It took me a little while to realize why I was so confounded by this game. I kept asking questions like, “Who is the average Daytripper?” and “How does this world actually function, and what is it like to live there?”. But I was missing the point. 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.
Show your magic-users some negative love! This table produces dramatic results for critical spellcasting failures in a world where the power of magic can actually harm you - even kill you - if it gets out of your control . [download PDF]
It's official - the DayTrippers website now takes up virtual space on the interwebs. Right now it's basically a listing of all books and supplemental products available in the line, but coming soon - downloads, hacks, updates, maybe even a forum. Check it out, roleplayers!
Finalists have been selected in the 200-word RPG Challenge! I and my fellow judges worked through over 220 entries to weed out 33 of them. Reading and voting continues this week, and winners will be announced on or around the 18th.
IT'S OUT IN THE WILD! The DayTrippers GameMasters Guide is available now in PDF format. Get ready for the next level of Auteur GameMastering: an infinite variety of surreal science fiction tales are waiting to emerge at your table.
You've played like this before, but you've never seen rules for it.
Version 1.3 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.
Support the game designs and theoretical work of As If Productions. Written especially for roleplayers, GMs, game designers, artists and neophiles who are interested in experimental applications of narrative engineering.
"Sometimes you learn as much from the things you don't like as from the things you do like. You don't quite know where you are, but you find yourself in the space left behind by the things you've rejected."