DayTrippers GameMasters Guide

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. The result is a fast interpretive system with its own skittery mechanics, spitting out an endless variety of psychoactive science fiction narratives.

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$19.99 (Softcover*)

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DayTrippers Gamemasters Guide

What People Are Saying:

"Even though the book is written for the DayTrippers game, this is a book I would recommend to any GM that wants to cultivate great ideas and find useful suggestions on how to further develop their GM skills."
- Keith Mageau,

"Daytrippers isn’t a universe that you and your players will explore; it’s a toolbox for the GM and the group to create and explore their own universes."
- David Schirduan, author of Mythic Mortals

"It is refreshing to see so much effort be put into taking a game’s theme, explaining it and then pulling it into the design and description of the game and GM’s guide generica. The dreamworlds in particular are ideal for experimenting with surrealistic expression. It gives the game’s freedom a distinct and unique purpose."
- Jaye Foster, co-creator of 6d6

"It's a game for good gamers. The rules aren't hard to figure out, and even with all the crazy stuff you can stumble across, there are plenty of generators to cover your ass..."
- David Guyll, author of A Sundered World

"The generators were fantastic, and certainly some old-school writers could learn a thing or two from you with their example."
- The RPG Pundit, author of Dark Albion

"I’d buy this just for the generators."
- Larry Hamilton of

This Comprehensive Guide Contains:

    The history of surrealism in science fiction and modern games
    Techniques and Advice for high-bleed collaborative sessions of surreal sci-fi
    Tips and Aids for adjudicating an unpredictable variety of actions, from dialog to combat
    Rules for NPCs, Money, Downtime, Fame, Home Bases, SlipShips, Businesses and Campaigns
    MegaCorporations, DayTripper Companies, Technology, SlipSpace and Sample NPCs
    Over 70 tables for Missions, Stars, Planets, Locations, Lifeforms, Societies, Drama, Dream Worlds and more
    Guidelines on structuring immersive narratives with a strong sense of story arc, without railroading

Read an excerpt here.

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