* - S - 30 Mysticism* - S - 25 Astronomy* - M - 25 Biography/Genealogy - M - 20 Foreign Language: (choice) - M - 20 Mathematics - M - 20 Muitiversal Planes & Spheres - S - 20 Metaphysics* - S - 15 History - M - 15 Combat, Hand Weapons - P - 10 Each K/S has the associated Trait and the Base STEEP listed. K/S with an * are Heka-producing K/S and will contribute to our magickal abilities.
Our happy-go-luck Astrologer, Llewellyn, looks like this after we figure out all this stuff and pick some extra skills: SEC - 4 P - 25 M - 35 S - 60 Astrology* - 90 Mysticism* - 85 Astronomy* - 60 Biography/Genealogy 55 Foreign Language: Trade Phoenician - 55 Mathematics - 55 Muitiversal Planes & Spheres - 80 Metaphysics* - 75 History - 50 Combat, Hand Weapons - 35 Native Tongue - 65 Perception - 65 Riding - 55 Leadership - 70 Impersonation - 70 Magnetism - 70 Appraisal - 45 Gambling - 45 Tolerance - 35 Metaphysics is knowledge of higher beings, kind of the opposite of Demonology. Magnetism is weird Spiritual hypnotism; basically you’re just such a great personality that people like you really hard. Tolerance is how much we can drink before we pass out while trying to slog through this. The others should be fairly self-explanatory, though if someone has a question I’ll provide more detail.

dangerous journeys mythus

Gary Gygax posted:

Roleplaying Expertise You aren't the HP, but the HP is yours. Without you, the HP wouldn't exist in the game milieu that the gamemaster builds for you. The campaign would be abridged without your input as a player--that is, your interaction in adventures via the HP. As you actively roleplay, contribute to the group's problem-solving ability, utilize the knowledge and skills of your HP, and otherwise take part in the activity, each and every participant benefits. To do this properly, however, you need to "know" your Heroic Persona. The most important aspect of roleplaying is, well, roleplaying. The more that players can perfect their ability to project their Heroic Personas' personality, the better. Roleplaying skills improve the quality of the game and increase enjoyment. After all, the purpose of the game is not to be Matt, Cameron, Dave, and Michele fighting mythic beasts and journeying on epic quests. The purpose is to assume the character, inclinations, qualities, and faults of Balthasard, Bryn, Trevyn, and Miranda, the Heroic Personas, as they struggle to survive and conquer awesome monsters, discover ancient secrets, and so on. (1) Develop and know your HP. (2) Know the game and the campaign. (3) Know real facts, especially those which relate to your HP. (4) Know about the genre of fantasy. If another player seems to know more and play better than you, don't hesitate to follow the example and learn from the individual. Conversely, try to help those who don't do as well to become better players. Not all GMs are expert, either--in fact, they can learn a lot from their players. If you can assist in that process, then please do, but manage it with a friendly attitude and a lot of tact. Some GMs might be too generous, and that's as bad as those who are too hard on HPs and don't give sufficient rewards (Accomplishment Polnts, etc.) for good play. Some GMs loathe to ever have an HP lost, others eliminate them with the slightest excuse--or for no reason at all! Again, very bad gamemastering! You and the others should talk to the GM about problems such as that, for you all want a fun, exciting, and long-lived campaign. Don't hesitate to point out things that you think might be interesting to encounter, adventure scenarios which would be fun, and ideas regarding the game, systems, and rules that you don't think are right. All that is done before or after play sessions, and not when the GM is in the middle of an adventure, for you don't want to disrupt the game. Here are those points again: (1) Learn from your fellow players. (2) Help your fellow players to be better. (3) Assist the gamemaster to be the best. (4) Be considerate of all the others in the group.

dangerous journeys mythus

dangerous journeys mythus

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Mike's Mythus Page

  • General Resources
  • Dangerous Ideas (an electronic magazine chock-full of ideas)
  • The Great Net Pantheary (incomplete project)
  • Mythic Masters Magazine (the electronic preview from Issue 1)
  • Specific Castings:
  • By Pantheon
  • Chinsungese
  • Greco-Roman
  • Other (non-Ærth)
  • Dweomercraefters
  • Arduin Grimoire Conversions
  • All in good fun!
  • New Vocations
  • The MYTHUS-L List Archives
  • Mythus Computer Programs (persona-generators, dice rollers, etc.)
  • Net-created Mythus logos
  • Mythus Prime
  • JM Resources
  • Adventures! (adventure seeds and ready-to-run adventure modules)
  • Campaign Development (journals, notes, further development of AErth countries, etc)
  • Creatures Fair and Foul (monsters and more to plague and terrorize the hapless HPs)
  • Designer's Notes (Dave Newton's notes, released to the Public Domain)
  • Magickal Items (the Items of AErth, new magic items)
  • New Rules (combat rules)
  • Genre Modules and Conversions
  • Advanced Mythus
  • The Abyss (far future, gritty S-F)
  • Cybermyth (CP 2020 to Advanced Mythus conversion)
  • Primal Order (Primal Order to Advanced Mythus conversion)
  • AD&D to Mythus Prime
  • Amazing Engine to Mythus Prime
  • GURPS to Mythus Prime
  • Mythus Connections
  • Mythus Sites
  • Mythus Classifieds
  • The Pantheolon Project (help us develop pantheon information for Ærth!)

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GDW - GAME DESIGNERS WORKSHOP - 1992 Gary Gygax

DANGEROUS JOURNEYS - MYTHUS - GDW5000

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Dangerous Journeys: Mythus - Your Portal to Epic Adventures

Discover the foundational tome of fantasy role-playing with Dangerous Journeys: Mythus , the core rulebook that sets the stage for unparalleled adventures. With this comprehensive guide, players can navigate a world of magic, myth, and peril where their choices shape the destiny of realms.

What Makes Mythus a Must-Have:

  • Extensive character creation options for unique and diverse heroes.
  • Detailed skill and magic systems that offer depth and complexity to gameplay.
  • Rich, immersive lore that brings the world of Dangerous Journeys to life.
  • Robust mechanics that support a balanced and engaging role-playing experience.

Whether you're a veteran gamer or new to the world of RPGs, Dangerous Journeys: Mythus provides everything you need to create memorable stories and exciting challenges.

Product Details: Game Designers' Workshop (GDW) Product Code: GDW5000 ISBN: 1558781315

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Thursday, March 21, 2024

Review: gary gygax's dangerous journeys: mythus magick (1992).

Gary Gygax's Dangerous Journeys: Mythus Magic (1992)

I covered Gary Gygax's Dangerous Journeys: Mythus on Tuesday. I also wanted to go over the second (or third) volume of his Mythus game, the book of magic called, easily enough, Dangerous Journeys: Mythus Magic (1992).   I will not go into as much detail on this one for the same reasons I actually find this book more interesting, it is largely a collection of spells and rituals.

Gary Gygax's Dangerous Journeys: Mythus Magick (1992)

Gary Gygax with Dave Newton. 384 pages. Color covers. Black-and-white interior art. Published by Games Designer Workshop.

We open this book and it is described as "the Colossus (or more appropriately, the Merlln) of all magick books!" Well...it is certainly large and very in-depth.

I will start in the middle and mention that a full 270 pages of this book are "Castings," so Spells, Cantrips, Rituals, and the like. They are interesting in a very academic sense. If you are going to play this game ( ve con Dios ) and play any type of spell caster, then this is a must-have book.  IF you are the type like me and love reading about different sorts of magic and magical systems, then this is a very interesting book with some RPG applications. I am not about to try to convert these to any form of D&D mind you. It just would be easier to convert something like Judika Illes' " The Element Encyclopedia of 1000 Spells. " And at least Illes writes in a way that can be plainly understood. 

The spells range from the useful (Heka Bolt, Find Traps) to the oddly named (Acclumséd—make someone clumsy) to the largely unneeded (Candlemake Formula—make 10 beeswax candles. Still need 10 BUCs of supplies; might be cheaper to buy them.) That's fine; it's hard to come up with 1,400 different spells. All of these spells are split up by vocation. So, at least, we have that going for us. 

Returning to the beginning, we get a repeat of the material from the core book on what Heka is. Or rather, I should say the core book summarizes what is here. 

We learn more than we ever wanted about the sources of Heka. To be fair, there is some material that people might find useful in their games. However, I will point out that a lot of this can be found by going to other sources. No, I am not saying that Gary copied anything here! These are some classical ideas (crystals, times of day, times of the year, places) that have more or less magical energy. Gary takes these ideas and codifies them for his game. Again, similar information can be found in other sources that are a bit more approachable. Bard Games' " The Complete Spellcaster " comes to mind. Still, this is much easier to read than, say, Isaac Bonewits' " Authentic Thaumaturgy ."

There are chapters on Heka Users, Replenishing Heka, and the Structure of Magick. Look. I like reading this stuff, but there is more here than any RPG needs. 

This covers the first 30 or so pages. We learn that Heka (and it's pronounced "HEE-ka" not "Heck-Ah") is the sum of your Heka-producing K/S STEEPs, and every casting level has a base Heka cost and sometimes extra costs.

Remember all of those Spell Points and Mana systems for AD&D that started appearing on the internet (and before if your town had a good-sized gamer population)? Well, this is that dialed up to 17. If you play a caster, then your books are going to get used—a lot.

After all the spells there are sections on how to create new castings. Useful, for this game, but not others. It would be easier to create your own. There is even a section for on the spot creation. I think someone got a glimpse of Ars Magica or Mage and realized that for 1992 this was already an old and clunky system.

There are chapters on non-human Heka using HPs and Heka-based powers.

The last Chapter covers various magic items, which makes it a good read. 

There is a huge Bibliography that dwarfs Appendix N. What stops it from being truly useful are a complete lack of publication dates and publishers. I mean, yeah I can figure them all out (and have more than a few in my own library) but it seems...well, sloppy.

Bibliography

We also get a tome sheet for all the spells you can cast.

So, maybe even more than the Core Rules, I enjoy reading this book for the content, and I hate it more than the Core Rules in terms of playability.  There is just so much dense text here geared toward such low returns. People point to D&D Basic and Expert (B/X) as a masterpiece of word economy. In just 128 pages total there is everything you need to play to last years. That's not hyperbole, that is a documented fact at this point. Something that Mythus can't do in 800 pages (so far). This is yet another example of how a good editor is worth their weight in gold. 

If we look at this game as a Fantasy Heartbreaker, we can be amused and laugh a little at some of the ridiculousness of it all, and then brush of our heavily marked characters sheets and try to play a session. No one though in 2024 is going suggest playing a regular game of this though. Fun for an experiment while one of the regular players is away and you put the campaign on hold.

If we look at this though as something that was supposed to be the Magnum Opus of the father of RPGs, then we can't help but come away a little confused and maybe even a little sad about it.  What went wrong here? How did this get out of Gary's hands and into mine? Was it hubris? Was it something else? Was there so much desperation here to keep this from looking anything like D&D that good ideas were thrown out in favor of bad ones? I honestly have no idea. But here is the score right now, Gary made two games (or 1½), D&D and AD&D, that are nearly universally loved to this day. Then he made Cyborg Commando and Dangerous Journey, which are nearly equally reviled. 

I was going to spend some time figuring out Larina's spells, but honestly, I really can't anymore.

Dangerous Journeys: Mythus

A Note About Mythus: Epic of Ærth

I had this book once upon a time and I will readily admit I enjoyed it. For fluff it was great stuff and reminded more of the Gygax of old. Yes I also remembered there were some questionable bits in it, but nothing I can recall off the top of my head. It was enough that I unloaded years ago at a game auction.

Ærth in the Mythus books reminded me a lot of the sort of Earth one sees in games like " Man, Myth, & Magic (1982) " or " Lands of Adventure (1983) ." A mythical Earth that only exists in some sort of dreamtime.  Mind there is nothing wrong with this as a game world. In fact arguments could be made that these sorts of Earths are great for gaming. Obviously, I am a fan of the idea and would 1000% do a "Crisis on Infinite Ærths" one day.  If trying to get those three to work together didn't drive me insane first.

At the end of this I find this is where I am at. Mythus does not give me anything that Man, Myth, & Magic didn't also do 10 years before. Even as a Fantasy Heartbreaker, it doesn't live up. But I keep coming back to it, hoping to find something here that I missed. 

Sadly, due to the lawsuits that did come from TSR, Game Designers' Workshop was forced to close in 1996, leaving games like Traveller, Twilight2000, and Dark Conspiracy adrift for a number of years.

dangerous journeys mythus

The reasons GDW closed shop actually had very little to do with TSR, annoyingly as it must have been. Their books about the gulf wars was a much more important factor. Apart from that detail, a very enjoyable read. I am happy you read DJ, so I didn't have to. ;)

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Dangerous Journeys: Mythus revisited

About three years ago I wrote a post about my love-hate relationship with Dangerous Journeys, the game Gary Gygax designed after leaving TSR.

Since then I’ve had the pleasure of playing 12 sessions of a Dangerous Journeys game run by an expert in the system. Whereas I am something of a system hoarder, with hundreds of rulebooks supplements for scores of games, Lars has devoted himself to Dangerous Journeys for years.

It is also true that Dangerous Journeys is not a user-friendly game; its organisation leaves much to be desired, and there are many special cases and exceptions to the core rules buried in paragraphs far from the chapters you’d expect. It is therefore a difficult game to learn.

Certainly, Lars’ first task was to introduce myself and the other players to the rules, advising us on abilities we’d find useful for our character concepts. It helped that he created a handy Excel character sheet to keep track of Mythus’ many subskills and heka (magic point) calculations. I covered character generation in some detail in the previous post , so I wont rehash it here.

While character generation remains complex, I really don’t mind that if it leads to evocative characters, and with my character I managed to find a very suitable set of skills to flesh out her background – as the daughter of an innkeeper I was delighted to find she could have a rating in commercial household management, and in appraising the quality of food and wine.

And Mythus proved to be much simpler in play. Percentile-based systems are intuitive, and although the difficulty levels are granular (moving from Hard to Difficult halves your effective skill), this is modified by using Joss (Hero Points) if you really need to succeed.

Joss proved to be one of the major features of the game. I haven’t played many systems with a hero point mechanic, so its importance eluded me on a simple read-through of the game.

You can spend Joss not only on yourself, but on behalf of other PCs, which helps encourage cooperative play. However, they don’t regenerate between sessions or adventures, but must be earned. This means you can quickly deplete your stock – several times we suggested using Joss to help a roll, only for Lars to ask us if we really thought it was worth it. He was right, of course – Joss can be such a game-changer that it is worth saving for the big encounters or the must-succeed attempts. One of the uses of Joss is in damage – before damage dice are rolled you can choose to have automatic minimum (useful if you’re about to take damage) or maximum (if you’re dishing it out). Lars was strict about enforcing the only-before-a-roll rule as well.

Since I’d run a few solo missions when other players couldn’t make sessions, I’d rapidly depleted my Joss pool, and later missions more than once heard me cry , “Can anybody Joss me?”

If absolutely necessary, you can burn unspent experience points as Joss. Obviously, it’s not a particularly good strategy – using them like this means they’re not available for boosting your character’s skills – but if it keeps your character alive it’s a good last resort.

The other major quirk of the system is the potency of magic. Like (A)D&D, Mythus classifies spells into 9 levels or grades based on their potency. It’s not uncommon for a heka-user to begin play with access to fourth- or fifth-grade spells – the equivalent of being a 7th-9th level spellcaster in D&D.

There are many kinds of magic too, and I quickly discovered our party spellcasters could act as force multipliers on my melee-only rapier-wielding street bravo – one of our most effective combat methods was to have my character rush in, boosted in speed and magic resistance by the spellcasters, to attack twice as fast, and with the judicious use of Joss when necessary. Since her Special Combat skill allowed her to target vulnerable parts of the body, she proved devastatingly effective in combat.

She picked up many injuries, though. Mythus doesn’t allow a parry unless you forgo an attack, and I quickly discovered I’d better forgo the idea of a renaissance rogue in light leather armour and supplement that with a helmet and some armoured boots. Even then, she relied on herbs or clerical healing after most fights. Fortunately, one of her contacts was a priest (none of the other PCs – sorry, Heroic Personas – were), so at least she had a healing source back at base.

The combat system, by the way, is moderately deadly – I’ve played worse, but an unlucky roll can hurt your character badly, and large-sized creatures such as ogres can easily kill in a single blow. That’s where I discovered failing to give my street bravo any missile weapons was a strategic error. However, she could make relatively short work of the goblins while our dweomercraefter dealt with the ogre by peppering it at a distance with magic.

And therein lies another feature of Mythus. Balance is not a primary consideration of the game. Dweomercraefters and priests have access to potent magic. Others may have buffs or protective charms, but the raw power of a specialist magic user is difficult for a sword to match. I know that bothers some people, but to be honest, it doesn’t matter to me in the slightest. So long as my character has an interesting story, I don’t need to be the baddest on the block. And it’s been fun roleplaying a street tough proud of her smarts and her sword skills watch the delicate flower magician take down a creature she’s too scared to go toe to toe with.

And it’s been Lars’ ability to make sure each character has something interesting to do – whether by his own design or by running with player ideas – that’s helped make this introduction to Mythus at the table such an enjoyable experience.

However, spellcasting is often a lengthy process, and a spellcaster will have to choose which spells to keep ready. Readying a spell doesn’t take anywhere near as much time as AD&D’s spell preparation – it can be done in minutes, rather than overnight – but the number of spells that can be prepared in advance is very limited. Spells quick enough to cast in combat may still take several rounds to cast, and are usually much more limited in power. And a sword will remain effective as long as its user.

Combat, the way, is primarily narrative. There’s none of the tactical movement found in games like Pathfinder or GURPS advanced combat, nor discussions of frontages like AD&D. Miniatures or tokens are not necessary.

Lars was using the more complex optional initiative system from the core Mythus rules. I’d dismissed this version as unnecessarily complex on a rules read-through, but found it better in play. He also used various rules from Journeys , the Mythus magazine, and the Mythus Masters Magazine , which circulated electronically. I found a few prior calculations – totalling character speed, weapon speed penalty and armour penalty beforehand, so the actually initiative roll boiled down to one dice roll and one modifier speeded and simplified the process greatly. The same could be said for the spellcasters, whose heka regeneration and ‘aperture’ (the amount of magic points you can spend in one go) is better calculated in advance. Tricks like this is where Lars’ experience made the game flow better, as there’s no real suggestion in the rules that one do the prior calculations, nor space on the official character sheet to record them.

To recap, key features I’ve found after 40-50 hours of play with Mythus:

1) Poor organisation means the game is difficult to master. Not only are relevant rules scattered around the core rulebooks, but a couple of important rules (such as readied castings, which allow a spellcaster to prepare spells in advance to reduce lengthy casting times) were missed from the book and published later in the game’s dedicated magazine.

2) It produces evocative characters, each capable in multiple areas. A sword-slinger, rogue or spellcaster will have a broad selection of secondary skills as well. Characters come with fairly detailed backgrounds – their quirks, social class, family history, contacts and so on. These factors encourage roleplaying.

3) The system rewards clever play. Combat is fast and fun, but deadly, and some time spent working out how to catch one’s enemies off guard is time well spent. Effective use of Joss is part of that clever play.

4) The game is brimming with atmosphere, not just in its mechanics (the many forms of magic, the various skills available), but in its default setting, Aerth. Goblins are not the simple low-level combatants of D&D, but a form of faerie, with supernatural powers.

Would I run Mythus? Yes, although I have no immediate plans to (I’m about 1/3 of the way through Pathfinder’s Rise of the Runelords adventure path, and plan to run GURPS Traveller after that).

However, that’s after experiencing the game under someone who’s played it extensively, and seeing how it hangs together as a whole. For more than 20 years I’ve had the game sitting on my shelves, trying to make sense of it, only to be turned off by the poor organisation.

Would I recommend others do so? That very much depends on what you’re after in a game. Mythus is not a game to play for a session or two and set aside. It’s a roleplayer’s game, not a tactical battlemap game, and it rewards creative, story-driven campaign play.

If that sounds intriguing, then it may well be worthwhile to spend the time getting to grips with its complexities.

Put it this way: I can see why more than 20 years after it went out of print, Mythus’ fandom is (a) small and (b) dedicated. This is not a game for everyone, but it offers a great deal to those for whom it strikes a chord.

5 thoughts on “ Dangerous Journeys: Mythus revisited ”

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Hey, do you still have that excel tracking sheet? 🙂

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Lars eventually found Excel too limiting.

So he moved the sheet to an online character generator instead. You can find it here: Mythus Character Generator

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For those that don’t have the Journeysmagazine, could you develope a littles the “couple of important rules (such as readied castings, which allow a spellcaster to prepare spells in advance to reduce lengthy casting times) were missed from the book and published later in the game’s dedicated magazine”?

Thank you very much!

Well, I can\’t give you copies of the articles.

Readied Castings was the important one. There was also the concept of \’Heka Aperture\’, which limited the Heka you could spend on any given casting. There\’s a small Facebook group dedicated to Dangerous Journeys – members are keen to help with just such questions; I recommend joining them.

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Hey thanks a ton for the posts Barwickian! I bought the Dangerous Journeys some 25 years ago and had the best roleplaying fun of my life (granted I was young). Ever since that time I’ve kept thinking about the game and have wanted to give it a go again, so it is really nice to read that other people are playing it and having success.

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RPG Item: Epic of Ærth

dangerous journeys mythus

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The Necropolis - And the Land of Egypt (Dangerous Journeys/Mythus RPG)

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The Necropolis - And the Land of Egypt (Dangerous Journeys/Mythus RPG) Paperback – November 16, 1992

  • Print length 224 pages
  • Language English
  • Publisher Game Designers Workshop (GDW)
  • Publication date November 16, 1992
  • Dimensions 8.75 x 0.5 x 11 inches
  • ISBN-10 1558781439
  • ISBN-13 978-1558781436
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  • Publisher ‏ : ‎ Game Designers Workshop (GDW) (November 16, 1992)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 224 pages
  • ISBN-10 ‏ : ‎ 1558781439
  • ISBN-13 ‏ : ‎ 978-1558781436
  • Item Weight ‏ : ‎ 1.3 pounds
  • Dimensions ‏ : ‎ 8.75 x 0.5 x 11 inches
  • Best Sellers Rank: #4,318,600 in Books ( See Top 100 in Books )

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Noble Knight Games

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Noble Knight Games

Role Playing Games

Board games, miniature games, historical minis, magic & ccgs, dice & supplies.

  • Dangerous Journeys

Dangerous Journeys is a universal system, designed to be used with just about any genre. The basic system is skill-based, with Mythus adding comprehensive magick rules.

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Epic of Aerth

Stock #: GDW5001

Product Line: Dangerous Journeys

Stock #: GDW5000

Mythus Bestiary

Stock #: GDW5005

Mythus Gamemaster's Screen

Stock #: GDW5003

Mythus Magick

Stock #: GDW5002

Stock #: GDW5004

Mythic Masters Magazine #1 "1993 Gen Con Special Issue"

Dangerous journeys collection.

Product Line: Noble Knight Games - Gaming Lots

Dangerous Journeys Slipcase Edition

Stock #: GDW5007

Mythus Prime

Stock #: GDW5006

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Grading System

Every item in our inventory has been inspected, very strictly graded, and bagged for its protection.

Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW (NM)" means shrink wrapped in near-mint condition.

Perfect. Brand new.

Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible. Board & war games in this condition will show very little to no wear and are considered to be punched unless the condition note says unpunched.

Excellent. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition.

Very Good. Used. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc. Complete and very useable.

Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, etc.

  • Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents. When only one condition is listed, then the box and contents are in the same condition.
  • A "plus" sign indicates that an item is close to the next highest condition. Example, EX+ is an item between Excellent and Near Mint condition. A "minus" sign indicates the opposite.
  • Major defects and/or missing components are noted separately.
  • Boardgame counters are punched, unless noted. Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price.
  • In most cases, boxed games and box sets do not come with dice.
  • The cardboard backing of miniature packs is not graded. If excessively worn, they will be marked as "card worn."
  • Flat trays for SPI games are not graded, and have the usual problems. If excessively worn, they will be marked as "tray worn."
  • Remainder Mark - A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book. Publishers use these marks when books are returned to them.

If you have any questions or comments regarding grading or anything else, please send e-mail to [email protected] .

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IMAGES

  1. Gary Gygax's Dangerous Journeys Mythus Role Playing Game RPG GDW 5000

    dangerous journeys mythus

  2. Actual Play

    dangerous journeys mythus

  3. Dangerous Journeys module NEW GDW sealed RPG Mythus Gamemaster's Screen

    dangerous journeys mythus

  4. Dangerous Journeys: Mythus

    dangerous journeys mythus

  5. Mythus Prime (Dangerous Journeys #0) by Gary Gygax

    dangerous journeys mythus

  6. RPG Writeups

    dangerous journeys mythus

VIDEO

  1. Хоррор про поезд-паук

  2. Mystik Journeymen

  3. बहुत खतरनाक दुर्घटना 😟

  4. Worlds Most Dangerous Roads

  5. Killer Highways Dangerous roads in the Philippines #philippines #shortsvideo #drivesafe

  6. 5 Most Dangerous Roads in the world

COMMENTS

  1. Dangerous Journeys

    Dangerous Journeys was a roleplaying game created by Gary Gygax, ... According to a FAQ on the official Gary Gygax website, the Mythus Fantasy setting for Dangerous Journeys was one of several settings planned for the system. Several books were produced for the line: Mythus, the core rulebook;

  2. RPG Writeups

    Dangerous Journeys: Mythus is the fantasy component of a planned universal role-playing system by Gary Gygax (EGG). Dangerous Journeys (DJ) was the name for the overall system; Mythus is the name of the fantasy bit. The other components never got published (for reasons elucidated below), so Mythus is the entirety of the game.

  3. Review: Gary Gygax's Dangerous Journeys: Mythus (1992)

    First some clarifications. Dangerous Journeys is the system being used here. Mythus is the Fantasy RPG that uses the Dangerous Journeys system/rules. Mythus is also divided into Mythus Prime, which is a basic game and Mythus Advanced, which is the advanced or full game. This book covers both the Mythus Prime and Mythus Advanced games.

  4. Mythus

    Mythus is the first of many from the Dangerous Journeys series of products. Each game system module from the line focuses on a different genre, but all of these different settings have a core system of rules that remains the same from genre to genre.

  5. Review of Dangerous Journeys: Mythus

    The book is a huge softcover volume of just over 400 pages. There's a rather lackluster Elmore painting on the cover and a fair amount of black and white art inside plus the occasional color plate. Few of the color plates are really worth the color printing or the full page that's been devoted to each of them.

  6. Actual Play

    Tonight, we celebrate the 30th anniversary of the release of Gary Gygax's Dangerous Journeys: Mythus RPG, originally published by GDW before being transferre...

  7. Mike's Mythus Page

    Mike's Mythus Page. Welcome to Mike's Mythus Page! These pages contain some material for the Dangerous Journeys RPG, primarily for the fantasy genre (Mythus). Please, let me know what you think ! About these pages What's new around here? (updated 2003/07/30) Miscellaneous MYTHUS information (including information on subscribing to MYTHUS-L, the ...

  8. Dangerous Journeys: Mythus

    Two things drew me to Dangerous Journeys - or, properly speaking, to Mythus, the only part of the Dangerous Journeys system that was ever published. The first was the wonderful artwork by Janet Aulisio on the Mythus Gamesmaster Screen, a beautiful triptych watercolour of a Middle Eastern dock scene that promised something radically different ...

  9. Dangerous Journeys

    Dangerous Journeys: Mythus - Your Portal to Epic Adventures. Discover the foundational tome of fantasy role-playing with Dangerous Journeys: Mythus, the core rulebook that sets the stage for unparalleled adventures.With this comprehensive guide, players can navigate a world of magic, myth, and peril where their choices shape the destiny of realms.

  10. Review: Gary Gygax's Dangerous Journeys: Mythus Magick (1992)

    I will not go into as much detail on this one for the same reasons I actually find this book more interesting, it is largely a collection of spells and rituals. Gary Gygax's Dangerous Journeys: Mythus Magick (1992) Gary Gygax with Dave Newton. 384 pages. Color covers. Black-and-white interior art.

  11. Dangerous Journeys: Mythus revisited

    Dangerous Journeys: Mythus revisited. Posted 8 years ago by Barwickian. About three years ago I wrote a post about my love-hate relationship with Dangerous Journeys, the game Gary Gygax designed after leaving TSR. Since then I've had the pleasure of playing 12 sessions of a Dangerous Journeys game run by an expert in the system. Whereas I am ...

  12. Mythus (Dangerous Journeys Ser)

    After moving to rural West Georgia in his twenties, Dave and his former wife Michele worked with E. Gary Gygax as co-author of the Mythus Fantasy Roleplaying game system. Later, he formed a company with his friends William Spencer-Hale and Michael Hill to publish Rapture: the Second Coming and create the first web page of any roleplaying game ...

  13. Version 1.2

    Dangerous Journeys (DJ for short) was an attempt to create yet another "all-encompassing" rpg system, where they all used the DJ game mechanics as a base, and added a subset of rules based on the world they were in. Mythus was thus the subset which included our world, yet not. Phaeree (the world of the fairies) and a few other places were all ...

  14. Dangerous Journeys: Mythus Bestiary

    The world of Ærth can be a dangerous place for the unwary. The Mythus Bestiary will help prepare you for your journey."". More when I get hold of a copy! Book Details: Authors: Gary Gygax, Dave Newton, and Michele Newton. Publishers' Reference: GDW5005. ISBN: 1-55878-153-6. Paperback, 352 pages. Date: 1993.

  15. Dangerous Journeys

    Along with it, pick up the Mythus Magick volume (Book II of these rules, with over 1000 magickal Castings, plus Powers, personalized Castings, and more!) and the Epic of Ærth companion volume (which describes the world of Ærth in detail). ... One possible answer is Dangerous Journeys! His product competed with the TSR Dungeons & Dragons line ...

  16. Dangerous Journeys: Mythus Bestiary by Gary Gygax (First Look)

    #RPG #Gaming #Reviews #OSR #Roleplaying #TTRPG #dnd Dangerous Journeys: Mythus Bestiary by Gary Gygax (First Look)You can buy my products at: R.Sell G...

  17. Roll20 now has a Mythus character sheet option. https://roll20.net/

    24 subscribers in the DangerousJourneys community. Dangerous Journeys was an TTRPG created and published by Garry Gygax in 1992. Despite its short….

  18. Mythus Dangerous Journeys PDF

    mythus dangerous journeys.pdf - Free ebook download as PDF File (.pdf) or read book online for free. Dangerous Journeys

  19. Mythus Magick (Dangerous Journeys)

    Mythus Magick (Dangerous Journeys) Paperback - January 1, 1992. You've never seen a magick book like this before! Within these pages, you'll find more than 1,400 different Castings for your Heroic Personas and their evil enemies! There are Eyebites, Charms, Cantrips, Spells, Formulas, and Rituals, divided among more than a dozen different ...

  20. The Necropolis

    The Necropolis - And the Land of Egypt (Dangerous Journeys/Mythus RPG) Paperback - November 16, 1992 by E. Gary Gygax (Author) See all formats and editions

  21. Dangerous Journeys

    Shop at Noble Knight Games for Dangerous Journeys by GDW - part of our Full Inventory collection. New, used, and Out-of-Print. ... Mythus Gamemaster's Screen $35.00 to $69.95. Add to Cart. List. Mythus Gamemaster's Screen. By: GDW. Stock #: GDW5003. Product Line: Dangerous Journeys.

  22. Dangerous Journeys: Mythus : r/osr

    Dangerous Journeys: Mythus. Hi everyone. I'm trying to drum up a Reddit home for Garry Gygax's Dangerous Journeys game. I know there are players and GMs out there somewhere! If anyone plays it or has played it is be interested to hear from you over on r/DangerousJourneys. I know some hated it, but no flaming please.