This Sub-Award is awarded to the game that stretches the RPG experience in new ways. It may be a particular innovative mechanic that has never been used in other games (or never been used as well as previous games), or it changes the dynamics of a regular game group (the standard 3-6 players and one gamemaster). Or, it might even turn the concept of "RPG" on its ear. Innovation and exploration is what this Sub-Award honors.
The collaborative nature of the creation of the setting is fascinating.
A novel and innovative approach. A really great work.
I still don't completely understand why this game works, but man does it ever work. It is going in weird directions, very elegant in its simplicity and depth.
Creating a whole new way to play. The Quiet Year is one of the most important games to be written in years.
Dispensing with the accepted wisdom of what a game system needs, Hillfolk forges its own, innovative, path for gaming.
Delivers on the dream of a game about people and their interactions rather than heroes and their wizbang powers. Redefines PC personality as existing on a dramatic pole rather than a static collection of preferences. Takes the theory of "Hamlets Hit Points" and turns it into a game that virtually runs itself.
Robin Law's Drama System, takes an analysis of narrative action and applies it to role play. Intuitive and insightful, with sample games that show the breadth of its application.
Far and away the most innovative, allowing us to play in previously forlorn places!
A series of approaches, each tailored for a particular game experience, makes The Sundered Land truly ground-breaking. It's also educational for any designer too.
I feel like mini-games and modular games are still a largely untapped landscape, and The Sundered Land is a great step forward in that direction.
Simple, clear objectives for each game role = quick, strong play.
An anthology of games that lead to an anthology of stories.
The Doomed Pilgrim expands the face-to-face game into cyberspace!
A ground-breaking micro-game, that took a form and made it a movement. Proving that a great game is not based on its word count, breaking assumptions about what a game must have or must do left and right. One of the most impactful games of the decade, and super-fun to play, to boot.
Revived the nanogame.
Complete game on a business card.
Reminded us that the best wells of creativity at the table are our fellow players, not the rules or setting.
You have to draw awesome pictures of space adventures just to get the game!
The way Sagas of the Icelanders incorporates gender into every aspect of play is nothing short of brilliant, and it works beautifully. I've never seen anything quite like it.