{"id":305,"date":"2016-05-27T14:00:00","date_gmt":"2016-05-27T14:00:00","guid":{"rendered":"http:\/\/briebeau.com\/thoughty\/2016\/05\/27\/five-or-so-questions-with-tod-foley-on-daytrippers\/"},"modified":"2021-11-16T00:41:37","modified_gmt":"2021-11-16T05:41:37","slug":"five-or-so-questions-with-tod-foley-on-daytrippers","status":"publish","type":"post","link":"https:\/\/briebeau.com\/thoughty\/2016\/05\/five-or-so-questions-with-tod-foley-on-daytrippers\/","title":{"rendered":"Five or So Questions with Tod Foley on DayTrippers"},"content":{"rendered":"<p><\/p>\n<div><b>Today I have an interview with Tod Foley, who introduced me to his game <i><a href=\"http:\/\/daytrippersrpg.com\/\" target=\"_blank\" rel=\"noopener\">DayTrippers<\/a><\/i>, which sounds like a cool scifi experience<\/b>.&nbsp;<b>It&#8217;s available on <a href=\"http:\/\/www.rpgnow.com\/product\/142287\/DayTrippers\">RPGnow <\/a>and <a href=\"https:\/\/tabletoplibrary.com\/\">TabletopLibrary<\/a>, and you can learn more about it on the <a href=\"http:\/\/daytrippersrpg.com\/\">DayTrippers<\/a> website. Check out the interview below!<\/b><\/p>\n<p><b>Tell me a little about <i>DayTrippers<\/i>. What excites you about it?<\/b><\/div>\n<div><\/div>\n<div>To answer that, I&#8217;ll need to talk about two things: themes and mechanics. This will take a little explanation.<\/p>\n<p>Thematically, <i>DayTrippers<\/i> is my love letter to weird science fiction. I&#8217;ve always been a SF fan, but the appeal was never about the science or technology. For me it was all about the mind, and about questioning the nature of reality. I grew up reading &#8220;new wave&#8221; authors like Harlan Ellison, Ray Bradbury, Michael Moorcock, James Tiptree Jr. and Philip K. Dick. Their works were more about &#8220;inner space&#8221; than &#8220;outer space&#8221;. To this day, the movies that affect me most are nominally science fiction, but of the type that messes with your head: from classics like &#8220;2001: A Space Odyssey&#8221; (which had a powerful and lasting effect on my six-year-old mind) to modern-day brain-benders like &#8220;Inception&#8221;. For me, the truth is where the weird is. As I got older I began seeing the links between this &#8220;weird&#8221; school of SF and surrealist artists whose work also affected me deeply: people like Roger Dean, Richard Corben, H.R.Giger and my personal favorite, Moebius (Jean Giraud).<\/p>\n<p>Of course, there have been plenty SF RPGs over the years. I contributed heavily to the &#8220;Space Master&#8221; line (from Iron Crown Enterprises) in the 80s. But these games tend to lean toward hard science, and follow the common materialist themes of exploration and combat. You know: laser weapons, starship battles, hostile alien &#8220;natives&#8221; and bug-eyed monsters. These themes never grabbed me as deeply as the new wave had grabbed me. What I really wanted was a game that would get inside players&#8217; heads, and take them to those bizarre corners of existence where sanity (or reality itself) comes into question, like the weird SF I loved from my youth.<\/p>\n<p>These ideas percolated in my head for many years. One day in 2014 I was talking with Mike Burrell on <a href=\"http:\/\/story-games.com\/\">story-games.com<\/a>, and the subject came around to our love of Moebius and other &#8220;Heavy Metal&#8221; artists. In the best of these stories, alternate realities and heavy symbolism blend together in a way that&#8217;s both technological and surrealistic. We realized there was an opening for a new type of SF RPG, but it couldn&#8217;t be just an ordinary &#8220;simulation&#8221; &#8211; because such a game wouldn&#8217;t have the deep psychological impact that drives weird fiction and surrealist art. I thought the best way to attain that powerful sense of strangeness and displacement would be to fuse traditional GMing approaches with narrativist and surrealist techniques, and I threw myself into the project with wild abandon. Suddenly everything just *clicked*. Within a year, <i>DayTrippers<\/i> was born.<\/p>\n<p>Of course, once you decide you&#8217;re going to fuse traditional and narrative techniques in a single hybrid game, you run into a lot of roadblocks &#8211; none the least of which is the insular nature of player groups and GMs on opposite sides of that imaginary &#8220;rift&#8221; in our hobby. To appeal to both groups it was imperative that the game&#8217;s mechanics be new and flexible, but also simple and narratively-driven. There weren&#8217;t many designers who had ever attempted such a fusion.<\/p>\n<p>Two of my main inspirations were Steffan O&#8217;Sullivan&#8217;s &#8220;FUDGE&#8221; (from which the original FATE was a branch-off), and Matthijs Holter\u2019s &#8220;Archipelago&#8221;. From the former I took the idea of a descriptive difficulty scale and lack of a &#8220;canonical&#8221; setting, and from the latter I took the concept of bipartite action resolution (&#8220;yes and&#8221;, &#8220;yes but&#8221;, &#8220;no and&#8221;, &#8220;no but&#8221;), along with the contextual and narrativistic interpretation of action results. Everything in the game would come down to a single unified action resolution system. With this core mechanic in place, I was able to create a &#8220;toolkit&#8221; that could be used in a number of different ways: as a collaborative narrativist game, as a strongly-GM&#8217;d traditional game, or (my favorite mode) as a blend of both approaches. The core mechanic has just enough crunch to simulate any type of situation, while the random generators and surrealist techniques add a level of subconscious projection that keeps things from becoming predictable &#8211; even for an experienced GM.<\/p>\n<p>I&#8217;ve been designing games professionally since the mid 80s. I&#8217;ve done both trad and narrative games. But with <i>DayTrippers<\/i>, I was able to unite the best aspects of both schools, and give people the flexibility to run in whatever style suits their group. That&#8217;s what excites me, and that&#8217;s why I can&#8217;t shut up about it. \ud83d\ude42<\/p>\n<p><b>Can you talk a little about the fiction for <i>DayTrippers<\/i>, both the content in the game and any specific features you think new players would find exciting?<\/b><\/div>\n<div><\/div>\n<div>Future settings always require a bit of exposition, and <i>DayTrippers<\/i> is no different. The game is set in an UbiComp version of the first world, 100 years in the future, although I&#8217;m deliberately vague on the details in order to allow GMs to make up their own minds about future history.<\/p>\n<p>The Core Rules book begins with the story of Zayim Diaspora, open-source technologist and inventor of &#8220;SlipShips&#8221; &#8211; those incredible machines that allow travel into alternate dimensions, as well as forward and backward in time. Because slipship technology is open-source, it&#8217;s &#8220;out of the bag&#8221; and no government or corporation can keep a lid on it.  This means <i>DayTrippers <\/i>can come from all walks of life: from high-ranking military or corporate specialists to garage tinkerers with a lot of free time on their hands.  It&#8217;s a simple conceit that allows for all types of characters to be created, and permits the vast entirety of SF realities to be explored.  Total narrative freedom, baby!  There&#8217;s a massive list of inspirational material by all my favorite authors in the GameMasters Guide; stories of alternate earths, tales of time travel, and explorations of alien planets and other dimensions.  No two <i>DayTrippers<\/i> multiverses are alike.  GMs and Players are free to approach the game with whatever inspirations they find appealing. You can do &#8220;Star Trek&#8221; one day and &#8220;Buckaroo Banzai&#8221; the next, then follow it up with &#8220;Solaris&#8221; or &#8220;The Man in the High Castle&#8221;.<\/p>\n<p><b><br \/>Tell me about LifeShaping, how does it influence character development, and how does it impact gameplay?<\/b><\/div>\n<div><\/div>\n<div>&#8220;LifeShapers&#8221; are things that effect the PCs&#8217; personally.  They may be influential events from the characters&#8217; pasts, or psychological issues they&#8217;re dealing with in the present.  In a game of <i>DayTrippers<\/i>, Players may begin playing with only a vague idea of who their character is (much like the protagonist of a book or movie in the first scenes, when we have very little knowledge about them).  Through a process I call &#8220;Progressive Character Generation&#8221;, Players can develop their characters in more detail over sessions or campaigns.<\/p>\n<p>This approach lets you get into the game quickly, without being forced to make up a bunch of details about a person you don&#8217;t really know yet.  It also allows for great surprises to occur later in the game, such as suddenly learning in the third episode that a character has had military training, or was once a famous athlete, etc.  It can give you a new view of your character, and allow for skills and experiences you hadn&#8217;t considered when the character was first drawn up.  If you think about it, this sort of thing happens in movies and TV all the time.  <i>DayTrippers<\/i> embraces it.<\/p>\n<p><b>Vehicle combat in cyberpunk can be hella complicated. Could you talk about vehicular combat in DayTrippers?<\/b><\/div>\n<div><\/div>\n<div>It&#8217;s true that there are a lot of variables involved in vehicular combat.  But it&#8217;s really no crunchier than any other type of conflict in <i>DayTrippers<\/i>, where everything &#8211; and I do mean *everything* &#8211; is resolved using the same core mechanic.  Vehicular combat just includes more possible variables.  Everyone onboard can get involved.<\/p>\n<p>The most exciting thing about vehicles in <i>DayTrippers<\/i> is building your own SlipShip.  My main influence there was &#8220;Car Wars&#8221; approach to vehicle design.  Vehicles in <i>DayTrippers<\/i> range from massive interdimensional luxury liners to tiny Rube Goldberg-like contraptions.  While the rules do allow for heavy armaments and shielding, most of the important action (at least in my own campaigns) takes place outside the ship.<\/p>\n<p><b>Finally, I&#8217;m interested in what you expect, or want, players to get out of a session or campaign of <i>DayTrippers<\/i>. What would be the ideal takeaway, for you, from playing DayTrippers?<\/b><\/div>\n<div><\/div>\n<div>A <i>DayTrippers <\/i>campaign is like a series of one-shots; each adventure is designed to last a single session and return the PCs back to Earth.  At root, it&#8217;s a &#8220;Genre Sim&#8221; for weird science fiction.  The rules are basically a toolbox for creating surreal &#8220;short stories&#8221; that take place in weird worlds and other dimensions.  Each session forms a tight narrative arc, but because the action resolution system is loose and interpretive, there&#8217;s a wide range of dramatic and unpredictable outcomes for every roll.<\/p>\n<p>A trad game with narrativist elements, the system is optimized for spurious improvisation and high bleed.  That&#8217;s where the surreal stuff comes from: it&#8217;s a combination of GM ideas, the output of random generators, and the &#8220;Psychic Content&#8221; contributed by the Players themselves.  In play, the game tends to elicit ideas that weren&#8217;t even considered when the session began, and it incorporates these changes in unpredictable ways.  The GM is not playing against you: instead, together you&#8217;re creating a story that has bizarre twists in it, and weirdness flows freely as narrative control goes back and forth.  For all these reasons, a <i>DayTrippers<\/i> adventure is capable of surprising not only the Players, but the GM as well.<br \/><b><\/p>\n<p>Thanks so much to Tod for the interview! I really hope that everyone enjoys checking out <i><a href=\"http:\/\/daytrippersrpg.com\/\" target=\"_blank\" rel=\"noopener\">DayTrippers<\/a><\/i> (and <a href=\"http:\/\/asifproductions.com\/taxonomy\/term\/124\" target=\"_blank\" rel=\"noopener\">other games by Tod<\/a>!) and that everyone got something fun out of this interview!<\/b><\/p>\n<hr \/>\n<p>This post was supported by the community on <a href=\"http:\/\/patreon.com\/briecs\">patreon.com\/briecs<\/a>. <\/div>\n","protected":false},"excerpt":{"rendered":"<p>Today I have an interview with Tod Foley, who introduced me to his game DayTrippers, which sounds like a cool scifi experience.&nbsp;It&#8217;s available on RPGnow and TabletopLibrary, and you can learn more about it on the DayTrippers website. Check out the interview below! Tell me a little about DayTrippers. What excites you about it? To &hellip; <a href=\"https:\/\/briebeau.com\/thoughty\/2016\/05\/five-or-so-questions-with-tod-foley-on-daytrippers\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Five or So Questions with Tod Foley on DayTrippers&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"nf_dc_page":"","om_disable_all_campaigns":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[390],"tags":[20,10,17,25,8,15,12,18],"class_list":["post-305","post","type-post","status-publish","format-standard","hentry","category-archive","tag-five-or-so","tag-game-design","tag-gaming","tag-interviews","tag-roleplaying-games","tag-rpg","tag-rpgs","tag-tabletop-rpgs"],"jetpack_publicize_connections":[],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/paHOcG-4V","jetpack-related-posts":[{"id":231,"url":"https:\/\/briebeau.com\/thoughty\/2016\/11\/five-or-so-questions-with-tod-foley-on-other-borders\/","url_meta":{"origin":305,"position":0},"title":"Five or So Questions with Tod Foley on Other Borders","author":"Beau J\u00e1gr Sheldon","date":"November 21, 2016","format":false,"excerpt":"Today I chatted with Tod Foley on his new game Other Borders, which is currently available digitally on DriveThru RPG, RPGnow, and OpenGamingStore. It's a DramaSystem based game and sounds pretty interesting! The print edition hits in December 2016. Check out the interview below!--Tell me a little about Other Borders.\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-O6eAdQ3R-X8\/WCejLcxebXI\/AAAAAAAA150\/qLJkeiuomb4aLKJ04eNCiqaOjSkyOnj-ACLcB\/s320\/1.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":203,"url":"https:\/\/briebeau.com\/thoughty\/2017\/02\/creators-in-need\/","url_meta":{"origin":305,"position":1},"title":"Creators in Need","author":"Beau J\u00e1gr Sheldon","date":"February 20, 2017","format":false,"excerpt":"To be added to next month's list please respond to this survey by March 5, 2017, midnight, EST.I recently posted on Google+ asking that game-related creators in hardship respond to my post with their various product sales pages or portfolios. I got quite a few responses, which is both great\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":80,"url":"https:\/\/briebeau.com\/thoughty\/2018\/06\/five-or-so-questions-on-champions-now\/","url_meta":{"origin":305,"position":2},"title":"Five or So Questions on Champions Now","author":"Beau J\u00e1gr Sheldon","date":"June 2, 2018","format":false,"excerpt":"Hi all!I did an interview with Ron Edwards on his Kickstarter project, Champions Now! Ron prepared our audio recordings and edited everything into a video, so you get to hear the interview on the following video. I hope you enjoy it and that you'll check out Champions Now on Kickstarter\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":440,"url":"https:\/\/briebeau.com\/thoughty\/2014\/01\/five-or-so-questions-series\/","url_meta":{"origin":305,"position":3},"title":"Five or So Questions Series","author":"Beau J\u00e1gr Sheldon","date":"January 14, 2014","format":false,"excerpt":"Very soon I'll be starting up the Five or So Questions Series, where I'll interview members of the gaming community with about five or so questions.Hope you enjoy!","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":127,"url":"https:\/\/briebeau.com\/thoughty\/2017\/12\/12-rpgs-for-the-12th-month-day-1\/","url_meta":{"origin":305,"position":4},"title":"12 RPGs for the 12th Month &#8211; Day 1","author":"Beau J\u00e1gr Sheldon","date":"December 1, 2017","format":false,"excerpt":"(Image includes a list of\u00a0 questions for 12 RPGs for the 12th Month)These questions set up by Paul Mitchener (sourced from a private post) are pretty cool and I'm hoping I can keep up with them over the next few weeks.The first question is:\"You're running an RPG to introduce new\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/2.bp.blogspot.com\/-jobzK83RjHs\/WiGWVo-CiNI\/AAAAAAABiHM\/rtc5pBea-JQ09TyakHhiCu5glZXAqg4WQCLcBGAs\/s640\/12RPG.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":330,"url":"https:\/\/briebeau.com\/thoughty\/2016\/02\/upcoming-tavern-tales-interview\/","url_meta":{"origin":305,"position":5},"title":"Upcoming Tavern Tales Interview!","author":"Beau J\u00e1gr Sheldon","date":"February 6, 2016","format":false,"excerpt":"Hey everyone!Monday morning I'll have a blog post coming out about Tavern Tales, which is currently on Kickstarter!Tavern Tales is the game that I played that brought about Stories Here in Maelstrom Paramour (my G+ collection), and it is a really fun, customizable system. Dabney Bailey, the creator, is really\u2026","rel":"","context":"In &quot;Archive&quot;","block_context":{"text":"Archive","link":"https:\/\/briebeau.com\/thoughty\/category\/archive\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/1.bp.blogspot.com\/-ASAFSGjHMGQ\/VrZRklYnz7I\/AAAAAAAAWjA\/GnteDYgE76g\/s400\/Alchemy.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]}],"jetpack_likes_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/305","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/comments?post=305"}],"version-history":[{"count":0,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/posts\/305\/revisions"}],"wp:attachment":[{"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/media?parent=305"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/categories?post=305"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/briebeau.com\/thoughty\/wp-json\/wp\/v2\/tags?post=305"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}