Tag Archives: OSR

Page Number Notation For Spells

I read somewhere a good suggestion to not the page number of spells for each spell a spell casting character uses.

In AD&D, to save space, the magic-user spells refer to the earlier cleric or druid spells of the same name. Plus, the DMG has more information on some spells for the DM to consider when ruling on spell effects, etc.

I’m playing a magic-user in the first session of a new DM’s campaign, and decided to write down the page numbers. Then I realized I needed notation for spells of the same or similar name on an earlier page, and then recalled the DMG pages for some spells.

Being a player that is also a DM, I thought of the simplest way to do this would be Spell Name p. ##&##/##. For example, the first level magic user spell, Charm Person, would be p. 65&55/44. The magic user spell is on page 65, and refers back to the druid spell Charm Person or Mammal on p. 55, and the DMG p. 44 has a blurb on it.

Read Magic is a spell that is unique to magic users and there is no mention of it in the spell section of the DMG, so the notation is p.68/0.

The question is whether I can remember the notation when it comes to play time.

I have the PDF’s of all the manuals, so I will copy and paste the descriptions so that I’m all set. If I mislay a printout or file, as long as I have my character sheet, I’ll have the exact page number all set.

I think I’ll need more than one session of play to know how well it works.

Multiple spells and spell level tracking could do with simplification.

More Magic Dishes

Yesterday, I wrote about magic dishes that neutralize poison.

Today, I present a list of different abilities sets of magic dishes might have.

  • Neutralize Poison -Cursed will poison those who use them
  • Neutralize Disease* – Cursed will Cause Disease
  • Healing – from cure light wounds to total healing and regeneration.
  • Self Cleaning Dishes – Either wipe/scrape clean, or they grow legs and take themselves to the wash bin. (Think sorcerer’s apprentice….)
  • Information Dishes – Dishes with various information gathering qualities. Clairaudience, clarivoyance, ESP, telepathy, etc. that allows the owner of the dishes to learn something from the guests using the dishes.
  • Transmutation Dishes – The next person to eat an identical meal off the same dishes takes on the appearance of the prior person. This will last until they eat another identical meal from the same dishes. Imagine the problem of a broken or missing dish!
  • Polymoph Dishes – These dishes will polymorph those who eat off them into the creature or object in the artwork on the dishes.
  • Raise Dead – Not useful for the dead, but a way to deal with the undead. Only helpful if the undead eats from the dishes. Only undead that eat can be affected.
  • Destruction – Death, slay living, finger of death, power word kill, disintegrate, etc. Whoever eats or drinks from these dishes….
  • Teleportation – Matching sets of dishes that teleport you to the location of the twinned set. Some sets have a third (or extra set) that one carries and allows to go to any of the others in the set.
    Special variation allows teleporting within a chain of dishes. Some chains require a one way flow, that is, one can only go forward or back one set in the chain. Other chains allow going to the location of any dish in the set, however, if the name, location, or other keyed descriptor is not named when the pre-teleport feeling comes on, the location is random.
    Obviously, the dishes must be taken to the desired location, via normal travel, or other means.
    Pre-Teleport Feeling: Euphoria, Nausea, Itching, Sneezing, Flatulence, Blindness, Hot, Cold, flashes of light, super abundance of floaters in the eyes, etc.
    NOTE: Sets lost on the bottom of the sea, or in a dragon’s lair could prove interesting.
  • Abilities – Those who eat from them gain one point of the specified ability. This could be the primary ability of the class, a specified ability, or a random ability. The same set only works once on an individual.
  • Wishes – Very rare, just another way to store wishes. Requires eating off the set and making a wish. The number of wishes will be finite.
  • Permanency – Makes the next spell a spell caster does permanent, if it makes sense.  This will allow a finite number of such castings.
  • Nystul’s Magic Aura – Introduce a set and this can be the next set your players find.
  • Ability/Class Stealing/Swapping – Eating the same meal from the same plate as the prior person will allow stealing from them or trading your abilities with theirs.  A powerful wizard who knows someone else is more intelligent might steal or swap intelligence wit them. An assassin who really needs to do well in a job, swaps classes with someone. What to do with the other? You can’t kill them if you want their class back?
  • Body Switching/Mind Swapping – A la Freaky Friday, Star Trek, etc. A mad wizard might have all the guests switch minds with others, perhaps switching with the last group who ate off the plates, who are originals passed from one unsuspecting group of travelers to the next. Are the bodies of the originals still alive? What of all the other minds and bodies? Just what will happen and how will the complex mix up ever be straightened out? This smells like a DCC module…..
  • Animated Dishes – Dishes run amok with a food fight. Without the correct magic word, or some other defined circumstance, the diners cannot eat in peace. The dish ran away with the spoon…. For example, if you do not say something outlandish, as cued by the host saying something like, “I have pink fluffy underwear with unicorns on it.” The guests must say something equally outlandish or their dishes will fight them for their meal. If multiple guests fail to say something outlandish, their table service will “war” with each other, or band together to gang up on their respective diners. The mischief starts slowly and builds up.

*Special note on dishes that cure disease, there is a variation that requires the next person to use the dishes to take on the disease. The intent is that a monk or other immune to disease eat to “re-set” the dishes to be used again. A rare variety would require someone to eat off them within a set time or a plague of that disease breaks out.

Any effect that one can imagine can be in magic dishes from benign to horrific. Any magic item from the DMG or other source could have its properties mirrored in a set of dishes, or any other less than usual device. It doesn’t have to be a full set of dishes. It could be only he plates, goblets, or spoons.

Different religions might have their own special chalices, patens, or other special dishes for some of the more powerful/ritual magic.

Healing someone of lycanthropy requires eating the ashes of a hard to obtain plant or tree bark, etc. but must be eaten off a special plate that cannot leave the walls of the temple where it is housed.

Where to go from here? Take any innocuous, every day item and transform it into a magic item. A chamber pot that heals all who rub its sides would be a well disguised item for that purpose. Make an item as far removed from its magical purpose to hide it even more.

Speaking of chamber pots – one that teleports or disintegrates waste, or purifies water from liquid waste would be interesting…. Where does teleported waste go?

 

Magic Item(s) – Table Service

This set of dishes and flatware, which could be china dishes, crystal glasses, and silverware, or each of the same out of other fine materials, defeats poison.

Such sets were developed in an era when intrigue and murder combined.

Glasses and bowls neutralize poison and purify water. Some change all liquids to water, while other sets only neutralize poison(s) in the wine.

Food placed on the plates would lose any poisonous effect. Rancid meat would have any foul disease causing bacteria neutralized, but the meat would not become a wholesome affair.

These place setting vary in number from a single setting, to a matched set for any number of places.

More elaborate sets even have cooking vessels to neutralize poison, but that is just an extra precaution.

Less fancy cooking vessels were issued to troops in barracks or on the march. These mostly prevented disease, but also prevented poisoning or drugging by the enemy. Usually, only the officer’s mess had a table service of such magic.

The crunchy bits:

I won’t lay out great detail on the mechanics aspect, but suggest a couple different routes for handling it.

A full set of table service, dishes, cups, utensils, etc. would neutralize poison. The dweomer requires the presence of all pieces for full efficacy. Add +1 for each piece present for the meal for less than a full set. For poisons with no save, it allows a save.

Lesser/Major:  A lesser set will only be maximally effective with all pieces for a setting present. A Major set would neutralize all poison and disease to be served on or in any piece.

[Edit: The next two posts I made delve further into this theme: More Magic Dishes and More Variations On Magic Items.]

OSR Is Good/OSR Is Bad

I saw some headlines that indicate there’s another argument on the internet about the OSR. Again?

To which I present this little “poem”.

OSR is Good, OSR is Bad

OSR is Happy, OSR is Sad

OSR is Joy, OSR is Mad

OSR is Fun, OSR is Glad

OSR is three little letters that don’t give a flying #$%^# if you like them or not.

If you like OSR, tomorrow will come.

If you don’t like OSR, tomorrow will come.

If everyone agrees with what is the OSR, tomorrow will come.

If no one agrees with what is the OSR, tomorrow will come.

I don’t get why some people live to stir the pot, kick the anthill, mountain climb molehills, and pick arguments when they have thin skin and long toes.

Games are supposed to be fun.

If you aren’t having fun, you’re doing it wrong.

Translated Wrong

Today, over at OSR Today, for Table Tuesday, they had a table about being translated into another existence.

When I read the title, I was expecting something about language translation.

It got me to thinking, so I came up with the following:

How close did the language “expert” get their facts? Was it a rush job? Are they not as skilled as they claim? Is the translator under the thumb of someone opposed to the party? Any reason you can think of for something to be wrong.

  1. Direction wrong. Varies from exact opposite direction, to slightly off, such as North-North-West instead of North West.
  2. Structure/Location wrong. Instead of a castle it is a hovel, instead of a dungeon it is a cave.
  3. Size wrong. Instead of a huge ancient red dragon, it is a young adult dragon. Instead of a hill, it’s a mountain, or a mountain range.
  4. Color wrong. The evil wizard wears blue robes instead of black robes.
  5. Name wrong. The name of a person, place, or thing is off just a little. Jan instead of Jane, vial instead of vile or viol (I played with a guy in high school who rarely grasped the difference.), H2S04 instead of H20, etc.
  6. Wrong race. Hobgoblins instead of goblins, ogres instead of pixies, make it good. Wyverns instead of dragons, etc.
  7. Wrong alignment. The person who has the information they need is of a different alignment. Perhaps it is the big bad himself, as yet undiscovered by the players, and only the big bad knows how he can be stopped.
  8. Wrong generation. They need Junior, and not the decrepit Senior. Or they need the skilled senior, and not the ineffective Junior.
  9. Wrong map. The translation might be spot on, but the translator either goofs and give you the wrong map, or is of ill intent and gives them a map to a very bad place.
  10. Scope wrong. Numbers are involved and they are a few orders of magnitude in the wrong direction. The fabulously huge treasure of gold and jewels, is a big sack of copper coins and some cheap garnets. Or the small patrol is actually an army.
  11. Language wrong. The translator is confused by a similar script of a branch language, but various vowel and verb form changes have any translation with the translator’s knowledge being wrong about everything.
  12. The next map the player’s find already has a translation on it that they can read, but it is wrong in one or more of the above points.

I think this is an interesting idea, and I’ll see about adding to it in the future.

FINALLY! – But Not Quite

The first three volumes of Original D&D are now back on sale from WotC via DMs Guild/RPGNow/DriveThruRPG.

These are based on the re-prints in the special wooden box collector’s edition that came out a few years ago. Thus they have new covers and the WotC logo instead of the TSR logo. WotC can’t use the TSR logo, since they let the TSR trademark lapse, allowing for the new TSR to be born a few years ago.

The cover artwork is cool. It is also much sharper than the originals, so not quite the same feel. I don’t know why they changed the cover artwork, but not all the interior artwork. It could be due to the arrangements with the cover artists, or just WotC wanting to mix it up a bit to make it their own thing.

It’s better than nothing, and what I have been hoping for for a long time, but I still wait for all the supplemental volumes. I hope those are forthcoming soon!

Is Chainmail part of the possible PDF’s that WotC might offer in PDF? I seem to recall that was available before they pulled the plug several years back. I had already spent too much money getting PDF’s of all of the AD&D manuals that were available then, so missed out when they got pulled.

Much cheaper than trying to get the originals rules in physical form, other than getting the PDF’s and printing them yourself. I’ve collected a few of the original volumes, and it’s not cheap.

EDIT – in 2015 WotC released the PDFs for OD&D and Chainmail in 2016.

Review – Day Trippers Game Masters Guide

This is a follow up post to my review of the Day Tripper’s Core Rules.

I was invited to review the entire system after my review of the Planet Generator guide. There are two other generators for Locations and Lifeforms from the GM Guide that are available on DTRPG/RPGNow. If you have the GM Guide, you don’t need to purchase these stand alone generators. My review of the GM Guide will be much shorter than the review of the Core Rules. I’m sure many will appreciate that.

Setting The Tone:

The GM Guide begins with a discussions of surreal and surrealism, and then goes into a discussion of it in science fiction and then RPGs. This might be eye glazing fodder for some. While a good presentation of the subject, I am not entirely sure it is warranted. We know that dreams and the chao are possible slip types, so many may find it a long winded way to say “weird”.

“Appendix N” Material:

There is a long list of resources for inspiration. The selection deals with “alternate realities, multiple dimensions, subjective worlds, bizarre lifeforms, surreal space adventures, and time travel.

This list is limited to one page and helps give flavor. There are things I’ve never read, some I have heard of. Thanks for making my read/watch list longer. There aren’t enough hours in the day to read all that I want to read, or watch all that I want to watch. (I’m the only with that problem, right?)

Other movies/TV shows I thought of are “The Fly” (original or remake), “Incredible Shrinking Man/Woman”, “InnerSpace”, adn TV shows: “Seven Days”, “Land of the Giants”, “Lost In Space”, and many others. As with other RPGs, almost anything can be an inspiration, even your weird dreams.

Details:

As expected, the GM Guide fleshes out things from the Core Rules. For example, NPCs get a whole page here instead of a paragraph in the Core Rules.

There are examples of how play proceeds, and 16 pages at the end that walk through generating your own adventure using the generators and forms provided.

Generators:

56 of the 120 pages are dedicated to 12 generators: Missions, Stars, Planets, Locations, Lifeforms, Societies, Drama, Character, Alternate Earth, Dream World, Multiversal Chao, and Time Travel.

Most, if not all of these generators can be used in other RPGs of any genre. As with all generators used in prepping to play, they are suggestive, and are a means to help you think of things to mix it up so each adventure is different.

You already know what I think about the planet generator.

The cool thing about these generators is how flexible they are. Many of them require two rolls, one using 1 to 3 d6’s to determine the general nature of the particular table, and another d6 for the sub-item in that category on the chart.

The parallel earth generator walks you figuring out what is different and when it happened, and how likely the characters are to figure it out, or how they might figure it out.

Page 88 has a cool flow chart to determine when to use a given generator in the course of developing a mission.

Questions:

From my review of the Core Rules, there are two questions for which I was looking for answers in the GM Guide:

  1. What happens to players that fail to return in 24 hours?
    Here’s a link to a G+ thread where my review is highlighted by the game developer. He mentions that the results of exceeding 24 hours is meant to be determined by each GM. In his game it creates an alternate reality, and they are “gone” from the original. What happens if a player isn’t there that session? The party would be split up.
    Rescue missions are discussed and they involve time travel to go to where the lost people are and insert them into the time stream in this reality a moment before the rescue ship leaves. It also mentions changed time lines/new alternate universes created, etc.
  2. Are the action/combat charts in one handy section of the GM Guide
    The charts are not in one location in the GM guide. I did find on the DayTrippers website that they have a GM screen.

Free PDFs – Follow Up:

All the forms that are available for free on DTRPG/RPGNow that I mentioned in my Core Rules review are in the GM Guide. However, the players hand out is not. I would recommend it be in the PDF so that the GM has everything in one place. The Traveller conversion PDF is not in there either, but that is not critical in my mind, since it is a special case for a single game.

In addition to including the free PDFs there is an Adventure Sketch Sheet to hold the bare facts about an adventure.

What I Like:

All the awesome generators! These generators do a great job of giving ideas, and would be helpful for developing one’s own generators, perhaps with more options.

There are 6 sample missions, examples of NPCs, a walk through of building a mission, all designed to help the GM prepare for game play, or figure it out on the fly.

The sandbox style of play is promoted by suggesting preparing outlines of missions, since the idea is that characters and other NPC’s are in the business of doing missions. Also developing NPC’s ahead of time for use as needed. The nice thing about he majority of NPC’s is that they have stats of 1, so you don’t need to write down all their stats, just the ones that are not one.

In addition to the generators, there are drama templates that guide the GM in preparing the mission/adventure. These templates include what kind of locations, gear, and NPC’s are needed to help you cover all the bases. This would be a handy tool for those new to running games. My only caution is to avoid a railroad, just as these rules do.

The advice in the GM Guide is if the players don’t notice your clues or pick up on them, it is a sign that you are doing it wrong. That is, you need to describe them better, give them an idea of why they should notice them, etc.

What I’d Like to See:

The only thing I can think to add, is that all RPG’s should have a section to clarify what types of dice they require. In the Core Rules 1 or more d6’s are mentioned. However, on page 35 of the GM Guide for node type determination, it mentions the possibility of using 2d4. I am OK with that, but this is the only place in both manuals that I am aware of that mentions anything besides using d6’s. As with most players of RPG’s I have dice to cover almost any situation, and even dice for which I don’t have the particular RPG they go with, but have them anyway. Since it is only in the GM Guide, it won’t impact players, but a heads up before then for this one-time suggestion for a scenario to use d4’s would be helpful.

Conclusion:

I’d buy this just for the generators. $12 for 12 generators is a good price if you are looking for that sort of thing.

I could run this game. I would want to play a game as a player first, or watch it played (see YouTube Video below). I’ll watch these videos later.

The mechanics are interesting and simple. There’s no guess work or fumbling with the manuals to see if you hit/succeeded. Until you get the hang of it, you might want the suggested results when something more than straight up success or failure happens. You’ll need the Core Rules handy for that.

The GM Guide is$12 on DTRGP/RPGNow.

There is also a GM Bundle that includes the GM Guide and the Core Rules for $25.98 (save $5 from purchasing individually) at DTRPG/RPGNow.

So far, there are two modules for DayTrippers available on DTRPG/RPGNow. I have not read them, so don’t know specifics. One of them is refenced in the GM Guide to illustrate the use of the Runsheet.

DayTrippers has its own website with other PDFs and forums.

I found two YouTube videos on topic. One is an interview with Tod Foley at Legends of Tabletop, and the other is actual play GMed by Tod Foley. I plan to watch them later.

 

 

Review – Day Trippers Core Rules

I did a review of the Day Trippers Planet Generator back in May. The author contacted me to review the Core Rules and Game Masters Guide.

I was interested to see what Day Trippers was, and why the name. Before I could get the time to read what I had downloaded, I saw that others had posted their own reviews of Day Trippers, so I made sure to avoid reading them until I had a chance to see it for myself. I read and reviewed the Core Rules before this review. This should help me understand how the players see the game, verses the “inside information” in the GM Guide.

I was concerned about how long it would take me to get through the books, but the Core Rules is only 44 pages. I got through half of it in one sitting. The other half I finished in another sitting.

I went in-depth in this review, far different from how I would review a movie. This should give you an understanding/feel of the game and creating characters and resolving actions.

The layout is clean and it is easy to read on my tablet. It has good art, and no typos or grammar errors that I noticed. The Table of Contents is hyperlinked. The index is not hyperlinked. This is not an issue, I am not aware of any index that is hyperlinked. The Table of Contents does not include the character sheet and ship sheet on the last two pages of the PDF. The rules are Creative Commons 3.0 UNPORTED LICENSE (CC BY 3.0). THEY ARE OWNED BY EVERYONE AND NO ONE. HTTP://CREATIVECOMMONS.ORG/LICENSES/BY/3.0/

It starts with a story to set the history and tone. It’s the campaign world setting. It was interesting and let me in on the origin of this concept in the mind of the game creator. As with any “default” campaign setting, it is up to the user to use it or not. In short, crazy super genius invents method to travel between dimensions. Once he proves it, other individuals, corporations, and governments get involved. There are locations that others find and keep a secret to use to their own advantage, in addition to well-know places, and places as yet undiscovered.

The premise behind the game is slipping between dimensions, different realities, planets, etc. It reminds me of the times older episodes of Dr. Who (AKA Tom Baker) moved sideways to other realities in the TARDIS rather than through normal time and space. I also was reminded of the TV show Sliders, although I think I only ever caught one episode of that show. It also reminds me a bit of the TV show 7 Days where they could only travel back in time seven days.

What I find hilarious in the backstory for how such travel was discovered, the acronym for the first device in my mind is TRAP, although it is referred to as TRA Pod in the text.  I then imagined Admiral Akbar, “It’s a TRAP!” I often come up with weird acronyms others didn’t intend.

There are terms used in the rules, Slip Space for the space/stuff traversed between starting point and destination, and Slip Pods for the devices that carry people through Slip Space.

There are five variations on slip travel, called Slips: Cartesian, Temporal, Para Terran, Subjective, Compound

  • Travel across the universe in this home reality. That is travel to other planets. (Cartesian)
  • Alternate Earths/Parallel Universes (Para Terran)
  • Time Travel, but limited to the time line of Earth 1. (Temporal)
  • Dream Worlds (Subjective)
  • The Multiversal Chao (Compound Slips – Which is a combination of two or more other kinds of slips.)

One Slips into one of 6 Nodes: Known Planets, Unknown Planets, Time Travels, Alternate Earths, Dream Worlds, and The Multiversal Chao. Dreams reminds me of the movie Inception, or places where stories are real. There is more than one story I am aware of about the characters and places in fiction are real. With all of these possibilities, there is no shortage of potential adventures. One can do any genre with these rules: science fiction, steam punk, western, spy, gangsters, fantasy, suspense, horror, sword & planet, etc.

The origin of the title of the game, Day Trippers, is that one is limited to 24 hours for the maximum length of time one can stay in their destination. If one does not return in that time, they cease to exist in the originating point. My question is, if they stay in this dimension/universe/timeline, that would mean they cease to exist, but does that mean they are trapped in different dimensions/realities if they fail to return? This is not clear to me in the Core Rules. As I read it, I would rule they are trapped in that other dimension. I will look to see if this is clarified in the GM Guide.

Character generation is a point buy. Each character begins with 100 CP (Character Points) to spend building characters. An interesting concept is that these CP can be saved and used during play for Progressive Character Building. CP are used to generate the stats for players, buy skill levels, and purchase equipment, just like using money.

There are ten classes: Amateur Explorer, Gonzo Writer, Grad Student, Politican/Nobility, Special Forces, Celebrity/Entertainer, Government Agent, Scientist, Soldier, Tourist.

There are six stats (ability) scores: Brains, Charm, Grace, Health, Might, Psyche.

The interesting thing about ability scores is that they all start with one and then CP can be used to bump them up to a maximum of six. The number one through six represents the number of d6’s to roll for each challenge/impediment one faces in the game. To bump a score from 1 to 2 only costs 5 CP, but adding more increases the cost. To bump the score of a starting stat to 5 costs 100 CP and 6 costs 200 CP.

CP is equal to one unit of currency, called a Mega, which equals one million dollars. One can go into debt to build and equip a starting character. The debt has to be paid at one mega a month. Experience Points, XP, can be used to improve one’s character or pay off debt. The equivalence of each CP/Mega/XP makes it easy to figure out and track.

The Total Character Value (TCV) is the sum of CP and XP spent to develop your character. This would be analogous to level in other games. Similarly, Potential is the sum of unspent CP and XP.

There is a list of skills that have a note of one or two stats that apply to their use. Some skills assume the presence of a kit, for example a doctor has a bag, a technician has a tool kit, etc. New skills can be added with GM agreement, and must specify one or two applicable stats for their use. Skills also go from 1-6.

Classes can also be used to boost stats and skills before adventuring begins. Stats and skills get boosted by one and debt is increased.

Crew is the name for NPCs, they have 1 in all stats and cost one Mega or CP for a year of service. Additional stats, skills, and gear can be purchased for them as with characters. “[T]hey are assumed to have an unglamorous but serviceable place to live.” This same assumption is made for characters.

Rank applies to those from military, political, or secret careers, also from 1-6. My only issue with the rank, is for military, it used army/air force/marine ranks for levels 1-5, and level 6 is admiral, a navy rank. An admiral of the same number of stars is equivalent rank to a general of the same number of stars, so I would change level 5 to colonel and make level 6 general. If you want navy ranks list them. Keep in mind that a navy captain is equal to an army colonel.

Retired rank translates to last rank-1 for resolving actions.

Fame is a stat that indicates how well known a character is and there are benefits from the level of fame from 1-6. One has to make an effort to maintain their level of fame, either by spending megas or doing something to stay in the public eye. It boosts charm rolls.

Debts can be to legitimate sources like banks, or loan sharks. The difference is in how they handle late payments. Such as, legal action vs. broken legs. Not paying debts on time can lower one’s fame.

Life Shaping is done via events that shape the life of a character. These events can be presented before or during play, or even between sessions. LifeShapers can be used to deal with problems, with a reasonable explanation. There are twelve slots available for LifeShapers, so one can only add so many.

Gear ranges from 0-6, with 0 being standard items that add no bonus to actions. Gear with levels 1-6 are increasingly more expensive and add plusses to rolls.

There is a list of sample characters provided that can be used to get players started, or be used for one shot adventures, etc.

Action resolution begins with difficulty levels from 1-10, 1 being a no-brainer to a 10 being insane. Any difficulty of 7 or higher is impossible without leveled skills and/or gear, since the max stat is 6. You roll the number of dice equal to the appropriate skill and keep the highest. This just improves your odds of rolling a 6.

After the roll is determined, the appropriate/applicable skill, gear, rank, and fame are added.

Actions can be unopposed or opposed. Unopposed is more direct. With an opposed action the “defender” also rolls.

There are five possibilities for all results:

  • Miss by more than 1       No, AND (something negative happens)
  • Miss by 1                               NO, BUT (something positive happens)
  • Hit Exactly                            YES, BUT (something negative happens)
  • Exceed by 1                          YES (Nailed it precisely)
  • Exceed by more than 1  YES, AND (something positive happens)

This makes it easy to determine the “flavor” of successes and failures. For example, taking out the guard in one strike, but he makes a noise that alerts other guard(s).

Combat works similarly to actions, but level of armor and weapons play into it.

Other players can help the character performing an action, such as opening doors. The helper makes a roll, but helping could be not helping. How many movies, TV shows, or real life situations have you seen where someone says, “Please stop helping!”?

Damage reduces stats by one, and since they are in alphabetical order, you work your way down the list. If there is multiple damage in one action, take one from the first stat, one from the next and so on. When a stat hits 0 you are stunned, when 3 stats hit 0, you are dead.

There are no luck points to burn to avoid a bad situation. It is all up to the player(s) using their wits to make their current mix of stats, skills, and gear work to their advantage. Being able to come up with a plausible reason why a certain stat or skill applies in a given situation is key.

Healing is likewise simple, if only one stat is down a single point, three days of rest. More than that takes longer rest, involves hospitals, doctors, spending Megas, and possible devices found in one’s travels. Healing heals one point in each stat in alphabetical order.

An exception to healing is damage to the Psyche, which requires therapy and/or medication and can take months or years. It requires a level 5 difficulty roll to heal psyche after each month of rest. This is an interesting idea for the horror/Cthulhu type genre where one can regain sanity.

Vehicle actions are resolved similarly to other actions and combat. The appropriate stat,  skill and their levels, plus the level of the vehicle are added to the roll.

The vehicle combat table has the same five levels as other actions, but the results are specific to vehicles, like one hit on a vehicle and a critical strike, or vehicle escapes.

Vector Slipping is the action of using a Slip Ship to Slip into one of the 6 nodes. The action roll for this again has 5 possible outcomes. One knows by the result of the roll how well it succeeded or failed, and possible complications, but the details require looking at the chart. (I hope to find pages of all these charts in one place in the GM guide.)

The stuff between here and there is deadly, not only does it require a Slip Ship, but it also requires a Survival Suit. Both must remain intact to protect the user from the catastrophic and get you back to your origination point.

There is a discussion of the use and consequences of damage to the survival suit.

There is an explanation of the construction of a slip ship, from carrying capacity in crew, to core ship components, to amenities and even weapons. Each piece has a level, higher being more expensive. There is a list of sample ships and their cost to give you an idea. Ships can be owned by a player, in massive debt, a group, or a benefactor/sponsor.

There are six types of missions, seven if a mission mixes two or more types: Exploration, Emergency/Rescue, Sightseeing, Surveying/Fact-Finding, Acquisition/Trade, Politics/Diplomacy.

There is an explanation of how to build a mission and quantify it.

The rules end with a brief discussion and charts for conversion to and from four other systems: PbtA (Powered by the Apocalypse) – [I had to google for that acronym.), d20, 1-20, and 1-100. This makes it easy to port other systems, such as clones like White Box, or specifically White Star to use this game.

After the credits and a one page index, is a one page character sheet, and a one page ship sheet.

This gives players and GM the bare bones to play this game.

I have left out that this is a story style game. I don’t have experience running or playing story style games, so I can’t comment on that other than this impression. It reminds me of what I have read about Fate, and observed in people playing Fate. I can see the appeal of the collaborative effort of building a story together. To me this type of game play being fun would depend on the right mix of people and how narrowly or broadly they adhered to the role playing aspect of it. If the point is to get together and have fun with the rules as a guiding framework, I could have fun. If the point is to adhere to strict interpretations of the rules and strictly stay in character during game play, I might not have fun. I think this is true of any RPG.

In short, with the right mix of people, I might enjoy story style games.

Speaking specifically about Day Trippers, I see many interesting things, like the point buy character generation. One could have a super genius that isn’t much good for the charm or physical, a tough brute short on brains, a beauty/charmer, or an average person. By eliminating rolls for stats, one has flexibility to play the kind of character they want. I think this would appeal to those who feel that scores are more important than how one plays and has fun with it.

One does not have to play the game as a strict story game. I’m all for use the rules you want.

I think there are some interesting ideas here. Personally, I don’t think I’ll find a group that will play this game, but I definitely see some interesting ideas, that like many games, I can use for my own creations in the various genres of RPG that I play and run.

The rules are $5 at DriveThru/RPGNow, so it is inexpensive if you want to have a look for yourself. There are also free PDFs of things that are not in the Core Rules, in addition to the character sheet and ship sheet at the back of the Core Rules.

  • DayTrippers Mission RunSheet – A one page PDF for developing a mission or adventure. Not form fillable.
  • DayTrippers Player Handout – This is a very helpful one page summary to explain to the player how the game works. It is not part of the Core Rules.
  • DayTrippers Lifeform Sheet – This one page PDF has fields to describe various life forms and they use the same six stats as characters. The life form could be anything from a “monster”, or animal, to a sentient being. Not form fillable.
  • DayTrippers Planet Sheet – This one page PDF holds the information on a planet and two locations, and has a world map on the bottom of the page. It is not form fillabe.
  • DayTrippers PC Tracking Sheet – This one page PDF allows a GM to track 4 characters. It is not form fillable.
  • Converting from Traveller – This one page PDF goes into depth about converting characters to DayTrippers from Traveller. This is more involved than the bit in the Core Rules.

UCON – Day 0

+Tim Snider of Savage Afterworld uses the nomenclature of Day 0, Day 1, etc when he writes about his attendance at conventions. So in the spirit of the OSR, I’ll use that idea too!

After only going to UCON on Saturday last year and dealing with a nasty storm trying to get there, when I decided that I would go for the entire con this year, I decided to arrive a day early, just in case. As it happens, the weather and roads were good and Thursday.

I got checked in and got my stuff to my room and somewhat settled in, went out for some supper, and returned to the hotel.

Hotel View
Cool Island in the lake.
Cool Island in the lake.

I soon ran into +Tim Snider, and we caught up on things since last year. He bought me a beer, Bell’s Brown Lager. Nothing like driving nearly two hours away from the local brew pub to have one of their beers. It was good! It was also a tall glass. There were two couches in the carpeted area of the bar/restaurant. The couches faced each other, one back to the bar, the other back to the lobby. I sat across from Tim with my back to the bar. We were talking enjoying our beers when some guy came up and said, “We’re playing a game when I get back”, or words to that effect. Tim and I were speculating, and were right when we decided it must be +Bill Webb. When he got back, we moved to an area in the lobby with a table, a couch, chairs, and ottomans. We rolled 3d6 in order, after that, all we needed where a d20 and a d6. Bill used a big d20 and a big d6, those were the only dice he had. It was a fun little adventure. You can read +Tim Snider’s write up here.

Bill Webb in Action.
Bill Webb in Action.

Joining in the game was +Ryan Thompson of Gamers & Grognards, +Adam Muszkiewicz and his adorable sidekick Stan of Dispatches from Kickassistan. (the next day I met Adam’s collaborator and co-host in the +DSR podcast (Drink Spin Run), +Donn Stroud), +Laura Williams and her husband +Clayton Williams, Bill’s daugher and a few others, whose names I don’t recall. +Pete Schwab and a few others showed up to watch our game. We broke about midnight. I had to get to bed, since I was in a 9am game in Friday.

Near Misses – Thieves

I had an idea for thieves picking pockets from an experience prior to my last game at UCON. The idea coalesced as I was in that dreamy, glad to be sleeping state before I woke up this morning. (I’m off all week; so I got to sleep in today to recover from both low quantity and quality of sleep the last few days.)

As I have mentioned in at least one other article, my Dad was a locksmith and I was drafted to help from the time I was about 13 until I went off to college. Dad gave me my own basic set of lock picks. I thought it would be fun to plop them down at a game, if I ended up running a thief.

I was getting stuff out of my bag, dice, paper, pen, pencil and other things so I wouldn’t have to keep rummaging in my bag during the game and slow things down. I was wearing many layers, including a jacket sort of like a hoody with out the hood. It has packets inside next to each outer pocket.

I put my picks in my pocket, or so I thought. I felt both sides of my hand feel fabric, so I thought it was in my pocket. I had just placed something else in that pocket and realized that I was about to drop it between my jacket and shirt instead of my pocket, so I corrected. I then checked and my picks weren’t there, so just as I was getting ready to bend down to get them, +Laura Rose Williams says, “Here, Larry, you dropped this,” as she hands it to me.

This morning in my dreamlike pre-wake state, this idea hit me, and I can just see a thief picking someone’s pockets and rolling 1 or 2 under what they need. So from now on, I will rule that a thief doing this, gets what they were after, or at least something, and they “pocket” it. Some kind soul will see them drop it and come up and give it to them in full view of all around. The “FUN!” will then ensue.

I did not play a thief as planned, +Laura Rose Williams wanted me to play a wizard along with her, which I did. So I got out my picks after the game to share what I was prepared to use as a prop.