It's innovative if you compare it to the adventure material WoTC has been putting out in Dungeon. Which to me is a sad thing. It seems, at least adventure wise, WoTC had a golden opportunity to learn from all Paizo did with Dungeon in print and with their Adventure Path material and decided that it was hard work, milk some old titles after the one adventure path they did do, and forsake higher level play and focus on adventurers that were almost entirely strung together encounters.![]()
The boardgame Kill Doctor Lucky is probably Paizo's most innovative product.
Writing good adventures is hardly innovative.
Adventure Paths are hardly innovative.
Pathfinder is quite specifically not meant to be innovative.
Innovative is hard and risky; most innovations fail. People who follow on those innovations can identify the errors and make corrections, but the first time you try something it always has things wrong.