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Chill third edition

Started by jan paparazzi, February 21, 2015, 08:17:12 PM

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Snowman0147

Sounds like coins.  The more heads you got the more ammo you got.  The more tails you got the more ammo the game master can use against you.  A wise player would just horde those heads thus starving the game master of any horrible effects.

Hezrou

Quote from: Brad;817226Cryptworld is pretty good, and essentially Chill in all but name. The two companion games, Rotworld and Majus, can be mined for additional ideas.

WTF are Chill Tokens? Coins?

No SAVE in Cryptworld, but Tim and I wrote up several other organizations that could be used if you go that route. There is probably a comparable amount of info about these organizations as what was originally presented for SAVE in the Pacesetter CHILL boxed set. This is intentional basically because my inclinations are to present the framework and let a referee flesh it out if more detail is desired, or let it evolve organically through play (my preference). Or use no organization at all, just play characters thrust into a weird situation.

One Horse Town

Nothing says horror better than flipping a coin.

3rik

Quote from: Hezrou;817230No SAVE in Cryptworld, but Tim and I wrote up several other organizations that could be used if you go that route. There is probably a comparable amount of info about these organizations as what was originally presented for SAVE in the Pacesetter CHILL boxed set. This is intentional basically because my inclinations are to present the framework and let a referee flesh it out if more detail is desired, or let it evolve organically through play (my preference). Or use no organization at all, just play characters thrust into a weird situation.
Leaving out SAVE made it more generically useable. Besides, it's not that difficult to come up with some (wacky) organisation battling/investigating supernatural evils if you want one.
It\'s not Its

"It\'s said that governments are chiefed by the double tongues" - Ten Bears (The Outlaw Josey Wales)

@RPGbericht

sniderman

Quote from: 3rik;817253Leaving out SAVE made it more generically useable. Besides, it's not that difficult to come up with some (wacky) organisation battling/investigating supernatural evils if you want one.

Yup! Or you can use one of those provided in Cryptworld too:

International Society of Cryptozoology and Xenobiology - Biological researchers and zoology scientists who see "monsters" as animals we do not yet understand or have classified.
Defense Against Paranormal Agencies - Hi-tech government agency charged with investigating and eliminating paranormal activities viewed as a threat to national security.
Smithsonian Institute's Special Collections Division - Museum archivists tasked with retrieving artifacts and antiques deemed "supernaturally dangerous."
Societas Malleus et Sudis (Society of Hammer and Stake) - Secret monster-fighting society founded by Cotton Mather in the seventeenth century.
The Weekly Inquisitor - Tabloid reporters sent to investigate and report on "the truth no one believes."
And on my blog I wrote up Hansels and Gretels - Descendants of legendary storybook heroes who have inherited the job of finding and killing fairy tale monsters in the real world.

So there's six new options if you need a reason your players have banded together to investigate the supernatural. Or they could just be thrown into a horrific situation as normal folks in the wrong place at the wrong time who decide to fight The Good Fight against the forces of evil. Whatever works best for you, rather than shoehorning your games into one all-encompassing scenario.
MY BLOGS:

The Savage AfterWorld - Rules, adventures, supplements, and discussion for many RPGs, focusing on the Old School Renaissance, Goblinoid Games, and the classic Pacesetter system!

JeremyR

It's kind of weird that the LL guy got the rights to most Pacesetter stuff except the Chill IP, but the Chill IP was available to some guy willing to a Kickstarter for pay for the license.

In retrospect, why couldn't the LL guy just do the same? Especially as the new "Chill" doesn't really seem to be Chill in anything but the brand name.

sniderman

Quote from: JeremyR;817322It's kind of weird that the LL guy got the rights to most Pacesetter stuff except the Chill IP, but the Chill IP was available to some guy willing to a Kickstarter for pay for the license.

In retrospect, why couldn't the LL guy just do the same? Especially as the new "Chill" doesn't really seem to be Chill in anything but the brand name.

Quotes taken from this forum discussion at the Goblinoid Games forums where Dan discussed being offered the Chill license after Cryptworld's release:

http://www.goblinoidgames.com/forums/viewtopic.php?f=4&t=3022

Quote...my understanding was that the Mayfair edition would be the base. There were a lot of particulars that were never discussed because I decided early in the conversation that my goals were incompatible with a license for CHILL. There were other topics of concern that I never felt were fully addressed, at least to my satisfaction, but again in fairness they may have been if the conversation had gone further. We communicated over the course of a month before I pulled the plug. I was contacted in early October of last year, a few weeks after the release of CRYPTWORLD. I suspect, though it was not explicitly stated, that if I had accepted a license for CHILL then CRYPTWORLD would have to cease publication. Basically doing a 3rd edition is not consistent with what I'm trying to accomplish with the Pacesetter System and product line. This is probably no surprise to people familiar with my work. Brands are important and have their place, but the game is most important to me. I think the original system is innovative and elegant, if a bit opaque to new comers, though I hope to remedy that in the future by releasing a free intro booklet for the system.

QuoteReverting [Chill] back to the Pacesetter System is not an option, and if there is any truth to the whisperings I've heard there may be ownership/licensing issues in trying to do so. Even before being offered a CHILL license I had decided, all things considered, it was best to strike out new with my own brand and the old system.
MY BLOGS:

The Savage AfterWorld - Rules, adventures, supplements, and discussion for many RPGs, focusing on the Old School Renaissance, Goblinoid Games, and the classic Pacesetter system!

Hezrou

As Sniderman quoted above the current owner did offer me a license, unsolicited I'll add (if it matters), but I decided it really wasn't right for me. I wish Growling Door success, it's just that doing a 3rd ed with some new system isn't really interesting to me. I guess if it were a major money making property I'd go for it (who wouldn't), but building my own Pacesetter and Cryptworld brands is a better move for me personally.

Brad

Dan, do you have plans to release anything else for Cryptworld? I'd really like to see a follow-up book to the line.
It takes considerable knowledge just to realize the extent of your own ignorance.

Hezrou

Quote from: Brad;817498Dan, do you have plans to release anything else for Cryptworld? I'd really like to see a follow-up book to the line.

Yep monster book soon, adventures soon after that. Should have something to announce within a month.

Spinachcat

I like the idea of various secret societies and the openness to develop more tailored to the GM / players / horror genre.

Matt

Quote from: Hezrou;817500Yep monster book soon, adventures soon after that. Should have something to announce within a month.



Awesome. I bought Cryptworld specifically because you can't find old Chill anywhere for a decent price and would love some good adventures for it. I'm
Hoping to get my group to play it but havenT had time to craft anything.

Matt

Quote from: 3rik;817253Leaving out SAVE made it more generically useable. Besides, it's not that difficult to come up with some (wacky) organisation battling/investigating supernatural evils if you want one.


True. And I DON'T want one.  The PCs are on their own. No backup.  No organizational assistance.  No one believes them when they say vampires are on the loose. And so on.  So much fun.

RPGPundit

Chill never really did much for me.
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Matt

Quote from: RPGPundit;818644Chill never really did much for me.


You never did much for Chill so it's even.