It seems weird to disagree with this, but... Well...For me, creativity and innovation are means to an end, not an end in and of themselves.
Thus, I really don't care if they are creative and innovative. I care that the resulting game is fun to play. If that means same-old-same old (but good) mechanics, that's fine. If that means thinking outside the portable hole, that's good too.
I agree with your disagreement. The boom in availability of retroclones/neoclones means I have an ample assortment of good games that are "D&D with a twist". I'd prefer something that distills D&D to a solid, singular essence, and then uses that framework to explore modules we've never thought of before.It seems weird to disagree with this, but... Well...
I want new and innovative mechanics because mechanics influence and direct the flow of the game. If they weren't important, we wouldn't have multiple systems.
I also want the actual gameplay to bring entertainment over and beyond the narrative. I want it to be fun as a game in and of itself. Think Savage Worlds with all its bennies, playing cards, fun dice mechanic, etc.
But over and above, I want innovation because it has to do something new and better than the games I already have. Otherwise I don't see why I would want it.
I want new and innovative mechanics because mechanics influence and direct the flow of the game. If they weren't important, we wouldn't have multiple systems.
I also want the actual gameplay to bring entertainment over and beyond the narrative. I want it to be fun as a game in and of itself.
But over and above, I want innovation because it has to do something new and better than the games I already have. Otherwise I don't see why I would want it.
I'm talking about what I'm looking for, not what other people are looking for. It's possible for reasonable people to have different goals, and for those goals to be largely incompatible.Nobody said they weren't important. But "important" does not equal "must be new". If the desired flow of the game can be achieved with fairly well-known techniques, why reinvent the wheel?
And for those who don't actually want to have to deal with game rules? What happens to them? Go a long way to bake the "fun and entertaining game" into the system, and you'll find many of those who are seeking immersion, which is broken by having to worry so much about the details of rules, get turned off. So, there's a choice there - go for one end, the other, or some compromise middle-ground?
No, it doesn't. But I want both.And again, in order to be a fun game in and of itself, they must be new an innovative mechanics?
That would be fine, but I would not be interested in such a thing. Not even to buy into a starter set, which I'm likely in for with Next.Also, one of the big risks with too much innovation in an RPG is where do you stop? And by stop I mean the point at which you can publish a playable game.
Personally, I think there's been far too much tinkering with Next already. Swords & Wizardry as a base, three new mechanics (backgrounds, advantage/disadvantage and maybe exploration) and publish the bloody thing.
That would be fine, but I would not be interested in such a thing. Not even to buy into a starter set, which I'm likely in for with Next.
-O
...have their changes thus far been innovative and creative? Do you want that?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.