Chill HQ ([info]chillblog) wrote,
@ 2003-12-03 19:48:00
Previous Entry  Add to memories!  Tell a Friend!  Next Entry
CHILL GAME DESIGNER JOURNAL, EPISODE 1
A Little Four-Letter Word
by John Wick

Just recently, a new friend of mine acquired an old friend of mine. Someone I haven’t seen in a very long time. What’s more, this new friend invited my old friend and me to hook up, have some dinner, spend some time together. The fruits of this meeting will be dark as wine, just as sweet, and – I hope – just as intoxicating.

See, this new friend of mine is Hyrum Savage, and the old friend is CHILL.

For me, helping to develop this third edition of CHILL is coming full circle. Way back in my college days, I ran two games: CTHULHU and CHAMPIONS. I didn’t like all the hack fantasy games spinning around, wasn’t really interested in the spy games, and I couldn’t muster any enthusiasm in my friends for TRAVELLER – and they are all poorer for it, let me assure you.

So, there I was, walking through my little game store in Dinkytown (that’s in the center of the University of Minnesota – a great and mighty game store called “The Source”), seeing that yellow box with the Victorian gentleman on the cover, standing in front of the mausoleum, looking over his shoulder while a huge shadow moved across his back.

There were words on the cover, but the biggest and boldest was a little word that caught my imagination.

“CHILL,” it said.

I shelled out my hard-earned cash and took that box home, ripping open the plastic, throwing off the cover, reading through the pages, checking out the game system… but something caught me off guard. Something… hit me. Something… I wasn’t expecting. And I was changed forever. Scarred. Marked. Nothing would ever be the same for me. Again, it was a little four-letter word that caught me, held me by the collar, and kept my attention.

“SAVE,” it said.

See, in CHILL, players take on the roles of envoys from a secret society devoted to thwarting “the Unknown,” the source of all supernatural evil in the world. SAVE envoys battle with intelligence, daring, and more than a little luck, for the Horrors of the Unknown are awful and terrible. When I read what they were capable of, I gasped. My players begged me to fight a vampire. I quietly shook my head, looking at the stats. There was no way they’d survive an encounter with a vampire. So, instead, I hit them with a ghoul.

It nearly killed them. A frickin’ ghoul!

But they had a blast and we continued playing. See, unlike CTHULHU, there’s a reason for the group to stick together after the adventure. There’s a reason for them to go on, to keep fighting the good fight, to maintain their strength and sanity against the awfulness that awaits them. A little four-lettered word.

“SAVE.”

SAVE provided me with a reason to keep the party together, and if someone did get mauled, maimed, or driven insane, SAVE provided me an excuse to allow another character back into the game. The party takes a hit, and SAVE sends a replacement. It was beautiful. In essence, it showed me there was a way – an in-game, in-character way – to give the characters a reason to be together. They didn’t need the invisible, awkward and sometimes infuriating “PC umbilical cord” to keep them together. I didn’t need to find unwieldy and spurious justifications to introduce a new character to the group. SAVE did it for me.

But SAVE did something else, too. It showed me something no other RPG ever showed me. Gave me a powerful clue for my future as a game designer, something I’ve used in all my games.

SAVE gave the players something to believe in.

The players weren’t killing ghouls and goblins for treasure and glory. They were doing it to protect the unwary from the claws and talons of the Unknown. There was no other reward. The vampire didn’t have treasure in its coffin, the werewolf didn’t have magic items in its cave, the golem didn’t have a gem stuck in its stomach. No. It was doing right for the purpose of doing right. That’s all.

And they loved it. They played like they had never played before. All because of a little four-letter word.

“SAVE.”

CHILL taught me a lot about being a game master. Ahem – CHILL MASTER. It taught me that players can be motivated by something other than the lure of riches. It taught me that bending and breaking the rules can make the game more scary (and thus, fun). It taught me that players really only become attached to their characters when their characters become attached to something. My players believed in SAVE. Believed in its cause, believed in its followers.

All because of a little four-letter word, my players and I learned the meaning of another one. Perhaps the most important word in the English language. In any language.

“HERO.”

* * *

For the next few weeks and months, we'll be talking about our adventures in the world of CHILL and SAVE, talking about the choices we make, how we convert the old editions into a brand new rule set, and what we do with SAVE.

I'm more excited about this project than any project I've worked on in a while -- both inside and outside the game industry. Like I said, this is like coming full circle. Back to the beginning.

So, next Episode, we'll start at the beginning, with Charles O'Boylan, Sir Henry Boulton, and Richard Arthur (Lord Strange). After all, those three men are the reason we're all here.


(Post a new comment)

Ah yes ... the good ole days ...
(Anonymous)
2003-12-04 05:56 am UTC (link)
John, it seems that we have a mutal old friend. I remember seeing the original box set by Pacesetter at my FLGS when I was a kid and splitting the cost with my co-GM at the time. We quickly brought the game home and digested everything within it ... setting up fiendish plots and tweaking the creatures as much as we could. I was mostly a superhero GM at the time ... with occasional excursions into Star Frontiers, Gamma World or some Palladium game. When I first looked over the rules, I thought they were incredible. Here was a game that not only encouraged players to think, but also would scare the pants off from them ;) I ran the game for about a year ... that's when my friend moved and took the copy with him. I played other systems, but nothing compared to Chill.
Then Mayfair brought out their version. While I loved that Chill had made its way back onto the scene ... there seemed to be something missing. As more and more books came out on the game ... the game began to mutate in an odd direction ... then they announced that it would be cancelled ... again. This time I kinda shrugged and started using the back drop with other systems ... SAVE has shown up in many GURPS Horror games, or as the occasional nemesis for both Vampire and In Nomine. Even recently, I've toyed around with making it for d20. Then I hear something new ...
OWC got Chill and is releasing it with updated rules and d20 notes.
Sweet Christmas!! Having picked up FK, I'm now anxiously awaiting their new version of the rules ... I think that Chill's found a good home with Hyrum & Dave :)

(Reply to this)


(Anonymous)
2003-12-04 04:45 pm UTC (link)
Mr. Wick,

I'm heartened by your words on purposeful heroism as a centerpiece for the new (and old) CHILL and suprised that we cut our teeth on the same rpgs (for me, Traveller, Champions, and Chill, in that order).

Looking forward to seeing and hearing about your work.

T Bryant
tbryant23@yahoo.com

(Reply to this)


[info]redtint
2003-12-04 05:07 pm UTC (link)
Well you can count me on the list of people who are glad to see you working on this baby. Already can't wait for it. SAVE has got to be one of my all time favorite organizations in any game. Agree with you on all points, giving the players something to hope for, helping make them band together, etc.

Ah Chill in a new edition. Good news just keep on flowing.

(Reply to this)


[info]mythusmage
2003-12-05 04:56 am UTC (link)
I remember the Pacesetter Chill. That multi-colored chart on the back of the book. Never got to play or run it, but it had a feel few other RPGs have even tried for.

I suspect it influenced a lot more people than we think. Lester Smith, Gary Gygax. Mark Rein•Hagen maybe? I suspect the "really should be followed up on but unfortunately abandoned" Shadowchasers campaign idea came from a discussion of Chill at Wizards.

Good luck with it.

(Reply to this)


jasonlblair
2003-12-07 09:19 am UTC (link)
One of my favorite horror RPGs meets the designer of one of my favorite fantasy RPGs? Sounds like awesome to me.



Jason L Blair
Key 20 Publishing
www.key20.com

(Reply to this)

new chill books
(Anonymous)
2003-12-09 11:59 am UTC (link)
hi!

i'm a fan of Mayfair Games' Chill :D

stuff I would like to be added to the corebook-

The Feral World (from The Beast Within)
The Chill Companion
more location/globetrodding/time period info (i drooled over the mayfair games' map :P)

the books i would like new versions done of are:

Vampires (my mom lost mine)
Lycanthropes
Apparitions
Horrors of North America
Voodoo
Things

Pacesetter books I barely know anything about-
Village of Twilight
Highland Terror
Haunter of the Moor
Thutmose's Night
Death on tour (anne rice read this and wrote Queen of the Damned?)
Death on the Bayou (included in Mayfair Games' Voodoo?)
Blood Moon Rising (went into Mayfair Games' Lycanthropes?)
Evenings of Terror

They sound interesting from the orphyte site but I don't know if these are any good or if they were put in Mayfair Games' version or if Otherworlds is going to do new ones.

Thanks for reading

:)

(Reply to this)(Thread)

Re: new chill books
(Anonymous)
2003-12-09 12:03 pm UTC (link)
What about "Chill by Gaslight" being added to the corebook?

(Reply to this)(Parent)

Re: new chill books
(Anonymous)
2004-11-11 10:29 pm UTC (link)
I started playing Chill in 1987 (Pacesetter) and I have played both "Village of Twilight" and "The Highland Terror". Both are excellent adventures and I think you can buy them both at www.nobleknight.com.

The Highland Terror takes the PCs to Scotland and an ancient Celtic Druid-sekt that threatens the World. These Druids are about the summon a gigantic evil being to the Lake of Loch Ness and the adventure takes the PCs through a deep plot. They will sail across the Atlantic on a ship with creatures from the unknown, they will be hunted by the police in Scotland for murdercharges, and they will fight with the mad Druid-kultists.

The Village of Twilight has the PCs go to the jungles of South Mexico to investigate reports of an ancient mysterious being that kills people in the jungle villages. Reports from an earlier mission back in the 60´s where only 1 out of a group of 8 people survived, tells of a giant jaguar/bat/humanoid-like creature. The PCs start out in the University of Mexico City where they are briefed by the sole survivor of the 1960´s mission Dr. Ortez. The PCs travel by jeeps to the border of the jungle where they meet up with their guide. After that they foray into the deep, vast jungke and they soon discover immense evil!

(Reply to this)(Parent)


[info]wickedthought
2003-12-10 09:58 am UTC (link)
Lots of stuff on the horizon.
We'll have more details as we move along.

We're not moving slowly. Just deliberately. ;)

(Reply to this)

Got my attention
(Anonymous)
2003-12-10 11:06 am UTC (link)
I can't wait to see how this develops.
I am a big fan of Kult and if this is
in the same ballpark I may consider
converting over... :-)

-Laughing Chance

(Reply to this)

re: SAVE
(Anonymous)
2005-04-05 09:12 am UTC (link)
I just did a search for "CHILL" and found this wonderful news about producing yet another edition of one of the few RPGs dearest to my heart.

Yes, I can identify with many of the comments posted: what I loved about CHILL was that it was kind of campy in that Christopher Lee/Peter Cushing sort of way, and wonderfully easy to play allowing you to focus on fun and roleplaying, not tedious game "mechanicking"...

And when I ran a few games just a few years ago from an older version I had found in a used gaming store, the players (all in their early to late 30s) absolutely loved it because it was just such a great beer and cornchips game for an evening's fun.

So: hats off to taking this on.

Now about SAVE: Yes, please, please, please retain this in the next edition.
Oh sure, perhaps it sounds a little silly, but that's par for the course with CHILL's campy flavour.

And when I introduced the game and the organization SAVE with the "mature" players a few years back, heck, it was all very cool with them: I tried to colour it with a more freemasonery-like quality and feel. That helped, I think.

Cheers and chills,
Kent


(Reply to this)(Thread)

Re: SAVE
[info]savageplanet
2005-04-06 04:22 am UTC (link)
Welcome Ken! If you're interested in playtesting the new version, head on over to http://www.chillrpg.com for more info!

(Reply to this)(Parent)


Create an Account
Forgot your login?
Login w/ OpenID
English • Español • Deutsch • Русский…