DayTrippers GameMasters Guide

May 9, 2015

The Daytrippers Gamemasters Guide is a toolkit for creating surreal adventures in weird worlds and other dimensions. With this expansion to the DayTrippers Core Rules, the GM takes the players into new and wildly divergent realities every session, blurring the line between subjective and objective reality.

The DayTrippers GameMasters Guide presents a radically new approach to designing and running unforgettably immersive adventures in inner and outer space. It’s a valuable design aide for any GM, whether you run a home DayTrippers campaign, or use it as an adventure supplement for other game systems.

Designed by Tod Foley (creator of CyberSpaceGhosts in the Machine, and Watch the World Die) the DayTrippers Gamemasters Guide blends modern and traditional gamemastering techniques with the random input of oracle tables and the 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 that will trip your players out. Psychic Content. Oracular Prep. Narrative Resolution. Vertical Control. High Bleed. You’ve played like this before, but you’ve never seen rules for it.

What people are saying…

“I love DayTrippers!”
– Ron Edwards, author of Sorcerer, Trollbabe, co-founder of The Forge

“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 MageauRollingBoxcars.com

“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 Foster6d6

“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

“I’d buy this just for the generators.”
– Larry HamiltonFollowMeAndDie.com

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