...with our head in the clouds since 1994

A Brief History

Long about 7 years ago, there was a group of friends and gamers. They, like many a group of gamers before them, thought it would be cool to start their own game company. They figured they had some original ideas, and might be able to make a little money sharing them. So, they went through all the rigamarole of setting up an S-Corp, and figuring out a business structure, and so on. Well, it turns out that this group really didn't make a good business. At the time, all the realized ideas came from one individual, which doesn't work too well when everybody wants to be there for the creative end of things. That, and 10 leaders and an anti-leader, with no followers, is not the best composition for a business. Finally, it became apparent that while the group had thought that they all shared the same vision, there were actually two competing visions.

So we went our separate ways. Those who believed in a business model, and cared if they actually made some money someday became Sancho Games -- the realists of the bunch. They have since produced Let's Kill, a wildly successful card game of happy homicide; Live Role-Playing Chess; and several other small projects, and have more on the way.

Which just leaves us. With the split, we retained ownership of the original name, The Impossible Dream (well, technically, Jill Krynicki did, but ownership in this case is only a matter of honor, since there are no trademarks involved, and a simple name, especially one with a public-domain source, certainly falls outside the realm of IP law -- and, in any case, we use it now with her blessing). The name took about 4 years off, while we did our own thing, then we resurrected it when we realized we had a need for it. Akira! and Nat (as well as Jill) were in the original Impossible Dream, before the split, while others weren't.

 

Our Goals

Sancho is the one who tries to reconcile Don Quixote's beautiful vision with reality, trying to come up with a way to mesh dreams and real life. It is a difficult task, to bring the dream to fruition within the constraints of the material world, and not destroy the dream. We're not interested in trying.

The name, "The Impossible Dream", means several things to us. First and foremost, it reflects our intent to do the impossible, with no regard for practicalities. More than likely, we will fail, but better that than compromise. So our primary "impossible dream" is to make a little money, when we're not letting money guide our decisions. That is, while any sensible company will balance, say, expense and artistic integrity against projected sales, we just look at the artistic vision, figure out a way to afford the expense, and sales (or their lack) be damned. Similarly, we're trying to support the fledgling open game movement by releasing some of our games under various open game licenses. In essense, we're trying to make money on something that anybody can have for free.

Finally, one of the main reasons for re-starting this fledgling un-company, was in our philosophy of roleplaying games. We have looked around, and are disappointed in the relative lack of diversity in published RPGs. There is so much more that could be done with the medium, but very few stray far at all from the establishment. So we want to push the envelope; explore what can be. Of course, this means that many of our products have an inherently limited (or even non-existent) appeal -- that's the cost. But it is our belief that the reason almost all RPGs look basically the same under the chrome is not that the public isn't interested in anything else, but that they haven't been offered anything else. Probably, like in so many things, what we come up with will be too radical to have any appeal: little more than well-realized thought experiments, in the end. But, if we are right, they may change, in little ways, the next generation of RPG.

   
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