Top 5 RPGS Of Fall 2016 As Hobby Games Grow 10%

A few days ago, ICv2 released its latest set of quarterly figures for for hobby channel sales of tabletop roleplaying games. As always, these figures are based on interviews with retailers, distributors, and manufacturers. The latest figures are for Fall 2016. No big surprises - the top four didn't change, while #5 switched from Green Ronin's Fantasy/Dragon Age to Call of Cthulhu 7th Edition. The hobby game market as a whole grew yet again in 2016, by about 10%, with the hobby being regarded as "now-mainstream" (that's hobby games as a whole - board, card, miniature, dice, and roleplaying games).

A few days ago, ICv2 released its latest set of quarterly figures for for hobby channel sales of tabletop roleplaying games. As always, these figures are based on interviews with retailers, distributors, and manufacturers. The latest figures are for Fall 2016. No big surprises - the top four didn't change, while #5 switched from Green Ronin's Fantasy/Dragon Age to Call of Cthulhu 7th Edition. The hobby game market as a whole grew yet again in 2016, by about 10%, with the hobby being regarded as "now-mainstream" (that's hobby games as a whole - board, card, miniature, dice, and roleplaying games).

1
Dungeons and Dragons
Wizards of the Coast
2
Pathfinder
Paizo
3
Star Wars
Fantasy Flight Games
4
Shadowrun
Catalyst Game Labs
5
Call of Cthulu 7th Edition
Chaosium
 

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Grainger

Explorer
It's not just super hero movies, it's a multitude of factors. Geeky stuff has been more and more cool (or at least less socially unacceptable) over the last 20 years. I think Buffy might have kicked it off, and we had the massive Lord of the Rings movies making Orcs and Wizards OK (it's easy to forget now how huge these movies were), more recently Game of Thrones being the biggest TV show, etc. The parallel rise of video gaming (widening its demographic), plays a part, too, as of course does the Internet, which allows awareness of geeky things to spread, and in a positive way (not the old "ban it, they're trying to summon demons" publicity from the 80s). Or look at MMORPGs, taking concepts like hit points from pen-and-paper games, but then providing a new generation of players for tabletop RPGs, and influencing, tabletop design. Plus you've got the explosion in creativity and production values in board games, which has been steadily building on the success of Eurogame designs from the 90s.

I'd say that superhero movies have benefited from all that as much as tabletop games have, although it reaches a point where everything feeds everything else.
 

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