Skiriki |
It would be interesting to examine more of why that happened and also why more women began gaming with systems like that. Part of it might just be getting away from the stigma of the stereotypical basement dweller fantasy nerd, but there are likely other...
The way I see it, "Having Been There" myself and owning a ton of WW books (although my roots are firmly in D&D and Rolemaster), it is a combination of things:
1) Right time (the spirit of 1990s was an interesting mishmash of things, best reflected in Lords of Acid song "Real Thing" (for Strange Days movie))
2) Right mood and flavor (see: X-Files, Supernatural, etc, all of them tapping to the spirit of 1990s)
3) Right subculture (tapping into goth subculture gave "not giving a **** about what others outside of Our Tribe thought about it, they're gonna label us anyway and we just won't care" attitude -- remember that prior to this, there had been that Satanic Panic phenomenon, which made lots of publishers skittish (as they hoped to hook on to kid gamers and be all family-friendly), whereas WW went with "free controversy == free advertising") (their target audience was late teens and adults, as reflected by "mature content" tag of the books)