Glyfair
Explorer
Innovation is so tricky, because it depends on the time. Back in the 70s almost anything that was an RPG that broke with D&D was an innovation.
I do have some highlights below. I may list some innovations as coming from certain games. That is solely in my experience, as I do not have complete knowledge of all RPGs.
1) Non-level based systems (my first was Runequest). A definite break with a key element of D&D.
2) Character Building Systems (usually by point buy) - Allow you to decide what you want to play rather than putting your characters choice into the luck of the dice. My first was either Melanda, Land of Mystery, but Champions would be a close second.
3) Systemic elements dealing "roleplaying" situations. Having "characteristics" that represented how your character reacted to certain roleplaying situations. Pendragon was the first place I saw it.
4) Encouraging players to take over as GM for segments of the game. Prince Valiant had this. I believe Rocky & Bullwinkle did as well, later.
5) Licensed universe RPGs. Who hasn't wanted to roleplay in their favorite fictional universe? Star Trek was the first I remember playing in.
6) Diceless RPGs. Amber is the first I am aware of, although I never played it.
7) Focusing on player conflict and making it fun - The only game I know that ever did this was Paranoia. The players all knew going in that the rest of the party was really their enemies (although the characters did not, necessarily), so could go loose and just have fun.
8) Single base system used for many genres - Champions was the first I was aware of, but GURPs certainly ranks up there. Not sure which one really started to take off in that direction first (as GURP's history is rather winding in the early days).
And that's just takes us through the mid-80s or so.
From a business standpoint, RPG licensed from existing worlds (Star Trek, Star Wars, Tolkein, etc.) would be king, but the OGL would be second. Stretching into multimedia would be third (D&D is king for computer games, and probably takes the bill for movies/TV as well).
I do have some highlights below. I may list some innovations as coming from certain games. That is solely in my experience, as I do not have complete knowledge of all RPGs.
1) Non-level based systems (my first was Runequest). A definite break with a key element of D&D.
2) Character Building Systems (usually by point buy) - Allow you to decide what you want to play rather than putting your characters choice into the luck of the dice. My first was either Melanda, Land of Mystery, but Champions would be a close second.
3) Systemic elements dealing "roleplaying" situations. Having "characteristics" that represented how your character reacted to certain roleplaying situations. Pendragon was the first place I saw it.
4) Encouraging players to take over as GM for segments of the game. Prince Valiant had this. I believe Rocky & Bullwinkle did as well, later.
5) Licensed universe RPGs. Who hasn't wanted to roleplay in their favorite fictional universe? Star Trek was the first I remember playing in.
6) Diceless RPGs. Amber is the first I am aware of, although I never played it.
7) Focusing on player conflict and making it fun - The only game I know that ever did this was Paranoia. The players all knew going in that the rest of the party was really their enemies (although the characters did not, necessarily), so could go loose and just have fun.
8) Single base system used for many genres - Champions was the first I was aware of, but GURPs certainly ranks up there. Not sure which one really started to take off in that direction first (as GURP's history is rather winding in the early days).
And that's just takes us through the mid-80s or so.
From a business standpoint, RPG licensed from existing worlds (Star Trek, Star Wars, Tolkein, etc.) would be king, but the OGL would be second. Stretching into multimedia would be third (D&D is king for computer games, and probably takes the bill for movies/TV as well).
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