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I did get a chance to play T&T at the time and I'll admit that I hated it. Tunnels & Trolls: T&T was the game for guys who "couldn't hack D&D." It was widely considered a "joke game" and even more ludicrous than ones with duck men in it.When I finally did play the game for myself, I found it hard to fathom what all the fuss was about back in those early days. RQ gamers were generally considered "hippies" who had "done too many drugs" and so we didn't have anything to do with them. What I remember most were his rants about how it had anthropomorphic ducks - "How can you take that seriously?" he would ask - and that "everyone can use magic." I never actually played the game for any length of time myself until the star-crossed days when Avalon Hill published its third edition, but I remember reading about it in White Dwarf, which seemed obsessed with it. RuneQuest: Even my friend's metalhead brother thought RQ was too trippy.C&S does appear to be too complicated by half, but then I didn't expect anything less from the company that brought us Space Opera. My first impression, based only on a cursory scan of it, is that my old prejudice, while perhaps overly judgmental, wasn't that far off. Thanks to one of my readers, Richard, I've finally got my hands on a copy of C&S and will be reading it with great enthusiasm. They were the pocket protector and taped-up glasses crowd, as opposed to the "normal" guys we all perceived ourselves to be. C&S - or so we were told, as none of us ever actually played the game - was a game for real geeks, the kinds of people even my friends and I would shun. Chivalry & Sorcery: Playing C&S probably only counted as a venial sin, because most of us back then had succumbed to the temptation to try and make D&D "more realistic" or at least "truer to medieval history," whatever that meant.What were "those games?" As I said, they were any game we didn't play, but three in particular stick out in my mind: Pretty much from the moment I entered the hobby, I learned that, even among gamers, there were "guys like us" and "weirdos." Weirdos were the ones who played games we didn't play and that no one we knew played or, if we did know them, we knew them to be somehow mentally and/or morally deficient and thus exactly the sort of sub-human who'd play "those games." Some gamers mistakenly think that "edition wars" and "badwrongfun" are somehow unique to these modern times, but I'm here to tell you that's just not the case. Besides teaching me the rules of D&D - or at least their interpretation of those rules - they also taught me a few "truths" about other games and the people who played them. I've mentioned before that I had a double initiation into the hobby in late 1979/early 1980 through my friend Mike's metalhead older brother and the grognards who hung around the hobby shops I frequented.
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I know it's not fashionable to discuss such things, but I'd like to take a moment to talk about some of the prejudices I have retained about certain old school games and the gamers who played them.