Journeys Of Discovery

Image by Engin Akyurt from Pixabay
Some weeks ago, I was offered a review copy of a “solo-player RPG”. I was hesitant at first because it sounded like a computer RPG, which is not the meat-and-potatoes of Campaign Mastery, but reading the invitation more closely made it clear that this was a tabletop game, and that intrigued me, in particular with the potential for a GM to use it for world-building. The author, Luke Miller, assured me that it did indeed have that potential and he himself had used it for that purpose.
A review copy duly arrived, and I have to state up front that Luke has been cooperative and of assistance in every way possible in the preparation of this review. I’ll try not to let that sway me!

‘Journey’ by Luke Miller
“Journey’ is all about the theater of the mind. The player decides how many places their imagination is going to take them on this particular journey, and where the first one will be, and then uses d6 and playing cards to proceed through the process of travel, arrival, and exploration. At the conclusion of this process, you “send a postcard home”, i.e. make some brief written notes, and then either travel further using the location just described as a starting point (if that’s what you had started to do) or return home to reflect on, and sum up, the journey.
There are a number of options and variations that may require advance decisions or may simply grow out of your imagination organically. For example, the random elements will often refer to the inhabitants of a location (using the generic term ‘people’) but they may not be human. Your own form and mode of exploration is also entirely up to you; you could be a disembodied spirit floating above scenery or a Victorian traveler who reaches the fantasy city of Zudernu by means of a steam locomotive that uses mechanical arms to lay (and recycle) its own ribbons of floating track as it travels.
Key to each journey is the selection of the subject that will be the focus of attention on the next leg of the experience, called the Waypoint. This is done with a d6 roll. It is worth noting that a setting can be a single room, or can be an entire planet – that’s something else you get to decide when setting out.
Exploration is the process of focusing in on one or more randomly-selected feature of the environment – you use a d6 for the number of experiences and a deck of cards in combination with the Waypoint to specify what they are, in general terms. Each of these specifics is an “aspect” of the Waypoint.
And, really, that’s all there is to it. Sure, you can add travel events to the mix and various other refinements, but ultimately, this is an exercise in “directed imagination”, using a random stimulation to focus your imagination on an element of a location that you might not have considered.
Physically
‘Journey’ is available as a 6″ x 9″ booklet, perfect-bound of a little more than 70 pages, or as a PDF from DrivethruRPG – I’ll go into specifics and offer a link at the end of the review.
There’s a liberal use of art to break up the text, so much so that you find yourself missing it when content crowds it out. The art itself is not bespoke, it’s generic clip art for the most part, but that’s actually beneficial to the product; it means that you get the stimulatory effect of the illustrations as ‘seeds’ of imagination without being tied into a specific genre or perspective.
In keeping with the spirit – I’m using clip art from the book with this article. Some of it is presented pretty-much unchanged, and with some of it, I couldn’t resist having a play-around.

The author, Luke Miller, comes to TT RPGs from a background love of Fantasy and Science Fiction by way of being a writer, game designer, and software developer.
What ‘Journey’ is not
‘Journey’, most emphatically, is not a choose-your-own-adventure book. It is, by nature, open-ended and expansive, not circumscribed and pre-generated. But the openness comes at a price: you have to do virtually all the heavy lifting yourself.
That’s an acceptable price to pay when you realize that you aren’t locked into any single genre or location, but can instead explore settings of your own creation, using this as a tool to assist in worldbuilding while keeping yourself entertained.
More on how effective it is (and how it can be more useful in that regard) in a little bit.

The original clip art was black-and-white. I’ve rendered this to be white-and-blue, as it appears on the flyleaf when you first open ‘Journey’ – but I think I’ve used a slightly darker shade of blue.
‘Journey’ as a solo game
Before I get to that, though, I need to discuss it’s effectiveness as a solo TT RPG – the usage for which it was intended.
Unfortunately, while the concept of such a thing intrigues me, the interactions are too limited and monotonous in nature to really work.
The good news is that there are enough hints and displayed potential to show that ‘Journey’ is on the right track for achieving something that still boggles my mind.
What more is needed?
- Hearts: Two points have to be transferred from this stat to one of the others.
- Diamonds: Plus two on this stat.
- Clubs: Minus two on this stat.
- Spades: Two points have to be transferred to this stat from your next-lowest stat.
- Hearts: A social challenge
- Diamonds: A resourcefulness challenge
- Clubs: A book-learning challenge
- Spades: A physical challenge
Stats
The first order of business is some really simple character construction mechanics – something so basic that they can be used as a character foundation within any game system.
The simplest one that I can come up with uses just four stats:
⧫ Physicality – capacity for all things physical
⧫ Book-learning – knowledge of things
⧫ Sociability – capacity for immersion within a culture and making yourself welcome
⧫ Resourcefulness – capacity for problem-solving
Because we don’t want make game mechanics intrusive, let’s give these a score by using the same deck of cards that you need for the rest of the system (Ace = 1, Jack=11, Queen=12, King=13) – simply shuffle the deck and draw four cards.
But (because I can’t resist), the suits should have an impact as well:
This gives a range of -1 to 21 in any given stat. To succeed in using a stat, you roll 2 dice and have to get a result less than or equal to the stat. If you are opposed by a challenge or a challenger, compare their stat to your own and add the difference to your target number.
EG: You have a score of 9 in a stat. Your opponent has a score of 6. Your score is 3 more, so you add three to the 9 to get a total needed for success of 12 or less – which will be a fairly easy success, every time.
EG2: But let’s say that your opponent or challenge has a score of 12 in the stat. That’s three higher than your score, so you will succeed against them on a roll of nine minus three equals six. Well, technically, it’s nine plus negative three. That’s a bit worse than a 50-50 chance.
Rules
Next, a game mechanic: after a round of engagement, you can shift the basis of the confrontation to one that suits you better provided that you can come up with a plausible justification for the change in narrative form.
For example, your challenge might be a combat, in which you quickly realize that you are over-matched. If you manage to survive the first round of the physical challenge without being beaten, you can then shift the basis of the challenge – employing trickery (i.e. resourcefulness) or tactics (i.e. book learning) or persuasion (i.e. sociability) to give yourself a better chance of winning. Note that unless you win the resulting contest immediately, though, your opponent can change the basis of conflict to something that suits him better after a round – which might be physical again.
Combat and challenges are completely abstract. To win, you need to accumulate success in a given form of challenge by a total of 12 points. You get a point towards the total for every point below your target that you achieve on your roll.
For example, you have a score of 14, your opponent has a score of 8. That gives you +6 to succeed, i.e. you need to roll 20 or less on 2 dice. So success of some sort is guaranteed. Let’s say you roll a nine – that’s success by 11. Which isn’t quite enough for an outright win, but it comes close. Your opponent will immediately seek to change the basis of his challenge – if he can.
Note that there is the capacity for a mismatch so egregious that instant victory over the challenge is automatic. In the previous example, if the opponent had a score of 4, that would be +10 to succeed, i.e. 24 or less. It doesn’t matter what you roll, you will succeed by 12 or more – instant win.
Challenges
The final ingredient that’s necessary is a variety of challenges that you have to overcome, and a challenge phase to the game. With only four stats, it’s easy to associate each type of challenge with a suit:
As a general rule of thumb, the higher the value of the card, the more difficult it should be. So the nine of spades might be “challenged to a duel”, while the Queen might be “arrested for a crime”. The six of hearts might be “invited to a card game”, the eight of Diamonds might be “have to pick a lock”, and so on.
Making sense of the circumstances that lead to the challenge is entirely up to you, as is transforming the outcome into narrative form.
In general, the nature of the challenge is transformed as necessary to match up with the mode of exploration – if you are a disembodied spirit Astrally Traveling to someplace exotic, then even a physical assault will have some magical or supernatural component to it. Get creative!
The Challenge Phase
There should be only challenge per Waypoint. One Aspect of that Waypoint should lead to the Challenge. Which means that the Challenge Phase interrupts the Exploration of the Waypoint until it is resolved.
Losing A Challenge
So, what happens if you lose? That’s entirely up to you, but it should be the cause of some difficulty for the character without necessarily bringing his adventure to an end. For example, “invited to a card game” and you lose – that might mean that you offend one of the other guests, or get caught cheating, and get beaten up, or it might mean that you lost your shirt and have to take a local job for a day or two to get eating money.
Why are these changes necessary?
The key words are ‘challenge’ and ‘interaction’. The ‘game system’ as it stands is too much like a tourist seeing the sights without any sort of immersion in the environment; these changes are intended to force interaction with the environment and hence that immersion. The need for some mechanism to deal with challenges mandates the inclusion of stats. This also assists in the creation of a ‘role’ for the player to occupy.
I have deliberately tried to be simplistic and abstract in the construction of these mechanics, so as to be a good fit with the rest of the system.
It might seem like these are fairly significant and substantial parts of an RPG to leave out, but ‘Journey” – as the name implies – seems very much to have been conceived as a sort of ‘there-and-back-again’ game of tourism, so the flavor that it has is very much what would be expected. The focus is on static perception, not dynamic interaction.
Why these changes are unnecessary
If Luke wants to incorporate these changes in a future second edition, I would be more than chuffed to grant permission to do so. But they should be marked as optional rules, because if your interest is in using “Journey’ as a world-building resource, they aren’t necessary – though incorporating a challenge might be seen as deepening immersion in the resulting ‘pocket’ of the world being constructed; so I would give the player the option of disregarding any challenge if it isn’t useful.
In world-building mode, rather than rolling to succeed or fail, simply spelling out the circumstances that lead to the challenge and the (abstract) consequences of success or failure – in other words, incorporating a small encounter into your world-building exercise.
Your character stats therefore become useless and irrelevant in this context, and possibly even misleading. It might be more useful to put yourself in the shoes of one of the PCs who will eventually be face-to-face with your world-building efforts, if you know them.
If you don’t, then that’s fine, too – simply specify that the most obviously accomplished in the indicated sphere (or least-obviously accomplished) is to encounter the challenge (depending on how hard its supposed to be).

Without the original, you won’t be able to tell, but I’ve extended the leading wave to give a greater impression of forward motion.
‘Journey’ as a Content Generator
I’m breaking the ‘World Building’ functionality of the system into two distinct spheres – Content Generation and genuine World-Building. So I should probably start by making the distinction clear, though there will be significant overlap.
Content Generation happens when you already have a location that’s been explored to a certain extent, and may even have been specifically detailed to a greater or lesser extent. What you need to do is flesh out the setting, ‘put salt on its tail’ and bring it to life.
As with the Solo-play RPG aspect of the game functionality, ‘Journey’ is less than optimal for this purpose – but is close enough that its potential is clear to see.
Content Generation is less about generating content (ironically) and more about manifesting and expanding on the existing content in some interactive form. What are the impressions, the sights and sounds? Every aspect should lead to some sort of interaction. Using the system to generate content with no real starting point is a more abstract creative endeavor, which I will deal with in a subsequent section of the review.
I find that the randomness of the system is counterproductive in this context. A more directed format is more useful.
- You are approaching the location. What is your mode of transport? What sensations does it engender?
- What is your first impression of the destination and how is that impression colored by what you already know of it?
- Whereabouts in the location do you ‘make landfall’ or dismount?
- Visualize it. What is the general impression – sounds, smells, color.
- How are those around you going to react to your arrival?
- One of them approaches you. What does he or she look like and what does he or she want?
- What is your purpose here, and how long will it take? Do you need a place of residence in the meantime?
- Heading in the direction most likely to yield such a place of residence, what do you see?
- You have found a place where you can abide. What’s it like?
- Who owns it and who operates it? What’s wrong with it (may not be obvious to you)?
….and so on.
The key words here are interaction and experience – what do you experience as you interact with the location?
Your experience will be different if you are arriving by ship – you will be starting at the docks, for one thing – than if you are approaching overland in a carriage or astride a horse. Or flying in on a magic carpet.
The goal is to capture the essence of each aspect of the environment that you will encounter in a logical and progressive sequence. But, every now and then, something random will intrude – whether that’s the Mating Flight of the Shadow-Drakes or an attempted pick-pocketing. That’s where the random element comes into its own.
Whenever you are en route from one sub-location to another for any purpose, choose a random Aspect as usual and try to weave that into the resulting narrative text.
- “A six-legged dog comes up and smells your boots.”
- “A shadow flits from eave to eave, never quite there when you look at it, but occasionally visible from the corner of your eye.”
- “A hawker on the corner sells love potions, endorsed by the Crown.”
- “A seller of rare books places a sign in the window, ‘new shipment arrives today’.”
Randomness has its’ place, but is insufficiently structured to be comprehensive, and that’s what you need most when pursuing this application.
Unfortunately, there is no such comprehensive list of specific questions included, so you will need to generate your own (using the ones I have provided as a starting point). Then file this away for re-use in the future; your questions won’t change, only the answers.
You might go so far as to generate a new series of questions for each different campaign, as a means of giving the locations within that campaign its own distinct flavor. But the bottom line is that, for this purpose, ‘Journey’ is a resource and a good beginning, nothing more.

‘Journey’ as a campaign resource
Randomness – in its way – is even less useful in the true world-building application of the game. Instead, the questions should be even more directed and, at the same time, more abstract. You are less interested in a contiguous narrative than you are in being prompted for abstract high-order concepts, each of which should be explored in depth until you arrive at specifics.
- What is this location? What is it’s purpose and what makes it well-suited to that purpose? What is its biggest drawback, and how do the locals try to overcome that?
- How is the location structured and organized?
- What is the architecture like? What feature is most obvious? What feature is most distinctive? What is the one aspect of the place that you would forever associate with this place specifically? What advantage does that appear to confer on the populace?
- How does this location interact with animal life? Are there animals in the streets? Are there architectural elements or specific buildings specifically for animals?
- What are the people like? What is the most unusual or distinctive thing about their behavior or dress? What is the general demeanor? What is one common activity that a visitor will notice?
Here, the randomness can be useful as a prompt or idea generator, as the example within the text makes clear.
The results will be a collection of disorganized impressions that still need to be compiled into a cohesive whole. Each thought, however, builds on the notions that you’ve already constructed. It’s a systematic approach with random elements of focus, in other words. Nothing that results is set in stone; they can all be changed if the results are a more cohesive, coherent, vision. Your goal is to define the location enough that you can do two things:
- Define, for subsequent exploration in the same way, sub-locations; and,
- Conceptualize the location and its sub-locations sufficiently and cohesively that you can proceed to Content Generation when you need it.
There is more to the technique than simple free association; the questions structure and direct the imagination, while still giving scope for creativity.
In general, instead of using the randomness of the game system as supplied, you are looking to integrate one or more specific elements in each
Aspect of the Waypoint. The game system is your guide, and a stimulant to your imagination.
Once again, there is no such list of questions provided, but you can simulate having such a list using the mechanics that are provided – but generation of such a list and relegating the existing mechanics to the subordinate role offered above would yield a far more useful and satisfactory process. Once again, the impression that you get from the product is that it is incomplete, it doesn’t quite give you everything that you need for it to be as valuable as it could be for this purpose.

I went to town a little bit with this piece, quickly colorizing it. I thought very seriously about making the top a purple, but the umbrella didn’t look right in green.
‘Journey’ as a multiplayer game
I wasn’t originally looking for this usage of the product. Nevertheless, as I read it, an idea of how to do so came to me. In this concept, everyone at the game table is both the GM and the shared owner of a single character.
Let’s say that there are four participants, A, B, C, and D, in that order around the table.
There are four roles that these players are to perform in the game context. These are
⧫ Location Master
⧫ NPC Master
⧫ Interaction Adjudicator
⧫ Player
A starts out in the role of Location Master; D starts in the role of NPC Master; B starts as the Interaction Adjudicator; and C is the Player.
It is recommended that the First Player generate a PC using the game mechanics described earlier, but any game system can be used. The genre of the game system determines the flavor, nature, and any restrictions, of the adventure. As a general rule, you want character construction to be FAST so that too much playing time isn’t lost while the others are twiddling their thumbs.
Play starts with the Location Master, who describes the location or setting where the player is. Once he has done so, save for answering specific questions about the location, he has finished his activities for this turn.
The Player describes what he wants to do at the location (which may include ‘go elsewhere’). He is free to describe some purpose that his character has. In the first turn, he should also describe the character and what the character is doing at the location.
If the player hasn’t instigated looking for someone to interact with, the NPC Master then describes someone appropriate to the location who attempts to interact with the PC in some manner.
The Player and the NPC Master then roleplay the interaction, with the Interaction Adjudicator functioning as arbiter. When the encounter is resolved, the PC can proceed with the next step toward achieving the goal that was initially set for him or her, or can abandon it in favor of something more urgent. But as soon as the Player announce the PC’s action, the game turn ends.
If there are no NPCs, then the NPC Master can pose some sort of environmental challenge for the player to overcome.
As soon as the game turn ends, each of the roles rotates one participant to the right:
- Location Master rotates from A to B;
- Interaction Adjudicator rotates from B to C;
- Player rotates from C to D;
- NPC Master rotates from D to A.
The function and ambition of the two Masters is to make the PCs life interesting and pose challenges and obstacles for the Player to overcome. The Interaction Adjudicator deals with consequences and fairness, making sure that there is a solution to the challenges posed. The goal for the group overall is to tell an exciting and interesting story while enhancing their improvisational and theater-of-the-mind skills.
The principle source of inspiration for this idea is “What goes around, comes around”. Everyone should try to be hard but fair, because if they aren’t, the other participants will have ample opportunity to balance the scales. At the same time, making life too easy or being too generous to the player will quickly become boring.
All participants have equal ownership of all four aspects of the ‘life’ of the PC and his world.
It may sound like ‘Journey’ itself has no input into this gameplay, but that’s not entirely true; at least one copy is needed, gets passed with the role of NPC Master, and can be used to generate challenges or random elements as usual.
For example, the die-and-cards combination may yield an “Archaeological” Aspect, “The smell and feel of the air in this Waypoint” – so the challenge is for the NPC Master to do something relating to the odor or atmosphere in the location. That might be an electrical panel shorting out, or a stench presaging an attack by a wild animal, or an encounter with an NPC wearing excessive perfume or a meteorite puncture or hole in the hot-air balloon or whatever.
The only limits are what the participants consider reasonable and plausible within the genre. The Location Master might describe the bridge of a spaceship, expecting the PC to be the ship’s master only for the Player to adopt the role of a space pirate or a trader who has discovered the ship derelict or even an Army Officer exploring an Alien Ship that has crash-landed. The NPC master then takes his cues from what the two of them have said and from the random element, and makes life interesting for the PC for a while.
This is the simplest approach for taking the principles and essential concepts of ‘Journey’ and making them multiplayer that I can envisage.
Three Participants
If you only have three Participants, abolish the position of Arbiter and let that become part of the duties of the Location Master.
Two Participants
You have one participant who is the GM, and the other who is the player, who keep swapping roles.
Five or more Participants
Add more NPC Masters as necessary, with the leftmost (the last one) controlling the leader and assigning roles for the others.
I mentioned in last week’s post that this multiplayer arrangement was part of the inspiration for the unique campaign structure in which each player has to ‘trade in’ their initial characters in order to become an active participant in solving the mystery / adventure. I couldn’t be too explicit then without tipping my hand with respect to the above system, but I’m sure that the connections are now obvious to anyone who has read both.

This is taken from the PDF, but I’ve tweaked the colors to make them a little closer to the tones of the cover of the printed copy that I received. Click the image to buy from DrivethruRPG!
‘Journey” as a commodity
In general, ‘Journey’ does several things, none of them completely satisfactorily – but all of them well enough to make it a useful resource to have on hand. All the shortcomings are easily countered with the provision o some extra content – whether that be some simple game mechanics or some simple lists of appropriate questions.
It’s an invaluable product that simply isn’t quite all that it could be. And it can be yours for a fairly low price from DrivethruRPG. Copies cost $9.99 for the PDF, $24.99 for the Softcover, and $29.98 for both. Just click on the cover to the right.
There is also an expansion, “Expanded Aspects for Journey”, available as a PDF at www.drivethrurpg.com, and sign up at graycastlepress.com for a new game based around the same core concepts, “The Explorer’s Guild”, shortly to enter playtesting. I suspect that it’s likely there will be a Kickstarter for the game, but it’s not ready for prime-time – yet.
I’d like to close out this review by inviting Luke to steal any or all of the ideas offered in the course of the article, and to drop a line to tantalize readers about what “The Explorer’s Guild” will do with the Journey engine (assuming all goes according to plan, of course)!
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