Knights of the Chalice Interview

RPGWatch has published the results of an interview they did with Heroic Fantasy Games' Pierre Begue about their OGL 3.5-based indie RPG, Knights of the Chalice.
screeg: What was the one thing you would have most liked to implement from the Open Gaming License ruleset, but had to leave out for whatever reason?

Pierre: The prone condition. I love the way it's implemented in Temple of Elemental Evil. I'm aware that what most players would want is more player classes and races, though.

...

screeg: In future projects, do you intend to move beyond combat simulation and include other RPG dynamics, such as branching dialogues and game-changing choices?

Pierre: There are already a lot of branching dialogues in KotC, and in future projects there will be more. Giving the player frequent choices between opposing factions is a great way of making the player's experience unique (as opposed to giving the player "cosmetic" dialogue choices like in the original campaign of Neverwinter Nights 2). That takes a lot of scripting. In order to reduce scripting, I think that most dialogue choices should affect what happens in a given encounter or a given area rather than what happens in the whole game.