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    <title>Journeyman-Engine on Neverending Pretending</title>
    <link>https://neverendingpretending.net/categories/journeyman-engine/</link>
    <description></description>
    
    <language>en</language>
    
    <lastBuildDate>Sat, 26 Aug 2023 18:30:00 -0400</lastBuildDate>
    
    <item>
      <title>Journeyman: Reborn</title>
      <link>https://neverendingpretending.net/2023/08/26/journeyman-reborn.html</link>
      <pubDate>Sat, 26 Aug 2023 18:30:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2023/08/26/journeyman-reborn.html</guid>
      <description>&lt;p&gt;&lt;img src=&#34;https://neverendingpretending.micro.blog/uploads/2026/journeyman-hero-image.png&#34; alt=&#34;Journeyman Minimalist Roleplaying&#34;&gt;&lt;/p&gt;
&lt;p&gt;After stewing on the previous incarnation of Journeyman, I decided to strip it
down to the bone and build it back up to something I think is a light,
extensible, and expressive framework that can support any number of settings and
genres.&lt;/p&gt;
&lt;p&gt;I had a few guiding principles. It needed:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A consistent way to resolve tasks when randomness is needed.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I wanted to avoid minigames and multiple, sometimes inconsistent, subsystems
for different aspects of the game. &amp;ldquo;2d6, roll high&amp;rdquo; is an extremely simple
concept to keep in mind for task resolution.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;As little character quantification as possible.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I enjoy games that take a more literary approach to character design, and I
wanted to see what players could come up with in an unbounded playing field.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;No power bloat.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The protagonists in stories I enjoy rarely get tremendously more powerful as
time goes on. Typically, they improve by getting new equipment or gaining
allies. I wanted to have a game that explored that kind of growth without such
a focus on increasing numbers on the character sheet.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;No reliance on any dice beyond d6.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Admittedly, this is a purely stylistic stance. I collect all sorts of dice,
and enjoy chucking them when I can, but I relish the simplicity of the d6 and
wanted to hew close to the Traveller roots.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;[I love you, too, d12, we all know you&amp;rsquo;re the perfect polyhedral die.]&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;So, I&amp;rsquo;ve released its new incarnation, and you can download it on my &lt;a href=&#34;https://zacbir.itch.io/journeyman-pocket-edition&#34;&gt;itch.io
page&lt;/a&gt;&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Introducing the Journeyman Engine</title>
      <link>https://neverendingpretending.net/2023/01/25/introducing-the-journeyman-engine.html</link>
      <pubDate>Wed, 25 Jan 2023 19:47:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2023/01/25/introducing-the-journeyman-engine.html</guid>
      <description>&lt;p&gt;I’d like to introduce you to a homebrew system I’ve been working on recently. I
call it &lt;em&gt;the Journeyman Engine&lt;/em&gt;, and it &lt;strike&gt;comprises elements&lt;/strike&gt;
steals liberally from some of my favorite Odd Borg Hack games.&lt;/p&gt;
&lt;p&gt;I was hoping to create a lightweight system that supported rich and flavorful
character concepts with enough knobs, buttons, and levers that interacting with
the world would be fun but not a burden.&lt;/p&gt;
&lt;h3 id=&#34;resolving-risky-actions&#34;&gt;Resolving risky actions&lt;/h3&gt;
&lt;p&gt;Any time your character is going to try to do something risky, you’ll roll two
dice, applying any appropriate modifiers, and compare the total against a range
of outcomes:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Roll&lt;/th&gt;
&lt;th&gt;Outcome&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;6 or less&lt;/td&gt;
&lt;td&gt;Failure (2 might be a Fumble)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7 - 9&lt;/td&gt;
&lt;td&gt;Success at a cost&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10 or more&lt;/td&gt;
&lt;td&gt;Success (12 or more might be a Critical)&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id=&#34;die-ranks&#34;&gt;Die ranks&lt;/h3&gt;
&lt;p&gt;One die comes from your character’s Ability (Strength, Agility, Wits, Empathy)
and one die comes from your character’s Skill. The dice you use depend on the
rank of each:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Die&lt;/th&gt;
&lt;th&gt;Ability&lt;/th&gt;
&lt;th&gt;Skill&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;d4&lt;/td&gt;
&lt;td&gt;Weak&lt;/td&gt;
&lt;td&gt;Unskilled&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d6&lt;/td&gt;
&lt;td&gt;Average&lt;/td&gt;
&lt;td&gt;Apprentice&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d8&lt;/td&gt;
&lt;td&gt;Strong&lt;/td&gt;
&lt;td&gt;Journeyman&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d10&lt;/td&gt;
&lt;td&gt;Elite&lt;/td&gt;
&lt;td&gt;Master&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id=&#34;example&#34;&gt;Example&lt;/h3&gt;
&lt;p&gt;With this, it’s easy to see that Magdalene, a stoic swordsman with weak Empathy
(d4) and unskilled in Manipulation (d4) can only hope to succeed at a cost when
trying to persuade the noble into acquiescing to her request. That is, at least,
without aid from equipment or ficitonal positioning. Were she to supply the
noble with enough wine or present the signet ring of the noble’s husband, she
might get a +1 or +2 to her roll, opening up the possibility of an outright
success.&lt;/p&gt;
&lt;h3 id=&#34;pushing-a-roll&#34;&gt;Pushing a roll&lt;/h3&gt;
&lt;p&gt;Were she to fail, she could attempt to push the roll, giving her one final
chance to succceed, at the expense of rolling her Ability die to see if it is
reduced. On a 1 or 2, her Ability die would be degraded one step on the Dice Chain.&lt;/p&gt;
&lt;h3 id=&#34;dice-chain&#34;&gt;Dice chain&lt;/h3&gt;
&lt;p&gt;d10 -&amp;gt; d8 -&amp;gt; d6 -&amp;gt; d4 -&amp;gt; Broken!&lt;/p&gt;
&lt;h3 id=&#34;broken&#34;&gt;Broken!&lt;/h3&gt;
&lt;p&gt;When an Ability reaches Broken, the character takes on a condition, appropriate
to the Ability. Physical failures result in Damage while Mental failures result
in Stress.&lt;/p&gt;
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