From website:
What is
Sojourner's Quest all about? It is a social fantasy role playing game. It is a game where people will sit around a table, with dice, pencil and paper, and get involved in a storyline created by the game referee, also known as the Game Master. It involves basic arithmetic skills, a good sense of problem solving in a fantasy milieu, and the ability to minimally role play a Character. Role play is kind of like acting on a small scale. One would act as though one is the Character in question, and try to think like a particular kind of archetypal Character like a Healer, Sorcerer, Thief, or Warrior. Do not panic! The rules of the game guide you for the most part, and the persona you make creatively for your Character takes you into the game as a Player.
The game is a simulacrum, inspired by old school Advanced Dungeons & Dragons. There are many similarities, and there are many differences; the details of each game are not comparable, while the idea of play is the same. The game is allowed as long as it distributes the Open Game License published by Wizards of the Coast, and I have noted some areas where there is apparent overlap between the two games. The OGL is a standard acceptance of responsibility when writing an adventure role playing game that is very much like the old school game. Sojourner's Quest differs enough to be called a stand-alone product. The way one builds/rolls up a Character with 8 Skill Scores, new Healer & Sorcerer spells, Redemption Roll Tables, new Magical Items tables and Treasure Categories - all these and more, constitute a unique perspective that I hope conveys a freshness in gaming.
The Old School Renaissance [OSR] is a current concept in the gaming community wherein the qualities of improvisation, creativity in play, and a measure of Character freedom is called for. Is this a movement, a sentiment, or a way to attempt to inspire a product that answers this current need? I could answer "yes" to all of the above. Does Sojourner's Quest answer this trend? I like to imagine that in part the book and intent does answer what is being called for to the best of my ability as an author. This is my first attempt at game design. I cannot see it as a perfect answer, yet as a continuously perfectable and ongoing development.