2002 | 2003 | 2004 | 2005 | 2006 | 2007 | 2008 | 2009 | 2010 | 2011 | 2012 | 2013 | 2014 | 2015 | 2016 | 2017 | 2018 |
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 scroll-based narrative structure of Fall of Magic is new and refreshing.
This takes maps wondrous place in the role-playing experience and turns it on its head.
Some innovative concepts here. The escalation of power from Players to GM is neat.
Of all of the dozens of games run by the "Children in 1970s Nicaragua" engine, this one certainly makes the best use of materials.
A strong early leader in card-based RPG design, you can already see the innovations created by Juggernaut (and a hand full of its contemporaries) spreading and growing.
It is a worthy goal to focus on the unraveling of things in a fruitful, productive way.
Playing Nature's Year creates its own folk tradition of games tied to the changing seasons.
The way these games link to life and the world outside the game table is brilliant. These show the way to making games and life fit together harmoniously.
interesting concept. Might have some good applications to real world chronic pain management.
Dealing with pain and empathy are challenging subjects. This pushes the boundaries of what an RPG can do.
very reminiscent of the John Scalzi book Redshirts, but from a slightly different approach.
The Warren tackles sex and reproduction, topics typically avoided by games, with an eye toward both safety and consent.
A game where we play pretend about people pretending.\n\nIt hits me with a folding chair and a ladder it is so well done.