As If Productions (AIP) is the studio of writer, publisher, game designer & programmer Tod Foley, specializing in game design, web development and interactive systems.
Founded in 1991, AIP has developed immersive websites, virtual worlds, roleplaying games, CD-ROMs, viral marketing and live promotional events for clients including Comedy Central, 20th Century Fox Films, Sony/Epic Records, Times-Mirror Magazines, Walt Disney Records, Revelations Entertainment, Iron Crown Enterprises, The WELL and The Electronic Cafe International. No matter what type of interactive system you have in mind, we're here to bring it to life - from design and development to webhosting and support.
I was asked to explain how DayTrippers - with its collaborative interpretive action resolution system and narrative arc model - can be considered "OSR". Certainly those things don't sound very "old-school". Indeed, the action resolution system in DayTrippers is based on a Narrativist technique, and the whole idea of working within a narrative arc is more Modern than Trad. At first glance, these things might make DayTrippers seem decidedly "new-school". That's especially true when we consider the Core Rules alone. But the DayTrippers GameMasters Guide is a different sort of animal - a blend of traditional and modern techniques - producing high-prep, high-bleed adventures, designed to be run by Auteur GMs. Within the pages of this book, DayTrippers meets the OSR. Let's see how it stacks up against a classic definition of the term.
It's always nice to have one's writing commended, and in Guyll's words "The writing is where the game really shines." You can check out samples from both the Core Rules and the GameMasters Guide to get a taste.
Lately I've been thinking (too much) about fusing hexagonal chess with a hexcrawl, and here's what I came up with. It requires an RPG ruleset but it's system-agnostic. I imagine something like Traveller but you could probably do it with a fantasy setting or anything else. It's an OSR-feeling kinda thing. The important part (I think) is that the RPG system should have very simple, cut-and-dry, combat rules.
Last month, Game Designer Paul Czege proposed a challenge for all RPG designers out there: the ThreeForged Challenge. The idea was for these designers to collaboratively create a ton of new RPGs by passing around unfinished works like Exquisite Corpses. It's crazy, I know. But the ThreeForged challenge is over, and now the world has 103 new roleplaying games in it, created by 127 different designers!
It took me a little while to realize why I was so confounded by this game. I kept asking questions like, “Who is the average Daytripper?” and “How does this world actually function, and what is it like to live there?”. But I was missing the point. 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.
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