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What products do you consider innovative?
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<blockquote data-quote="jdrakeh" data-source="post: 2745832" data-attributes="member: 13892"><p>As I've stated elsewhere, innovation is not the be all end all of design - I've seen plenty of really innovative stuf that was horribly, horribly, impractical if not outright broken. That said, some innovative and <em>functional</em> products that I have seen in recent years: </p><p></p><ul> <li data-xf-list-type="ul">Castles & Crusades, as the first truly 'light' version of the d20 System commercially published. Also innovative in that it was the first game to combine this new system with retro design sensibility. <br /> <br /> </li> <li data-xf-list-type="ul">Little Fears, as the first functional game to truly model childhood terror in actual play, both mechanically and conceptually. Seriously. This game gave me nightmares for a few weeks after I read it. I had to check my closet before I went to bed. <br /> <br /> </li> <li data-xf-list-type="ul">Midnight, as the first D&D setting to truly turn D&D conventions on their ear. Midnight was very much straight horror about characters who were forced to be heroes out of necessity, not because they were born walking stereotypes. <br /> <br /> </li> <li data-xf-list-type="ul">Eberron, as the first D&D setting to take 100% of the existing D&D rules and build the world around them rather than pre-exisitng in some other format and being terofitted to work with the D&D rules. <br /> <br /> </li> <li data-xf-list-type="ul">kill puppies for satan, for its clever, multi-layered, social commentary that makes blatant fun of the very people it was ostensibly marketed to, while doing so in such a manner that same said people really missed the joke entirely. <br /> <br /> </li> <li data-xf-list-type="ul">SQU3AM, for being the first RPG designed to mechancially model 80s slasher flicks and teenage kids taking a machete in the noggin because they drank/smoked pot/had sex/went to summer camp. <br /> <br /> </li> <li data-xf-list-type="ul">The Ascension of the Magdalene, for opening up the world of Unknown Armies to D&D players and vice-versa. A very well-written adventure that sets the bar for dual-stat supplements. <br /> <br /> </li> </ul></blockquote><p></p>
[QUOTE="jdrakeh, post: 2745832, member: 13892"] As I've stated elsewhere, innovation is not the be all end all of design - I've seen plenty of really innovative stuf that was horribly, horribly, impractical if not outright broken. That said, some innovative and [i]functional[/i] products that I have seen in recent years: [list][*]Castles & Crusades, as the first truly 'light' version of the d20 System commercially published. Also innovative in that it was the first game to combine this new system with retro design sensibility. [*]Little Fears, as the first functional game to truly model childhood terror in actual play, both mechanically and conceptually. Seriously. This game gave me nightmares for a few weeks after I read it. I had to check my closet before I went to bed. [*]Midnight, as the first D&D setting to truly turn D&D conventions on their ear. Midnight was very much straight horror about characters who were forced to be heroes out of necessity, not because they were born walking stereotypes. [*]Eberron, as the first D&D setting to take 100% of the existing D&D rules and build the world around them rather than pre-exisitng in some other format and being terofitted to work with the D&D rules. [*]kill puppies for satan, for its clever, multi-layered, social commentary that makes blatant fun of the very people it was ostensibly marketed to, while doing so in such a manner that same said people really missed the joke entirely. [*]SQU3AM, for being the first RPG designed to mechancially model 80s slasher flicks and teenage kids taking a machete in the noggin because they drank/smoked pot/had sex/went to summer camp. [*]The Ascension of the Magdalene, for opening up the world of Unknown Armies to D&D players and vice-versa. A very well-written adventure that sets the bar for dual-stat supplements. [/list] [/QUOTE]
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