GameSpeak Éthe DJ Patois One of the first things noticed by gamers being introduced to the Dangerous Journeys* Game System system is the terminology. It is radically different from the standard RPG jargon. Not a few have commented with alarm, even expressing disapproval... How can a game alter the accepted norm, the dearly embraced patois of roleplaying gaming -- that which distinguishes the aficionados from the mundanes that surround them?! Easily, and for a good reason too. It is probably obvious to all readers that the new system does that and more. It isnÕt anything like any others. There are superficial resemblances, of course, because it is roleplaying, after all. In order to achieve the game form there have to be certain forms that establish it as that sort of game. Yet beyond those the system begins to diverge, often radically, from other RPGs. This is obvious in the Mythus* Fantasy Roleplaying Game component, and the divergence will become greater as more portions of the system are brought on line over the coming years. It could be that certain criticisms of the system, and the reluctance of some gamers to try it, stem from the clear differentiation between it and the rest of the pack. Those imposing books are daunting to the dilettantes and casual participants who believe that shallow milieux with minimal rules enable easy play and empower those employing such devices. Wrong. What these sorts of games do is limit the scope of play to the particular genre and milieu and force conformity through lack of choice. ************** (Continues, explaining why various terms were invented and used, and concluding with:) ************** No more ÒGMsÓ or other worn-out acronyms in the Dangerous Journeys Multigenre Roleplaying Game System. From now on we are Journey Masters. Hail and prosper, all you indomitable JMs! Henceforth the term Journey Master and the acronym JM will be used in this magazine. * Trademark, all rights reserved (see statement in Table of Contents)