While working on the DayTrippers GameMasters Guide, I put together an online version of the mission generation system to test the generators in combination. Now I'm sharing it with you. This script (click link below) generates a random Mission, and if required by that Mission, it also generates a random Star, a Planet, a Location and a Lifeform. Infinite worlds await your exploration!
|click here for larger version]|
|https://gmshoe.wordpress.com/2015/11/05/qa-tod-foley-daytrippers/ If you're curious about DayTrippers or want to know what else is in the pipeline from As If Productions, check it out. Thanks to Dan Davenport for setting up this event - it was a blast!|
|Legends of Tabletop podcast. The conversation included some of the "hybrid" techniques used in the game, including the YES/NO/AND/BUT action resolution system, progressive character generation, and the stance of the DayTrippers GM midway between trad and narrativism.|
|RPGKnights.com and Games-OnBoard.com has written a review of the DayTrippers Core Rules book, which can be found in his online store. After a little personal conversation in which I asked him for his opinions on the game's reputation for being "intellectual", he was kind enough to write his thoughts down and post them on his blog. Here's an excerpt:|
Over at A Kingdom Is, Abstract Machine has written a poetic and evocative freeform essay on the influence of Nørwegian Style, and the unique feel of roleplaying games that involve a surrealistic dimension. The games he discusses in this context are: The Society of Dreamers by Matthijs Holter, Itras By by Ole Peder Giæver and Martin Bull Gudmundsen, and DayTrippers.
David Guyll of Awful Good Games, designer of A Sundered World as well as tons of great Dungeon World material, has written a mechanical overview and review of the DayTrippers Core Rules. You can find it on his blog "PointsOfLight".
Written 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.