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DayTrippers vs Troika!

Compare DayTrippers and Troika! side by side. See differences in complexity, dice, genre, cost, and more.

DayTrippersTroika!
GenreScifiFantasy, Scifi
Play StyleRules-Light, Skill-Based, Exploration, Weird, Collaborative, Ship-Based, Character-Driven, Open SourceRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
Core MechanicRoll 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.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced62d6
ComplexityLowVery Low
AccessibilityVery HighVery High
RunnabilityVery HighLow
LicenseCC BY-NC 3.0Open (Troika! SRD)
Cost$$
PublisherAs If ProductionsMelsonian Arts Council
Year20152019
Best ForGroups 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.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsFive 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.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
Considerations44-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.Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth