This post is part of the series Philosophy
Other posts in this series:
In short, Dangerous Journeys™ is about adventure. But DJ™ is not what I would call a universal system, useful regardless of genre. No, the system was designed for one specific genre, though said genre does cover a wide variety of sub-genres
Or you could say that DJ is for a meta genre, that being the world of pulp fiction, with all the adventure and excitement and coincidences that run rampant in it.
That said, let it be noted that DJ™ is meant for one particular type of world. That world being the one found in the pulp fiction magazines of old. A world where most anything is possible, strange events occur, and the outre, the arcane, and the exotic happen, and not always in a distant land.
In a sense it is, but not entirely. The worlds of Dangerous Journeys™ have much in common with the Earth we know, but at the same time they will include things we simply don’t have. We don’t have magick, we don’t have entities from beyond reality. We certainly don’t have organized groups striving to oppress up or to halt depredations. At least not as far as I know.
A DJ™ World
In a sense a Dangerous Journeys™ Earth is like ours, but with the volume set higher than normal. Things, important things, don’t necessarily happen more often there, but the HPs are more likely to get involved. Ever have a day when it seems that everything is piling up on top of you? And that said events just have to portend something momentous? You may just be an Heroic Persona. And my only answer to that is, be sure to keep lemonade on hand, for even major deities appreciate a cold glass when they’re dropping in from Asgard.
That can be put into one world, heroics. Someone’s in peril, and you get to save him. He might be in some distant existence, he might be in his bedroom in the house he shares with you, either way you get to know about it, and you will be able to help
But you won’t always get rewarded. At least not with power and wealth. But you will almost always get yourself a reputation as a capable fellow, and called upon to do things that make scheduling events rather difficult.
For being heroic means people are going to expect it of you. You just had to save that hobgoblin from that drain pipe she was trying to clean.
Though there are rewards to be gained by being heroic, but they’re not always in the form of tangible wealth. That hobgoblin you just saved may now of a lead to a mystery you’ve been pursuing. Or somebody may from some fey embassy may introduce themselves hoping you can introduce themselves to her.
For This is Life
That’s what it is when you get right down to, life. Life with magick, and conspiracies, and exotic lands and people, and a family with an eight year old daughter who turns into a bat to fly around pestering the local pigeons; but still life.
It may have travel to distant words, either orbiting your sun or another, or to another reality entirely, but it is still life. You will meet people. You will fight people. You may even make friends with a troll or become the foe of some local hero, but you will deal with people. That daring starship captain may be your opposition in one adventure, then turn around and be an ally in the next.
Don’t worry, you’ll get plenty of opportunities to be heroic, but there will be times when your heroics will be performed to save the dragon from the machinations of that princess.
And that, is incomplete and disorganized as it is, is the basic philosophy behind Dangerous Journeys. In short, that you can be heroic, that you are expected to be heroic, and that you can and will make a difference in the world. But also that there will be consequences, for no good deed ever went unpunished.
People will be relying on you and you really don’t want to disappoint them. But at least you’ll have stories to tell the grand kids.
Continue reading this series: