Hands down, the most fun and truely group-centered story-telling experience I've played to date.
This isn't really the constructive-informative review for the author, so much as a head's up to people who are interested in this system. For sake of not disinsentivising people from purchasing this amazing game, I won't go into detail of Journey Away's mechanics here; this incredibly light-weight system doesn't have too many moving parts, so it wouldn't take much to get plagerized.
So, without spilling the beans too much:
There are typos and some iffy wording, but none of those minor mistakes hindered any understanding I had of the system.
This is not a game for people who like crunching numbers and beating up monsters. This is a game truly focused on creating a flexible structure for a bunch of friends to improv/story-tell around.
I would highly suggest this game to anyone who has some background in game design and/or creative writing. By virtue of how light-weight this system is, it doesn't have the structure that would lend itself to actively helping the Players/GM create assets for your desired narrative. There are no charts to roll off of to figure out how a spell goes wrong, no quantified HP of arbitrary objects, no big stat sheets for monster boss fights; every ounce of what you decide to make important to the story becomes the mechanical focus of your game, because of how the system intends you to allocate dice to things.
If you've always wanted to play a sort of Who's Line Is It Anyways but with more plot, I can almost gurantee this game is for you.
While this system is designed for the setting within Journey Away, I can see this having amazing applications across a lot of other settings, as well!
- The spirit of the game is pleasant and kind... Something that I think is missing from a lot of tabletop rpg games these days.
Thank you, Purple Aether Games! 10/10 would buy again!