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Dragon Magazine #231
Remember when
“Well, hey, I didn’t spend all those years playing
D
UNGEONS
& D
RAGONS
®
and not learn a little something about courage.”
There’s something satisfying about having “been there” at
the beginning, even if all you were doing was playing a game
that thousands of others were also playing (or listening to a
band that ends up all over MTV a few years later). The phe-
nomenon ranges from quarrels over who’s been playing longer
to meandering reminiscences best saved for years spent in an
old gamer’s home. But all this business is a good sign; it means
we’ve got a history, and a pretty long one at that.
Remember when the first
D
RAGONLANCE
®
modules came out,
and everybody quarreled about who would play Raistlin?
Remember when Unearthed Arcana arrived and we all rolled up
barbarians and cavaliers because they were so tough? (And we
still cheated on the die rolls, despite the new method.)
Remember the dice that came in the original basic set? The
four-siders were like caltrops. Step on one, even wearing sneak-
ers, and you were in a world of hurt.
Well, sure. Some of us remember that stuff. Some of us don’t,
or maybe have only heard about the “old days” in the wistful
and tiresome musings of the old guard. It’s great that you meet
players who know everything there is to know about Drizzt or
Elminster but stare blankly when you talk about White Plume
Mountain or the Tomb of Horrors. It means that the hobby is alive
with new players, that we’re not all aging veterans quibbling
over which of the hardcovers was released first.
The best thing is that when it comes down to the game itself,
it doesn’t matter how long you’ve been playing. A veteran of 15
years and a newcomer to the game will both have the same
reminiscence a few years from now: “Remember when we
played The Night Below, and your paladin started the fight with
that gigantic...”
There it was, on national television. When The X-Files busts
on your favorite game, you have to wonder just how far
beyond “arrived” it’s come.
It’s OK, though. We gamers laughed the loudest. Sure, it
would have been more flattering if the guy who’d said the line
wasn’t such a freak. But it was funny, and it made me realize
that we’re safe at last. Fantasy role-playing games, especially
the AD&D® game, are obviously here to stay.
I had been getting a bit worried in the 80’s. The cool kids
had me nervous.
You know who they are—the ones with the desperate need
to prove they liked something before it was cool, thus proving
they they are hipper than thou. It’s usually about bands. “They
were great when they played clubs, but now they’ve sold out.”
Of course, “sold out” usually means “became popular.” (And
by that token, no rpg has “sold out” more than the AD&D
game.) The cool kids won’t be seen at an REM concert, but they
won’t shut up about having “been there” when the band was
doing the college circuit.
You see a similar thing among gamers, especially ex-gamer
cool kids who won’t be seen indulging in a role-playing game
today but really want you to know that they were playing back
before you ever heard of beholders.
“I started with the first edition hardcover.”
“That’s nothing. I started with the blue box basic set.”
“Oh yeah? Well, back in my day, all we had were three little
booklets — and no modules!”
There’s nothing wrong with fond reminiscences, and there’s
nothing wrong with the accumulation of some of these anec-
dotes into such tall tales as rival any in-char-
acter tavern talk. The difference is in
whether you still play the game or
just want people to know that you
did, once.
Publisher
Associate Publisher
Editor-in-Chief
Editor
Art director
TSR, Inc.
Brian Thomsen
Pierce Watters
Dave Gross
Larry W. Smith
I
Anthony J. Bryant
Michelle Vuckovich
Subscriptions
Janet L. Winters
U.S. advertising
Cindy Rick
U.K. correspondent/advertising
Carolyn Wildman
Printed in the USA
DRAGON #231
3
Associate editor
Associate editor
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Surenae
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