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Meanwhile, he listened to the feedback from the hobby distributors - and they were telling him to do a fantasy ruleset next...
About this time was when Curtis Wright joined Chipco. As a young man, Curtis had played all of the Avalon Hill boardgames, then almost flunked out of college playing Phalanx (an SPI ancients boardgame). He got into miniatures with Cavaliers & Roundheads, then spent seven years deeply involved with Warhammer Fantasy. He'd probably still be playing WHFB - and running most of the significant convention games in the Bay Area - if Curtis hadn't had a disagreement with a Games Workshop representative at one of those shows.
Suddenly, Curtis had a lot of fantasy figures, and no inclination to play Games Workshop games anymore. He wanted to come up with his own rules - and his friend, Chip, had a good solid game engine and was looking for a partner.
"I brought on Curtis because I couldn't keep up with the business anymore," Chip told me. "Besides, it was more fun to do it with someone else. There are some things I couldn't think of in a million years, and vice versa, which is why we make a good team. Nobody's the boss. Nobody's not the boss."