Why should I love... Chill 3e

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Why should I love... Chill 3e

Postby satbunny » 11:30am on 01 Nov 17

Ok, I have only ever run 2 horror/occult games.. a one off CoC scenario from the the back of the GW edition when I was 18 (went well), and a one off Justice Inc haunted house scenario when I was about 20 (went well). Not sure I count a couple of zombie games I fitted in..

However, just as I was put off running SF for decades, I have always been 'afeared of doing occult/horror 'wrong' and kept away.

So I need to get some ideas of just what makes a good occult or horror game (I know they're not necessarily the same).. and I thought I'd start with asking why Chill 3e might be a game to love.. especially when it was first launched by PaceSetter it looked a bit like the Abbot and Costello meets Frankenstein version of horror gaming.

Off you go Chill fans..
Tom Zunder: tom at zunder.org.uk
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Re: Why should I love... Chill 3e

Postby SJE » 12:55pm on 01 Nov 17

The light/Darkness tokens are a fun mechanic that nicely drives the drama and gives the players interesting choices.
"Forth, and fear no darkness! Arise. Arise, Riders of Theoden. Spears shall be shaken, shields shall be splintered! A sword day... a red day... ere the sun rises. Ride now!... Ride now!... Ride! Ride for ruin and the world's ending!"

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Re: Why should I love... Chill 3e

Postby ajevans » 1:12pm on 01 Nov 17

I’ve only run 1 session so take this with a pinch of salt, but I think it’s a solid game that deserves a wider audience:

The Hammer Horror vibe is now gone, the feel is now more Stephen King or the TV series Supernatural.
You’re agents of an organisation fighting against the Unknown, which provides a good rationale for character motivation. The Unknown is quite broad, so anything supernatural and evil is fair game, so there can be plenty of variety in the threat you face.

The underlying system is fairly simple: d100 roll under the stat, with bonuses for rolling under half the stat. The equivalent of crits are fumbles are had on matched success or failures e.g. 22, 88 etc.

It’s a light to medium crunch game, whose mechanics are fairly succinct and intuitive. The crunch comes from supernatural powers, which are optional for player characters.

Combat is fairly quick and deadly as it should be, and is fairly fluid rather than having a purely static initiative order.

The game’s approach to investigation is similar to Gumshoe’s in that if you look in a place where there is a clue to be found, you will find enough to propel the investigation forward. So roll badly you get just enough of a clue to propel you forward, roll well you get that clue plus useful extra info.

The Dark/Light tokens are a good means of building tension and provide a good means for the GM to handle things like mobile phones in a modern horror games in an acceptable way: “PC, I’m just going to call the police!”, GM turns a token light “The signal is dead”. This mechanical get out clause of offering the PCs a token which they can then use is a lot of palatable than saying, "Nah, sorry".

The publisher’s website has quite a few free cases to download with offer quite a bit of variety.
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Re: Why should I love... Chill 3e

Postby satbunny » 6:01pm on 01 Nov 17

How many stats are there?

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Re: Why should I love... Chill 3e

Postby ajevans » 9:29am on 02 Nov 17

Thought it might be easier to show than tell:

Image

10 attributes in all. Each as an associated skill, and you can add specialisations - either picked from a list or made up with the GM.
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