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What products do you consider innovative?
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<blockquote data-quote="Psion" data-source="post: 2749795" data-attributes="member: 172"><p>Define "recent"</p><p></p><p>There are a couple different levels of "innovation" here, operating on entirely different scales, but I'll cut across those layers here:</p><p></p><p><strong>Enemy Gods</strong> - I really dig this concept. Every player is a bit of GM, representing different deities in addition to the heroes. You can't NOT slight some deities/players-as-gods with your heroes, as you cannot have an even stat distribution. Your statistics correspond to favored qualities for various deities. I know I've busted John in the chops before, but I really gotta hand him kudos for this one.</p><p></p><p><strong>Second World Sourcebook</strong> Now we scale things down a bit from broad innovation to refined innovation, innovation within the existing framework of d20: <ul> <li data-xf-list-type="ul">I found the concept of Wardens, classes that represent qualities that shape the world, innovative.</li> <li data-xf-list-type="ul">Though not new to the world of "4x" games, the idea of having technology trees that shape the way both development of and possibility of certain technologies work was a nice innovation to import into RPGs.</li> <li data-xf-list-type="ul">Minor mechanical refinements, such as spontaneous/immediate actions, that would eventually appear in 3.5 supplements, appeared here first.</li> </ul><p></p><p><strong>Spycraft 1.0</strong></p><ul> <li data-xf-list-type="ul">Action dice. 'Nuff said.</li> <li data-xf-list-type="ul">Showing that the "co-dependant team" archtype/niche protected model can work for other genres as well. (Whether that's an application or an innovation is another matter.)</li> <li data-xf-list-type="ul">Gear system that divorces character capability from in-game aquisition (it took some work to make it practical, though.)</li> <li data-xf-list-type="ul">Chase system (aka, dramatic conflicts in its initial form)</li> </ul><p></p><p><strong>Spycraft 2.0</strong></p><ul> <li data-xf-list-type="ul">Quick, scaleable mook NPCs</li> <li data-xf-list-type="ul">Applying dramatic conflict mechanics to all kinds of conflicts.</li> <li data-xf-list-type="ul">Variable mechanical genre traits - you set the feel of the genre by defining how some mechanics work.</li> </ul><p></p><p>Just to name a few. I'll probably think of more. I'm tempted to pull out some examples of really dumb innovations, just to drive home the point that innovation for its own sake is overrated...</p></blockquote><p></p>
[QUOTE="Psion, post: 2749795, member: 172"] Define "recent" There are a couple different levels of "innovation" here, operating on entirely different scales, but I'll cut across those layers here: [b]Enemy Gods[/b] - I really dig this concept. Every player is a bit of GM, representing different deities in addition to the heroes. You can't NOT slight some deities/players-as-gods with your heroes, as you cannot have an even stat distribution. Your statistics correspond to favored qualities for various deities. I know I've busted John in the chops before, but I really gotta hand him kudos for this one. [b]Second World Sourcebook[/b] Now we scale things down a bit from broad innovation to refined innovation, innovation within the existing framework of d20:[list] [*]I found the concept of Wardens, classes that represent qualities that shape the world, innovative. [*]Though not new to the world of "4x" games, the idea of having technology trees that shape the way both development of and possibility of certain technologies work was a nice innovation to import into RPGs. [*]Minor mechanical refinements, such as spontaneous/immediate actions, that would eventually appear in 3.5 supplements, appeared here first. [/list] [b]Spycraft 1.0[/b] [list] [*]Action dice. 'Nuff said. [*]Showing that the "co-dependant team" archtype/niche protected model can work for other genres as well. (Whether that's an application or an innovation is another matter.) [*]Gear system that divorces character capability from in-game aquisition (it took some work to make it practical, though.) [*]Chase system (aka, dramatic conflicts in its initial form) [/list] [b]Spycraft 2.0[/b] [list] [*]Quick, scaleable mook NPCs [*]Applying dramatic conflict mechanics to all kinds of conflicts. [*]Variable mechanical genre traits - you set the feel of the genre by defining how some mechanics work. [/list] Just to name a few. I'll probably think of more. I'm tempted to pull out some examples of really dumb innovations, just to drive home the point that innovation for its own sake is overrated... [/QUOTE]
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