Rulings not Rules
"Rulings Not Rules" is one of the standards of the OSR, and one that the Cyber-GM stands by. There isn't enough space on your table for a book with rules for everything, so DayTrippers uses a very simple system for adjudicating just about anything. To keep this simple system from getting stale or feeling overly-generic (as some systems do), a "bipartite narrative resolution system" was adopted ("Yes And", "Yes But", etc), forcing a spontaneous interpretation of the result conforming to the situation, whatever that may be.
This is not a new mechanic. The Action Resolution system in DayTrippers is based on a version of the Nørwegian Style Resolution Cards used in the elegant and beautiful Archipelago by Matthijs Holter and the mind-bending Itras By by Ole Giæver & Martin Gudmundsen. This is one of the most visible ways in which DayTrippers deliberately straddles the line between "Gamism" and "Narrativism".
The "governor" on this interpretive process - if one is even necessary in a game of surrealist science fiction - is the GM's ruling. There will be times when the game depends on it. The word "ruling" tends to imply "control", and for some people that's a sort of code-word for having social power at the table. And some find this social power to be offensive to their democratic sensibilities. But it's important to keep in mind the stance of the Cyber-GM. The Players are not "governed" by the Cyber-GM in any political or power-relational sense. It's quite the other way around. The Cyber-GM is like a machine that provides a service, and the Players are the people who use it and direct it. Both the machine and the users are creative elements in the system. The Players are only "governed" in the sense that a vehicle crew is governed by the vehicle's "speed governor" (for instance), which prevents them from moving dangerously fast in any direction.
I'm stretching the metaphor a little bit, but it's close enough to get the point across.
This is a place to talk about rulings.