Carnifex
First Post
Kerrick said:
To answer the original question: is there room for more innovation? Definitely. There are no limits to the imagination, and with this many people working on this many things, we should be having innovation out the yin-yang. Ralts and I discussed this the other night, and we think that the problem is that people are afraid to take a chance - they don't want to put out something they think is really cool, that could add immensely to the game, and then have it sell like crap, or worse, get bad reviews. So they stick with the safe topics - class books, monster books, PrCs. If and when more publishers and designers are willing to take that step and go that little bit further, produce stuff that might seem a little off-the wall but is really a good idea, then we might be seeing an upswing in the market.
Well, I'm hoping that the guide I'm currently writing fits into the 'new & innovative category'. Steam & Steel: A Guide to Fantasy Steamworks, is the title at the moment; it provides rules for introducing steam technology into a fantasy world (including steam engines that are a mesh of science and magic) and in what I've written so far I've poked about at some of the ideas of industrialising a fantasy setting, taking inspiration from stuff like the Thief games and China Mievilles books.
And hey, if your players are really mad they'll be able to buy their very own oil rig