Coyote & Crow vs DayTrippers
Compare Coyote & Crow and DayTrippers side by side. See differences in complexity, dice, genre, cost, and more.
| Coyote & Crow | DayTrippers | |
|---|---|---|
| Genre | Scifi, Fantasy | Scifi |
| Tags | Character Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic | Rules-Light, Skill-Based, Exploration, Weird, Collaborative, Ship-Based, Character-Driven, CC-Licensed Rules |
| Core Mechanic | Build a d12 pool from Skill Rank, the applicable related Stat, and modifiers. Trained Skills use the higher related Stat, while Rank 0 uses the lower. Each die meeting the Success Number, usually 8, adds one success. Each 1 subtracts a success, while each 12 creates a Critical die. A positive total succeeds, 0 fails, and a negative total is a critical failure. | Roll a number of d6s equal to the relevant Stat score (1–6), keep the highest, and add any Skill and Item bonuses. Compare to a Difficulty Level (1–10) or an opposed roll. Results are interpreted narratively on a five-tier table: miss by more than 1 (No, And), miss by 1 (No, But), hit exactly (Yes, But), exceed by 1 (Yes), exceed by more than 1 (Yes, And). Progressive Character Generation lets players spend character points during play rather than all at creation. |
| Dice | d12 dice pool | d6 |
| Complexity | High | Low |
| Accessibility | High | Very High |
| Runnability | Very High | Very High |
| License | All Rights Reserved | CC BY-NC 3.0 |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Cost | $$ | Free |
| Publisher | Coyote & Crow Games | As If Productions |
| Year | 2021 | 2015 |
| Best For | Groups that want character-driven exploration and protection in an Indigenous science-fantasy future. It suits tables that prefer consequential choices and tactical conflicts resolved through abstract range bands. | Groups who want episodic surreal sci-fi adventures exploring dream worlds, alternate Earths, and pocket universes, with a fiction-first resolution system that rewards creative narration. |
| Highlights | Player-authored Goals turn character ambitions into advancement, keeping campaign development tied to choices made in play. Chosen Initiative makes turn order a recurring tactical decision instead of a one-time roll. The Three Path Concept turns non-linear scenario design into a concrete prep tool, so major obstacles support meaningful alternatives to combat. | Five slip types (Cartesian, Paraterran, Temporal, Subjective, Compound) create wildly different mission structures from space travel to dream worlds. Progressive Character Generation reveals character details through play rather than front-loading backstory. LifeShaping system ties character motivations (beliefs, goals, relationships) directly into mechanical bonuses. SlipShip construction rules let players design their own interdimensional vehicles. |
| Considerations | The unified check is consistent, but character options and interlocking encounter procedures create substantial rules overhead. Success Numbers and critical Story Events depend on Story Guide judgment, so consistent difficulty and consequences require steady table rulings. The setting leaves much of its metaphysics deliberately open, requiring the group to establish what is real before play. | 44-page core rulebook covers the essentials but leaves significant rulings to GM interpretation. Combat system is lightweight with limited tactical options. Surreal tone assumes GM comfort with improvising bizarre interdimensional encounters on the fly. GameMasters Guide sold separately for expanded tools and adventure generation. |