The time is shortly after the year 2100, the location is the first world. Massive megacorporations dominate the economic landscape and incredible advances in technology make the most miraculous things possible, from genetic modification to medical nanotechnology and microfusion power generators. But the most earth-shaking development of the 21st century is one we’re just beginning to see the ramifications of: As the 22nd century enters its second decade, the inner and outer realities of SlipSpace are opening up to human exploration.
The Slip Capacitor, based on the groundbreaking work of Zayim Diaspora, is an amazing device that allows travel to other dimensions in vehicles known as Slipships.
The bold explorers who pilot these vehicles face a multiverse of physical and psychological dangers to bring back priceless knowledge and powerful artifacts from far-flung dimensions and other realities.
They’re called DayTrippers, and you’re one of them.
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Stranded on Inra after having all their ship's power siphoned off by Mark Forepaugh, Nash, Reggie, Duke and Tom wait for their rescue team to arrive. Nash and Reggie take off to scout the island, and explore the mysterious skytube atop the Mountains of Perdition.
After making a trade with an indigenous Oufa tribe, Nash, Reggie and the Loose Guns head southward through the hostile jungles of Inra, hoping to make it back within ten days. They have left young Annelle in the Oufa den, where she plans to make a study of the native language and culture, and they promise to return for her as soon as possible.
Seeking Inranian Orchids for their wealthy client, Nash, Reggie and the rest of the Loose Guns continue their hexcrawl on the planet Inra, where inclement weather, hostile predators, and rival orchid-seeking DayTrippers make things... difficult. We pick up the story just as Reggie's mind is being assaulted by the hypnotic sound of the approaching HOOM...
BOGG is now available in PDF format: The latest system-agnostic setting for science fiction RPGs from As If Productions.
A far-flung world for your science fiction or alternity roleplaying sessions, suitable for one-shot adventures or extended campaigns.
One of the hottest in-vogue items this year is the Inranian Orchid, a large and beautiful flower from a deadly planet on the other side of our galaxy. When the world-famous hamloaf heiress Scylla Sardacian requests a shipment of these flowers (as many as she can get, for conspicuous consumption), Bento begrudgingly hands the assignment to Nash. Then we're off to a hexcrawl on the planet Inra, where our heroes face a harrowing combination of inclement weather, hostile predators, and rival orchid-seeking DayTrippers.
After a session of collaborative setup, we enter a Dream World where the world-famous Scylla Sardacian is throwing her own birthday party. DarkMatter has been hired to provide security for her and her guests, which means that Nash and Reggie, along with their team, will be babysitting a group of spoiled celebrities. The party takes place on the planet Paralaxus, where we also encounter the rival DayTripping firm of Hanfast Security.
The DayTrippers GameMasters Guide has reached SILVER BEST SELLER status on DrivethruRPG. Woot! Thanks to all you DayTrippers out there!
(PS - It's also on sale through March 11th for the GM's Day Special)
#DayTrippers #BestSeller #KeepYourEyesOnIt
DayTrippers GameMasters Guide
The DayTrippers RPG is designed for episodic, surreal science fiction play. The GM's job over the course of a session involves tracking time and modulating tension in order to produce "short stories" or "TV episodes" with their own internally-satisfying narrative arcs: beginnings, middles, and ends. And usually this is exactly what you get: a free-wheeling "monster of the week" campaign (except it's more like "alien planet or otherworldly dimension of the week"), consisting of fairly self-contained adventure episodes.
But not always.