Li Shenron
Legend
I value novelty a lot in passive fiction (books, movies, music), but in an active game I don't think I need much of it.
Yeah, including me. I feel a lot of "innovation" simply tries too hard to be different to suit my tastes.I guess I prefer the tried and tested trope approach. I like things to be comfortable and familiar. It's easier for most people to get into.
I like this definition of novelty. It fits something like Eberron or Earthdawn well. the tropes are there, but each setting still has its own identity.So when it comes to settings and the fiction of the game in general, it is not necessarily exactly novelty I crave for, but it is some sort of clear identity beyond just collection of cliches, tradition and tropes. I want the setting to have its own distinct feel, instead of just being generic forgottenrealmesque mush.
I like systems attached to and integrated with existing systems. Dragonmarks, for example.For mechanics, I appreciate certain amount of streamlining, and more effective methods of doing things, but I have no interest in reinventing the feel or gimmicky structures that ultimately amount to very little.
I dunno- sounds absorbing!It doesn’t need to be set on the elemental plane of sponge.
I’m with @Umbran in not seeing that strong tropes limits innovation, or vice versa. Numenéra, for example, has very strong tropes, but has a relatively innovative resolution system where “spending” core stats affects the action being taken. Plus a few other ones.RPGs usually exist in the same space as genre fiction, and genre fiction lives in this space between tried and true tropes, and innovative ideas.
So, when it comes to RPGs -- from your personal campaigns to published games/materials -- how much do you care about that relationship? Do you want comfortable tropes, or weird innovative ideas? Does the particular genre matter? Do you want that familiarity or innovation from publishers, or in your homebrew? Does the answer change if you are playing a campaign vs a one shot