DayTrippers Reviewed by Venger Satanis
Venger Satanis, author of "How to Game Master like a Fucking Boss", has written a review of the DayTrippers Core Rules and GameMasters Guide. Seems he's pretty sure the game is not for him, although he does say "I'd wholeheartedly recommend it for people smarter than me." That's an interesting statement, since I consider Venger to be pretty smart.
The review continues: "Not that some people can't understand it, just that you have to pay attention to what you're reading without losing focus, without your attention wandering too far. It would also help to have a passing familiarity with theories of the quantum physics and holographic universe variety." I suppose I can't argue with that! You can read Venger's review here.
As I see them, here are the "Pros" Venger calls out:
- really good for the right crowd
- does a lot right and attempts to capture the human experience
- has many interesting characters
- scientific and intellectually mature (I take this as a Pro)
- would recommend to smart people
- nice middle ground where advanced ideas are explained in short-story format
- The Debt concept is genius and uniquely awesome
- lots of great examples show how character creation and combat work
- the GMG has good roleplaying and game management advice, "seemingly on the verge of a new way to roleplay"
- GMG has all the random tables I was looking for
- plenty of helpful suggestions for prepping the first few sessions
- GMG: some of the art is decent and gives readers a sense of the setting, world, and possible adventures
- the text is well laid out and makes for easy reading
And here are the "Cons", along with my (responses):
- cover art is boring, face is inhuman (me, I love it.)
- no real protagonist (isn't that the player's job?)
- would caution unsmart people (fair enough)
- won't be a mainstream blockbuster or runaway success (look at me! look at me!)
- Core Rules: artwork is mostly forgettable (it's classic public domain. sue me!)
- Experience rules are too involved (much easier than dividing XP in D&D)
- GMs will need to do some heavy-lifting in prep (only if you don't like improvising)
- the language should turn itself down a notch or two for the common man (meh)
- GMG: some of the art is mediocre (but not the art I paid for!)
- For GMs who are lazy and short on time, I can't imagine putting in the necessary effort to make DayTrippers shine like it should (shortage of imagination is not something I would have expected from Venger.)
Well, there it is, y'all. Take that information and run it around in yer noggin. All in all, I might summarize his position like this: If you're a smart person who knows a bit about quantum physics, and you like science fiction, and you don't mind doing some heavy lifting as a GM, the tools are all in place for you and your group. Grab yourself a copy of the DayTrippers Core Rules and GameMasters Guide... and make them shine like they should.