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DayTrippers - GameMasters Guide

An infinite number of bizarre experiences await your exploration, from Dream Worlds and Alternate Earths to distant planets in our universe and others! The Daytrippers Gamemasters Guide is a toolkit for creating surreal adventures that take place in weird worlds and other dimensions. With this expansion to the DayTrippers Core Rules, the GM takes the players into new and wildly divergent realities every session, blurring the line between subjective and objective reality, and cranking up the weirdness to eleven.

Designed by Tod Foley (creator of Cyberspace, Ghosts in the Machine, and Watch the World Die) the DayTrippers Gamemasters Guide blends modern and traditional gamemastering techniques with the random input of oracular systems and the spontaneously-generative approach of surrealist art. Each adventure is designed to last a single session and return the PCs back to Earth, with the pacing of a short story or television episode. The result is a fast interpretive system with its own skittery mechanics, spitting out an endless variety of psychoactive science fiction narratives. Psychic Content. Oracular Prep. Narrative Resolution. Vertical Control. High Bleed. You've played like this before, but you've never seen rules for it.

Inspired by the surrealistic science fiction of Moebius, Moorcock, Rucker, Weinbaum, Heinlein, Vance, and other masters of weirdness, the DayTrippers system can be used for either "GM-Lite" collaborative play or heavily-prepped campaigns. The DayTrippers GameMasters Guide presents a unique approach to designing and running unforgettably immersive high-bleed adventures in inner and outer space.

The system uses d6s only · Conversion tables included for d20, PbtA and percentage-based systems · Action Resolution is both numeric and interpretive, creating a wide range of dramatic outcomes for every roll · Designed to be used in conjunction with the DayTrippers Core Rules

This Comprehensive Guide Contains:

  • INTRODUCTION
    Essays on the history of surrealism in science fiction and modern games

  • RUNNING DAYTRIPPERS
    Techniques and Advice for high-bleed collaborative sessions of surreal sci-fi

  • ACTION RESOLUTION
    Tips and Aids for adjudicating an unpredictable variety of actions, from dialog to combat

  • FICTION MANAGEMENT
    Rules for NPCs, Money, Downtime, Fame, Home Bases, SlipShips, Businesses and Campaigns

  • THE WORLD OF DAYTRIPPERS
    MegaCorporations, DayTripper Companies, Technology, SlipSpace and Sample NPCs

  • GENERATORS
    Over 70 tables for Missions, Stars, Planets, Locations, Lifeforms, Societies, Drama, Dream Worlds and more

  • CREATING DAYTRIPS
    Guidelines on structuring immersive narratives with a strong sense of story arc, without railroading

 

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