QUOTE (Platinum @ Jun 10 2010, 11:04 PM)
This may be what it turned into but not everyone likes it this way. BattleTech did a great job of separating the two for the longest time. (I have no idea where it stands now as I have lost track of it over 12 years now)
Everyone has a preference so I'm not saying whether one person is right or wrong,
but growing sales, a re-energized fanbase and a renewed brand in a downturn market indicate that we've made the right choice. And it's not just a question of the current formats being the preference of newcomers to the game. Plenty of people have come back to the game with SR4 who had quit because SR3 was not only percieved as too complex but the must have books made it worse by presenting the rules in a dry and out-of-context fashion.
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I like the corporations, shady underworld, gritty cyber, neon light, japanese culture taking over, and a whole new world of magic evolving. (but trumping everything) As we think of new ideas I like to see the additional tech available. I don't see why it has to be tied to a timeline. The whole power struggle and politics I can especially do without. If I want a story I will get a novel. Having this story line crammed down our throats, cutting the value of a sourcebook is what I don't like about shadowrun. Late 3rd and 4th it got worse. I liked the Street Sam Catalog, Cybertechnology, fields of fire. Give me tech, give me rules, but keep the fluff out of it. I will buy a novel if it suits my taste. 2XS, fade to black, etc. I avoided all Kenson books and the dragon heart series as they all got "mary-sue" characters and plots.
Here's the thing: The evolving universe, the whole dynamic timeline thing, well, it goes right back to First Edition. The setting was always intended to develop and evolve. The decision to try to keep it 1 game year to 1 RL year dates back to the glory days of SR2 but if you look at the adventures and there's an obvious continuity (ie. Bug metaplot, IE metaplot, etc). Compare the Street Samurai Catalog, Shadowtech, Cybertechnology, and Man and Machine (note all prior to "late 3rd") and see the timeline advance and the tech evolve, and the fluff is there to back it up (well, it was until M&M). So, ultimately, what you dislike in terms of evolving settng is an integral part of Shadowrun since the very beginning and not a staple of late SR3 and SR4. And on the (different) subject of fluff in rulebooks: the SR2 books like
Grimoire and
Awakenings were far heavier in terms of fluff than
Street Magic for instance. It was just the SR3 formats that didn't quite work as well because they were too dry, which is one reason the
SOTA books reintroduced fluff to rulebooks.
And just for the sake of it I'm going to repeat: "evolving history" =! "storyline." The world moves on, things happen and not all of them are story or metaplot-related. The introduction of a paradigm-changing technology like Augmented Reality was not in itself a metaplot or story, and yet it changes the way the entire setting is percieved. No longer is the Matrix the domain of deckers and techheads alone. Everyone now uses the Matrix, like the books have always said they did but in practice the rules never allowed (one of many examples of the disconnect resultant from keeping rules and fluff separate). However, without the extensive fluff in
Unwired this radical change would never have been properly contextualized.
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QUOTE (Synner @ Jun 10 2010, 04:18 PM)
But I would like to repeat, the main reason we opted to put the fluff back in was because the fans demanded it.
This is the reason shadowrun is emo instead of punk. Give me names of these fans and addresses and I will remedy that for you.
I would agree to disagree. As for the fans, look at this thread and pick names. Hermit, with whom I don't always see eye to eye, just thanked me for doing it. There are plenty of others, in fact I'd say they're the vast majority of players I've talked to (before and after I became line developer).
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I think some fans ask for fluff, but the company looked at it and said how can we make the most money. The company knows that they can pad technical content with fluff, usually enough to split things into multiple publications and sell more units over all than keeping just technical books that everyone will buy and fluff books that only a few will buy.
No, the fans asked for fluff
in their corebooks because the SR3 stuff in particular was dry and a turn-off. I have mails asking for answers to the questions I posted above in the relevant books. This was not a case of misunderstanding or opportunism. We could have done the core books without the fluff but its a mistake to assume that people buy rulebooks simply because of the crunch. Crunch without context adds nothing to the gameworld and hampers an understanding of the setting (ie. see the inconsistent portrayal of nanotech fluff with nanotech rules in SR2-3 and consider the backbreaking impact on the setting it could have as described).
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So in essence you will sell units more by having 2 books 50% tech/ 50% fluff, than you will selling 1 book 100% tech and 1 book 100% fluff because less people will buy the fluff and everyone buys the tech,
Here's the thing though. We didn't make two books with 50/50. We didn't even try. We (and by we I mean Rob Boyle and later myself) announced right off (following the release of
SR4) that we were
actually going to try to destill the 15+ books it took to cover things in SR2 and SR3 into only 5 corebooks in SR4 (besides the BBB). And that's what we did. Amazingly we not only crammed all that in (well, 90% of it) but we also still managed to add in the fluff that contextualizes the technologies and gear in the game world. So no, that was never the plan.