What the Pip System specializes in is having the ability to be run by any group and enjoyed by anyone. We’ve had groups who have played very serious-toned games with the Pip System, full of blood and guts and battles, at the same cons where other groups used the Pip System for more family-styled games, like mermaids, bugs, or magical campers. The core mechanics that make up the Pip System are easily-adaptable, customizable, and more complex than they might appear on the surface. See Pip System Basics.
When someone thinks about traditional RPGs, a few things come to mind: min-maxing, attaining new levels of mastery, awesome powers, numbers to crunch, and engaging combat.
- attaining new levels of mastery
- awesome powers
- numbers to crunch
- engaging combat
Min-maxing still occurs, but on a smaller scale. It becomes a question of how the player can manipulate the story to gain more dice, instead of just looking at their sheet to dictate what they can and can’t do. There are many levels of mastery, especially as you learn to mix and match all the different setting additions together. The system is so flexible that setting crossovers will be commonplace, with mermaids hanging with monster hunters and wizards. There are a variety of abilities and powers for characters, from magic to special companions, to magical weapons and armor. Conflict in the Pip System encourages changing tactics and engaging with the story to enhance the scene. The Pip System has all of these things (except for a ton of number crunching), but boils each thing down to its basic components to make it more digestible. So easy, a kid could play it.
Now I know what you’re saying, “My kid is 8 and plays D&D with me all the time” or “My kids took to Savage Worlds really easily,” and I think that’s awesome! However, the Pip System was created and designed with the intent purpose of catering to everyone at the table. To be approachable for a newcomer of any age, without the need for a lot of assistance. For the most part, there isn’t a rule that kids get better than adults or vice versa. I’ve had parents grab Pip System games to play with their kids for the first time. Some kids are able to pick up our books, read them, and run games for their families. Not only are they encouraged to do this by their family or friends, but also by the book which acts as an instruction manual for GMing. It can be used as a stepping stone to the next big, more traditional game, or it players can simply expand upon the Pip System itself to add complexity.
The goal of the Pip System Corebook we are developing is to come up with a core set of rules that anyone can pick up, play, and love, regardless of age, and regardless of experience in the RPG hobby. Hopefully, you’ll join our Kickstarter efforts when they launch on March 7, 2017!