On 12 Dec, I ran an exhibition game of DayTrippers for the Rolling Boxcars blog, authored by Keith Mageau. In this 3+ hour session via Google Hangout, characters played by Keith Mageau, Tesla Ranger and Lloyd Gyan risk their fictional lives, appearing in the top-rated surreality show of 2115: HyperSurvive! Here's the video.
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On October 21st, DayTrippers designer/author Tod Foley (that's me!) was the guest on the 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. Also discussed: the game's influences, from Star Trek and Car Wars and Itras By to Kung Fu and Buckaroo Banzai and Heavy Metal magazine.
I was asked to explain how DayTrippers - with its collaborative interpretive action resolution system and narrative arc model - can be considered "OSR". Certainly those things don't sound very "old-school". Indeed, the action resolution system in DayTrippers is based on a Narrativist technique, and the whole idea of working within a narrative arc is more Modern than Trad. At first glance, these things might make DayTrippers seem decidedly "new-school". That's especially true when we consider the Core Rules alone. But the DayTrippers GameMasters Guide is a different sort of animal - a blend of traditional and modern techniques - producing high-prep, high-bleed adventures, designed to be run by Auteur GMs. Within the pages of this book, DayTrippers meets the OSR. Let's see how it stacks up against a classic definition of the term.
It's always nice to have one's writing commended, and in Guyll's words "The writing is where the game really shines." You can check out samples from both the Core Rules and the GameMasters Guide to get a taste.
Lately I've been thinking (too much) about fusing hexagonal chess with a hexcrawl, and here's what I came up with. It requires an RPG ruleset but it's system-agnostic. I imagine something like Traveller but you could probably do it with a fantasy setting or anything else. It's an OSR-feeling kinda thing. The important part (I think) is that the RPG system should have very simple, cut-and-dry, combat rules.
Last month, Game Designer Paul Czege proposed a challenge for all RPG designers out there: the ThreeForged Challenge. The idea was for these designers to collaboratively create a ton of new RPGs by passing around unfinished works like Exquisite Corpses. It's crazy, I know. But the ThreeForged challenge is over, and now the world has 103 new roleplaying games in it, created by 127 different designers!
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