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Description Edit | History

From publisher blurb:

In some sun-bleached barn outside Sacramento, CA c. 2099 a group of physicists, shady g-men, grad-students, tourists and an array of amateur explorers and nü-gonzo-revivalist writer-dudes gather around a collection of strange vehicles that resemble lunar landers. Each is painted a garish colour and prepped to "shift" along an angle of slippage into a crazy new plane of existence. Their mission, in the words of Gene Roddenberry, is to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before. These are the voyages of the DayTrippers.

Each Daytripper is equipped with enough fuel to support its crew and dimensional-shift engines for, predictably enough, one day. The idea is simple: slip into alternate universes and pocket dimensions, steal, trade or plunder enough goodies to pay for the next trip, ship upgrades and your student loans. The other end of the universe is a crazy place, filled with strange, dark cities, glowing swamps and crystal spires under mysterious stars. Danger bounds, but so do the riches. Time to zip-up that Automated Survival Suit and seal those pods tight! Let's slip-n-slide!

DayTrippers is an "oldschool" approach to a surrealistic science-fiction multiversal milieu, in which an assortment of colorful character classes pilot unique machines into divergent universes to retrieve items of value and bring them back home.

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More Information Edit | History

DayTrippers is a reality-hopping roleplaying game of surreal science fiction, written by Tod Foley (designer of the "CyberSpace" RPG and other material for Iron Crown Enterprises). The game blends a traditional "OSR" approach with modern "narrativist" approaches to gamemastering, resulting in highly personalized and unpredictable adventure sessions.

History
DayTrippers was originally conceived by Mike Burrell and Tod Foley in a discussion on the story-games.com forum in 2014, where it quickly became an open-source development project. The Source Rules were released under the Creative Commons CC-BY license in October of 2014, and Foley began work on a custom "branch" of the rules known as the "Core Rules". These Core Rules expanded the DayTrippers universe extensively, and have since given rise to the "DayTrippers GameMasters Guide" and several supporting adventure modules.

Contents
The DayTrippers Core Rules book includes rules for character generation, action resolution, ship construction, combat and character advancement, as well as a "GM-Lite" set of rules for collaborative play. The DayTrippers GameMasters Guide takes the OSR path by providing a network of interconnected tables, additional supporting rules, random content generators and a unique adventure prep system for more strongly-GM'd campaigns. The game may be played in either mode.

Setting
DayTrippers is set in the early years of the 22nd century, when the development of the "Slip Capacitor" has made it possible to travel to other dimensions and pocket universes in vehicles known as "SlipShips." The catch, however, is that these adventures are short-lived: It is not possible to remain "outshifted" from "Home-Earth" for longer than 24 hours. This narrative conceit makes a DayTrippers campaign rather like a series of "one-shots" tied together in a loosely episodic manner, similar to a modern television series. The game makes use of surrealist literary techniques for developing content, employing an "oracular" approach to adventure generation which enables the GameMaster to emulate both surrealistic works of classic "pulp" science fiction and the "New Wave" science fiction of the 60s and 70s. Foley has stated that key influences on the design included the works of Moebius (Jean Giraud), Michael Moorcock, Rudy Rucker, Stanley G. Weinbaum, Robert Heinlein, Jack Vance, and other "masters of weirdness."

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