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<blockquote data-quote="innerdude" data-source="post: 9027132" data-attributes="member: 85870"><p>The question for the OP is, what kind of innovation are you looking for? </p><p></p><p>Every system that operates under discrete task process resolution ultimately is an abstraction of inherent character trait plus training/skill. Whether that's flat d20 roll over (D&D), flat d100 roll under (BRP / Mythras / CoC), 3d6 roll under (GURPS or HERO), multi-d6 add+ roll over (d6 Fantasy, WEG Star Wars, W.O.I.N.). </p><p></p><p>So when you're talking about innovation that isn't focused on narrative driven concerns, the things that drive innovation mechanically are things that change the abstraction modeling in some way. Either the abstraction is more clear or more robust, is easier to resolve without requiring additional mental overhead, or better represents fidelity to your imagined set of rules-as-physics, or creates more enjoyable skilled play synergies in the moments of play.</p><p></p><p>One of the most innovative systems I've ever seen that focuses on task level resolution is Spellbound Kingdoms. It has the most unique combat engine you'll ever see. It's unfortunately tied to an assumed game world that I have no interest in emulating. But if someone was willing to hack it to their purposes, it will absolutely produce a different gameplay experience from anything else in the "trad" space, while firmly remaining a "trad", task resolution based system.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9027132, member: 85870"] The question for the OP is, what kind of innovation are you looking for? Every system that operates under discrete task process resolution ultimately is an abstraction of inherent character trait plus training/skill. Whether that's flat d20 roll over (D&D), flat d100 roll under (BRP / Mythras / CoC), 3d6 roll under (GURPS or HERO), multi-d6 add+ roll over (d6 Fantasy, WEG Star Wars, W.O.I.N.). So when you're talking about innovation that isn't focused on narrative driven concerns, the things that drive innovation mechanically are things that change the abstraction modeling in some way. Either the abstraction is more clear or more robust, is easier to resolve without requiring additional mental overhead, or better represents fidelity to your imagined set of rules-as-physics, or creates more enjoyable skilled play synergies in the moments of play. One of the most innovative systems I've ever seen that focuses on task level resolution is Spellbound Kingdoms. It has the most unique combat engine you'll ever see. It's unfortunately tied to an assumed game world that I have no interest in emulating. But if someone was willing to hack it to their purposes, it will absolutely produce a different gameplay experience from anything else in the "trad" space, while firmly remaining a "trad", task resolution based system. [/QUOTE]
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