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Dead of Night vs Chill 3e, which is the better horror RPG?

Started by Batjon, August 26, 2021, 03:17:33 AM

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Yeti Spaghetti

#15

Technically Cryptworld has organizations that you can use (which I use in my campaign), but yes they're not built into every adventure in the same way as Chill.

There's just something about Chill 1e being the original Gothic/non-cosmic horror game that continues to inspire, and Cryptworld preserved that game and updated it rather nicely. I've thought about giving Chill 3e a try but it just seems too different for me. As clunky as action table mechanics may be, it just doesn't feel like the game without them.

BoxCrayonTales

#16
If you like vampire-themed horror, then there's Night's Black Agents. https://www.drivethrurpg.com/browse/pub/340/Pelgrane-Press/subcategory/561_20365/Nights-Black-Agents

It even has conversion of Paul Feval's Vampire City from the 19th century. https://site.pelgranepress.com/index.php/tag/vampire-city/

PencilBoy99

Quote from: Dropbear on September 06, 2021, 06:44:11 AM
Quote from: Spinachcat on August 26, 2021, 06:52:26 PM
I've run original Chill for ages. It does the job. No idea about 3e nor Dead of Night.

However, regardless of the system, I highly recommend you pick up SILENT LEGIONS by Sine Nomine / Kevin Crawford as a toolkit / supplement because its pure awesome even if you never use the OSR system. So much GREAT stuff.

https://www.drivethrurpg.com/product/145769/Silent-Legions

Also, Goblinoid Games put out a retro of original Chill called CRYPTWORLD
https://www.drivethrurpg.com/product/118860/Cryptworld?manufacturers_id=760

I'd vote for Cryptworld over the both of them. Chill 1E I have experience with. I read C3 but I am not really super fond of the whole SAVE thing tbh. Never was that big on using large organizations for monster hunting games.

I run Chill 3e without Save I also dislike it

Yeti Spaghetti


It does seem sort of weird in retrospect why Chill 3e decided to stay with SAVE. It seems like such a relic of the game's past that it may have been wiser to totally junk it for a truly modern re-do of the game. Everything else about Chill 3e seems to say modern horror except that.

That being said, I don't mind investigative organizations in Cryptworld or Chill. They certainly make it easier for the GM to explain how players get to where they're at and to supply them with necessary resources when appropriate. I would, though, like to run a campaign without one just to see how it plays. I assume it would involve plenty of Direct Action Checks and asking NPCs for help getting to locations. (I guess that Bribery skill would come in handy too.)


Batjon

Quote from: Yeti Spaghetti on September 13, 2021, 01:36:11 AM
Just found this recent podcast, and it sounds like there's a new re-make of Chill in the works in the tradition of Cryptworld:

https://thisoldungeon.podbean.com/e/episode-10-pacesetter-and-chill/

Any idea at what timestamp they actually discussed this Chill-like new game in development? I am almost 40 minutes into listening already and there has been no mention.


Batjon

I think they are finally getting into it at around the 52 minutes mark.

Yeti Spaghetti

I don't agree with everything that Barsh says. For example, I doubt that their goal is to make a widely popular game that attracts the "5e crowd." I just don't see how you do that with a horror game at this point. But if their goal is to pick up where Cryptworld seems to have left off (given that Goblinoid has been pretty silent lately) and where Chill 3e seems to have floundered, then I support what he wants to do.

I think OSR-style modules (and as many as possible) with a core mechanics that offers easier play while retaining some of what made Chill 1e great would be a tantalizing option. I just hope they don't make things so different that there's little compatibility with earlier material, which was Chill 3e's mistake.

I may still stick with the Chill 1e/Cryptworld rules, but I look forward to traditional individual modules.

Batjon

I have owned Cryptworld from its release and just cannot get myself to like the imho antiquated system.  I found Chill 3e much more to my liking.  I disagree with him on Chill 2e as well.  Chill 2e is an excellent ruleset.  It is actually what we were playing here in my group locally before Chill 3e.  There are still things being created and released for Chill 3e by Salt Circle Games and it is not true that they or Martin Caron, the current owner of the Chill IP, are just sitting on the IP to bury it.  They are actually developing new rules for the game and are thinking of eventually releasing the updates to 3e as a 4th, edition of the game. 

2 years is also a long wait for their version of the game.

Yeti Spaghetti

#25
Agreed. I'm not as negative on the Mayfair version as he is, since it's the horror game that I started with 30 years ago. And yes, two years is an eternity in the gaming world, I would think. By that time there very well could be a lot of new support for both Cryptworld and Chill 3e. But I think Barsh is sort of looking at the lay of the land right now and figuring that there's a vacuum, and I sort of agree.

I think Goblinoid is missing an opportunity to do more with the Pacesetter line, which would help Cryptworld by default. (I know how you feel about the system, but there's still a lot of love for it as creaky as it is.) Their website hasn't been updated in over a year and their forum is down. If they're not going to offer any more support they should say so, IMHO. In the meantime, there seems to be room for competition. And if Barsh can pull off OSR horror modules with great ideas, compatibility, and art that is reminiscent of Chill 1e, I think there's a definite market for that.

Batjon

I agree wholeheartedly about the adventures and I want to see what they come up with overall.  I need to sit down one day and force myself to read Cryptworld again and try it in play to see if it plays for me any better than what I'm envisioning in my head. 

I wish Goblinoid would do more to support it as well.

Batjon

I just received my backer KS PDF of They Came From Beyond the Grave by Onyx Path Publishing and this is the NEW chill.  It captures the EXACT same aesthetic/ambiance as Chill 1e.

Here is its description:

"They Came from Beyond the Grave! is a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises the fun and thrills of the horror movie genre!

In They Came from Beyond the Grave!, you play humans faced with the horrors of the supernatural. You'll find yourself pitted against vampires, werewolves, ghosts, and constructed critters, along with demons, slashers, and THE DEVIL HIMSELF. Adventures range from the one-shot exploration of a haunted house, to the multi-era play across the 19th century and 1970s.

They Came from Beyond the Grave! contains a mix of serious threat, unmitigated ham, and nonsensical farce. We never tell you what is amusing and what is not, but we do provide the tools to make a seriously fun game incorporating all the elements of 1970s horror movies. This game provides rules for funny quips and amusing cinematics for incorporation in a story, along with dozens of special powers and story devices."

If I can find some peeps, I am going to run some sessions online and will show brand new folks how to play.  Anyone in this forum that is interested can PM me and I will invite you to the Discord server I am setting up for the game.


BoxCrayonTales

Quote from: Batjon on September 23, 2021, 04:49:32 PM
I just received my backer KS PDF of They Came From Beyond the Grave by Onyx Path Publishing and this is the NEW chill.  It captures the EXACT same aesthetic/ambiance as Chill 1e.

Here is its description:

"They Came from Beyond the Grave! is a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises the fun and thrills of the horror movie genre!

In They Came from Beyond the Grave!, you play humans faced with the horrors of the supernatural. You'll find yourself pitted against vampires, werewolves, ghosts, and constructed critters, along with demons, slashers, and THE DEVIL HIMSELF. Adventures range from the one-shot exploration of a haunted house, to the multi-era play across the 19th century and 1970s.

They Came from Beyond the Grave! contains a mix of serious threat, unmitigated ham, and nonsensical farce. We never tell you what is amusing and what is not, but we do provide the tools to make a seriously fun game incorporating all the elements of 1970s horror movies. This game provides rules for funny quips and amusing cinematics for incorporation in a story, along with dozens of special powers and story devices."

If I can find some peeps, I am going to run some sessions online and will show brand new folks how to play.  Anyone in this forum that is interested can PM me and I will invite you to the Discord server I am setting up for the game.
Onyx Path? My interest has dried up immediately. Even if they weren't on the Red list, I already know they suck at game design.