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Game Design: DayTrippers Core Rules revised

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: 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: 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 ARANAH
A Red Star 0.5 times the size of Sol
with 5 planets in orbit.

ARANAH II
TYPE: Small Rock Planet
GRAVITY: 0.20 G
ATMOSPHERE: Atmosphere is escaping the planet
PRESSURE: 0.4 Earth atmospheres
WATER: Arid rock/desert world, very little standing water
CLIMATE: Hot
PRECIP DL: 9
BIOSPHERE: Non-sentient lower lifeforms
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Science: The Difference between Narrative and Story - Pt 3

It has been pointed out that writers and sociologists have different definitions of the word "narrative". But the differences are not as great as we might think, and in the last installment of this series I promised to square that circle. Here we go.

From the writerly camp we get several definitions for the word "narrative" (leaving aside those which simply use it as a synonym for the word "story"):

  1. A Narrative (common noun) is an arcless, themeless retelling or reporting of events.
  2. Narrative (abstract noun) is a direction or theme which guides or gives purpose to retold events.
  3. The Narrative (common noun) is the form taken by the events of a character undergoing change.

From the sociological camp we have the definition in which a Narrative (common noun) is an open-ended network of stories or statements that a group of people tell themselves about themselves, about their history, about their values, or about their place in the grand scheme.

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Science: The Difference between Narrative and Story - Pt 2

In the first installment of this series, we looked at the differences between Story, Narrative, and Narrative Structure. A Narrative Structure is the shape and purpose of a Story, absent the mundane, non-archetypal details. As for "Narrative" vs "Story", some banal but substantiating links I found were this and this.

But for my money (and politics aside), the most interesting one by far was this

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Game Design: ScenePlay enters Beta Testing

ScenePlay is a card-based collaborative narrative game that creates movie and tv stories. It's one of my latest obsessions.

ScenePlay Version 0.13 is a beta test document, which has been released to all members of the As If Collective for edification, playtesting and feedback.

Join the Collective for access to playtest documents and Patron-Only content.

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