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Game Design: DayTrippers Core Rules Update

Version 3.0 of the DayTrippers Core Rules is now available in PDF. This version includes new rules for collaborative "GM-Lite" play, as well as new information on SlipShips, Technology and Companies in the world of DayTrippers. Designed for full compatibility with the soon-to-be-released DayTrippers GameMaster Guide, this update is a vital one for all DT players.

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Game Design: DayTrippers GameMasters Guide - Now Seeking Reviewers and Playtesters

DayTrippers is an OSR-style roleplaying game set in a surrealistic near-future science-fiction multiverse, in which an assortment of colorful character classes pilot unique machines into dream worlds and pocket universes to retrieve items of value and bring them back home. The setting was inspired by the surrealistic fiction of Moebius, Moorcock, Rucker, Weinbaum, Heinlein, Vance, and other masters of weirdness.

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Game Design: March goes out like a rain of Falling Spaceship Parts

As we approach the final release version of the DayTrippers GameMasters Guide, little mechanical bits are falling off like parts from the Serenity!

Members of the As If Collective via Patreon have been sprinkled in DayTrippers subsystems lately, from alien worldbuilding tools to narrative engineering aides and adventure worksheets.

Some of these sections will make it into the final game, in current or modified form. Some will be released to the wild, to enter the Darwinian struggle of dynamic semiotic survival. Either way, Patrons get them for free, don'tcha know.

Click here to become part of the collective.

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Game Design: Progressive Character Generation

In books and movies, it’s rare to know the entire history of a character before the actual plot begins. In fact, in many books and movies, the only backstory you ever get occurs in flashbacks, after you’re familiar with the character on a more pedestrian level.

The DayTrippers campaign is fine with that. It’s all well and good to expect the Players to create the important aspects of their own characters’ pasts, but it’s entirely another thing to put them on the spot, forcing them to marry themselves to a character concept they haven’t even spent any time playing yet.

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Game Design: Oracle: The Stone-Drawing Bag

The Stone-Drawing Bag
Starting Counts: Black stones White stones
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Game Design: DayTrippers Planet Generation System

The interstellar destination below was created using the DayTrippers Planet Generation rules (now in beta testing). Click here to generate another one.
STELLAR SYSTEM ONISE
A Red Star 5 times the size of Sol
with 4 planets in orbit.

ONISE IV
TYPE: Moon
GRAVITY: 0.20 G
ATMOSPHERE: Extremely thin, no Oxygen
PRESSURE: 1 Earth atmospheres
WATER: No standing water
CLIMATE: Cold
PRECIP DL: 6
BIOSPHERE: Sentient lifeforms
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Game Design: DayTrippers Adventure Modules 1 & 2 Released

Hot on the tail of the core rules, the first two adventure modules for DayTrippers are now available on RPGnow.com: "Less Little" and "Vidome 123".

Less Little is an introductory module for 1-2 players. The tone is dreamlike and humorous with some mildly adult situations, and the plot is firmly guided. This module is recommended for beginning players and campaigns with a whimsical touch.

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