Why is it Shadowrun flew while CP walked/crawled along?
Why is it Shadowrun flew while CP walked/crawled along?
That's one of my problems. If I want to do Shadowrun-like gaming I can 1) homebrew it with a generic system, or 2) play Shadowrun. If I want to do Cyberpunk-like gaming, I have 6-10 games on my shelf (of varying degrees of complexity) that can do it more to my preferred crunch level.
Shadowrun also had the advantage of having a decent line of setting novels going. Naturally, not all of them are great, but even when re-reading some of them last year, they held up surprisingly well.
I think a lot of it was quality. SR1 had a few color plates, the cover art was often painting-quality, and there was a more distinctive layout with their "shadowtalk" annotation/forum injecting setting metaphors even into a simple gear book.
CP never really had the lore that SR did.
Yes, that's true. However, besides Drizzt novels, the Shadowrun ones were the only ones I saw on the shelves of normal book stores at the time.When you look at the 90s, AD&D, Vampire, Shadowrun, some of the top RPGs of the time, all had big novel lines. I do wonder how much fiction lines actually contribute to an RPG's success. Though, certainly, with TSR, the "Bank of Random House" financial system makes judgement difficult.
Yes, that's good point. A lot of the art still looks great even by today's standards (mainly the black&white interior illustrations, but the Elmore cover is also a classic).If I look at my copy of Cyberpunk v2 and compare it to Shadowrun's core book, the difference in art is notable. While the b&w work of Cyberpunk v2 has a lot of charm, the production quality of Shadowrun stands out. Heck, it even has that Larry Elmore cover.
I think there are two aspects to consider regarding novels. One is the actual sales of the novels themselves, but the other is their effect as advertisement and inspiration. Novels are often sold in other places than regular game stuff, and as such can reach new audiences, and they can also make GMs more likely to run games in that setting/game.When you look at the 90s, AD&D, Vampire, Shadowrun, some of the top RPGs of the time, all had big novel lines. I do wonder how much fiction lines actually contribute to an RPG's success. Though, certainly, with TSR, the "Bank of Random House" financial system makes judgement difficult.
Why is it Shadowrun flew while CP walked/crawled along?
It seems like fantasy is general is more appealing than not-fantasy in TTRPGs. Most of the other well known genre RPGs also include fantastic elements, from Shadowrun to Deadlands to Starfinder. If you include Star Wars and Super Heroes in the "fantasy category" it seems like fantasy is more popular broadly, too. Not that there aren't counter examples like Traveller, but on balance I think people prefer dragons and magic and stuff.In a nutshell, I think a mundane high tech world is just less broadly appealing for an RPG than a similar world with a ton of magic also worked in.
Most of the other well known genre RPGs also include fantastic elements, from Shadowrun to Deadlands to Starfinder. If you include Star Wars and Super Heroes in the "fantasy category" it seems like fantasy is more popular broadly, too.
I think that tracks with Dune's mini-renaissance.That's probably a fair assessment. What sci-fi does stick tends to be the sort with a lot of tech and weird science that might as well be magic anyway.
For me, it was the strong ad campaign running up to its release. But you can bet I read the fiction after that started being released.Yes, that's true. However, besides Drizzt novels, the Shadowrun ones were the only ones I saw on the shelves of normal book stores at the time.
Also, I think I might personally not have started with Shadowrun if it wasn't for the Secrets of Power trilogy.
I think there are two aspects to consider regarding novels. One is the actual sales of the novels themselves, but the other is their effect as advertisement and inspiration. Novels are often sold in other places than regular game stuff, and as such can reach new audiences, and they can also make GMs more likely to run games in that setting/game.