Review: Sojourner Games – Sojourner’s Moon


Sojourner’s Moon (Player’s Guide and Journey Master’s Guide)
Sojourner’s Moon is an original sci-fi role-playing game, written by Randall C. Ellis and published by Sojourner Games.
By Aaron T. Huss
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Learn more about Sojourner’s Moon here
Purchase Sojourner’s Moon here
Find other Sojourner Games products here

Disclaimer: Roleplayers Chronicle Editor-in-Chief was sent a free copy of Sojourner’s Moon Player’s Guide and Journey Master’s Guide for review.

Sojourner’s Moon is an original science fiction RPG from Sojourner Games. Although it utilizes fairly standard Attributes and Skills, different character species are presented and each one’s potential (i.e. character class/profession) is based on something called The Grand Table of Species Harmonics which limits what capabilities are available to a given species. Of course, the GM, called the Journey Master, can overrule this, but overruling generally seems discouraged. The game’s mechanics use the array of standard dice for all skill use and combat damage, although target numbers are based on a table, which oddly enough changes for each character type. Attributes are translated using a similar table schema whereas a specific value produces a bonus, penalty, or nothing to a given action type. This is very similar to how d20 does it, but the modifiers are d%-based instead of d20 modifiers. Basic rolls appear to be d%-based whereas you have to roll below the target number. As mentioned before, target numbers are table-based and not only do they change per character type, they also change according to the linked Attribute (as a bonus) and the level of the character. Thus, you always have to update your character sheet with the target number according to the aforementioned variables. This isn’t really that big of a deal if you don’t mind using tables and can use your character sheet to great effect.

Sojourner’s Moon is kind of a mixture between science fiction and science fantasy. It’s not full-blown science fantasy, but it has a lot of fantasy-like elements. This is akin to how Warhammer 40k is a mixture between the two as well. I personally don’t like the Grand Table of Species Harmonics, but then I’m not big on games with rigid character classes or archetypes. Others may enjoy how their character is inherently different than others due to the species they chose. To me, the overall design of the game is similar to some of the OSR systems out there where there are lots of tables that change depending on the species and class chosen. In fact, the species to class relationship is also akin to OSR systems.

Sojourner’s Moon is very poorly laid out. To start, the Table of Contents is difficult to read, the PDF lacks bookmarks, the font is excessively large, and there is a horrible abundance of white space. Many of the images are awkwardly placed and there are numerous places where the content could have been consolidated to fit better. This is, however, an aesthetic thing as the content (except for the Table of Contents) is actually quite easy to read. It is as if the entire book was designed to be read on an eReader with a very simplistic flow from top to bottom and images that all reside amidst the text, fully anchored between the lines. Hopefully the price point doesn’t reflect the page count as the content could probably fit into half the book’s actual page count.

Due to its layout, Sojourner’s Moon suffers from one major downfall: lack of description. Each species is presented in the Player’s Guide on a single 6×9 page where only 65% of the page is used, and 50% of that used space is given over to the illustration and its lack of text wrap. That means you only get a handful of sentences that define each species; not enough to get a good idea as to how they truly fit in the setting. In fact, the setting is very poorly described and I really don’t know anything about it. Additional information of each species is provided in the Journey’s Master’s Guide, but a player isn’t supposed to have access to that. To me, this is a poor choice as each species should be fully fleshed out so that the player understands what they’re choosing and why. The setting too is further fleshed out in the Journey Master’s Guide, but again, that should be available to the players to understand the setting of which they are playing in.

SG-Sojourners-Moon-JMGSpeaking of the Journey Master’s Guide, I felt that this book provided very little value to the Journey Master, but presents a boatload of information that the players would probably be more interested in. To me, much of it isn’t secret or behind-the-scenes and instead serves to further understand the various species, professions, and the setting as a whole. For example, there is a chapter called “The Solipsis System: A Beginning Knowledge Base” which contains information about the setting. This is something players should have access too, same with the star craft information that follows. I’m sure there’s a design reason for this, but there’s a good chance that much of the Journey Master’s Guide can be read by the players without spoiling any aspects of the Journey Master’s adventures or campaigns.

Sojourner’s Moon is interesting. I think it has an OSR feel to it, and those who really like OSR games may enjoy taking a look at this science fiction system and setting. (Although it’s d% and not d20.) The game is definitely not limited in its potential; there is lots of room for new species and professions/ classes/ archetypes/ whatever. The Journey Master can definitely create interesting adventures and campaigns using what’s there. Also, the dice mechanics and tables seem very thorough and the system definitely avoids bloating when it comes to skill options and the very general basics. It doesn’t try to do too much nor does it try to do too little. Although I think the “magic” is a bit too fantasy-like, others may enjoy that in their sci-fi games. Like I said, it’s definitely a mixture between sci-fi and science fantasy.

Regarding the layout… I will say this. If you kept this PDF on a Nook or Kindle, it’s easy to read, but difficult to navigate. Some bookmarks would take care of that as would other layout changes. But, the large font does make it that much easier to read.

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