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[tell me about] Chill

Started by DKChannelBoredom, August 27, 2011, 01:19:40 PM

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DKChannelBoredom

I just ordered a used copy of Chill, softcover Mayfair edition, with very little knowledge about apart from it being a horror game from the 90s. My only encounter with it, was some 12 years ago for one-shot game at a local convention.

A search shows that quite a few people around here likes it, so maybe someone can tell me what I can expect from Chill? How are the rules (especially combat and magic) and the setting?

I'm a big fan of Call of Cthulhu and Delta Green, which other kinds of horror game options do you get in Chill, if any, and how does the atmosphere/style differ?

I would also love to hear about cool Chill campaigns you've played in the past.

Thanx in advance!
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David Johansen

Second edtion I can't help with.

First edition had a universal table and was reasonably simple but often sacrificed detail.  Weapons all did the same damage for instance even though they would have been very easy to differentiate with the way the table was set up.

The magic was essentially a limited batch of skills that did special things.  Really the first edition was fairly thin by modern standards though I personally like things a little less nailed down.

The tone of first edition was pretty light.  It's not a world of terror like Delta Green or CoC.  It's a world with isolated instances of horror rather than one that is being swallowed up by it.
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Grimace

They made some moderate changes in the setting between 1st and 2nd edition Chill.  I prefer 1st, but since you're getting 2nd, I'll give what limited input I have on it.

The system is fair.  They have a somewhat convoluted method of determining skill totals, but once you get that done, it's moderately smooth sailing.  They have two methods of skill resolution (General checks and Specific checks).  While the two methods work under the same principle (percentile die rolls) how they are resolved are different.  It gives options, yes, but can also be a bit finicky.

They've got templates for an option of generating characters, which is good for getting new players right into the game.  There's other options for character generation for the more experienced players.

The rulebook as a whole isn't laid out the best, unfortunately.  The art is, in my opinion, subpar, though it does give a very disturbed look to things which I guess could coincide with what Chill is supposed to be.

The overall flavor of the game changed a bit from 1st to 2nd.  It became a bit "darker" in 2nd edition.  If that's what you like, then it will be good.  I prefer more of a "normalcy with moments of horror" than the idea of greater spans of horror that the book seems to infer.  That's one reason why I never really cared much for Call of Cuthulu.  

As a mild aside, they changed the meaning of SAVE from 1st to 2nd edition.  I prefer the original "white way" rather than the newer "silver way", but that's more of a chrome feature than any sort of mechanic.

There used to be a site called Serendipity's Circle that had a lot of material and scenarios/ideas for the Mayfair version of Chill.  I don't know if the site exists anymore, but you might still be able to find some aspects of the site or its content around.

As far as campaigns...I never ran any.  I only run adventures with it when I get a good idea on how to really spook my players.  I think you could run a campaign pretty well if you integrated the SAVE group into a major story arc.  Just be careful you don't turn it into a CoC clone.  Chill should be more subtle and less "evil is out to take over the world".  You should have local or regional events that can still be quite impressive and challenging for a group.

Silverlion

I own 2E and quite a bit of material for it. Originally I'd hunted for the 1E when I got 2E, then sold it, but realized I want something less specific than COC in terms of Horror, and picked it up.

Of course now there is also NWOD which does similar things san-supplements.

I like it in general, it is a bit more complex, but a bit more robust from what I remember from playing 1E. It considers things a bit more at length.

However, I still feel it does the horror in small moments, but with some chance at big "uprising" across the globe at momentous times.

I can't answer specific questions because most of my info is from owning it the first time, and I'm about to hit another re-read, and adding all the fun supplements like Haunted (America?) and Lycanthropes I picked up for it.
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Ancientgamer1970

I own everything for both editions of CHILL.  

It is a very fun game to play if you are not into the seriousness of CoC.  

The 2nd edition was changed a bit to reflect a more difficult time for the players as the Unknown becomes very mean.  

I am willing to share any experience with you since I have run all the adventure modules for the first printing of the game.

Spinachcat

I love Chill 1e. I've run lots of convention events and two home campaigns.

Here's the main thing I like about Chill vs. CoC (which I also run and love dearly): the monsters in Chill feed off of fear...they "care" out their prey because their prey matters. Monsters in CoC rarely consider their prey and rarely are humans more than a meaningless snack.

BTW, if you enjoy Chill, hunt down the board game Black Morn Manor.