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Investigating The Horror Of The Chill Role-Playing Game
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<blockquote data-quote="EternalDungeonMaster" data-source="post: 7711467" data-attributes="member: 75401"><p>I CM (Chill Master, the Chill term for GM) Chill 3e from time to time. I've invested in all of the Kickstarter campaigns to date. I find that it's not a system that I would be interested in CMing as a long-term campaign. For instance, our gaming group tends to run years-long D&D campaigns. I tend to use Chill as a serial break from our regular campaigns.</p><p></p><p>If you're a fan of games with explicit combat rules then Chill may not be for you. The tactical/combat stuff is mostly pretty vague. As a CM who likes to set tone and atmosphere and emphasize how incredibly deadly combat with the Unknown (Chill's term for supernatural creatures) can be, I actually prefer Chill's fuzzy combat rules. I'm more interested in the visual, cinematic narrative of a scene than I am in how many feet so-and-so moved and how many squares or hexes her shotgun blast covers. It highly favors Theater of the Mind combat over any sort of grid-based combat.</p><p></p><p>The aforementioned dark/light token mechanic is interesting in theory. In practice, it puts a surprising amount of mechanical pressure on the CM to use dark-to-light token turning mechanics regularly else the players will run out of light tokens to turn dark when they need an extra boost. In a game that seems to strongly emphasize narrative and story over game mechanics, I'm surprised by just how obtrusive this mechanic is. But if the CM makes a strong effort to weave the in-game-world effects of many dark tokens or many light tokens into the narrative, it can be a lot of fun. I like to set a darker, more oppressive tone when there are lots of dark tokens, and the opposite when there are lots of light tokens.</p><p></p><p>This is a really fun game, and I recommend it for groups looking for sporadic breaks from their regularly scheduled gaming programming. From my perspective, I don't think there is enough meat on the bone for a long-term campaign. Over time, characters really end up with a lot of wear and tear on them from exposure to the Unknown.</p></blockquote><p></p>
[QUOTE="EternalDungeonMaster, post: 7711467, member: 75401"] I CM (Chill Master, the Chill term for GM) Chill 3e from time to time. I've invested in all of the Kickstarter campaigns to date. I find that it's not a system that I would be interested in CMing as a long-term campaign. For instance, our gaming group tends to run years-long D&D campaigns. I tend to use Chill as a serial break from our regular campaigns. If you're a fan of games with explicit combat rules then Chill may not be for you. The tactical/combat stuff is mostly pretty vague. As a CM who likes to set tone and atmosphere and emphasize how incredibly deadly combat with the Unknown (Chill's term for supernatural creatures) can be, I actually prefer Chill's fuzzy combat rules. I'm more interested in the visual, cinematic narrative of a scene than I am in how many feet so-and-so moved and how many squares or hexes her shotgun blast covers. It highly favors Theater of the Mind combat over any sort of grid-based combat. The aforementioned dark/light token mechanic is interesting in theory. In practice, it puts a surprising amount of mechanical pressure on the CM to use dark-to-light token turning mechanics regularly else the players will run out of light tokens to turn dark when they need an extra boost. In a game that seems to strongly emphasize narrative and story over game mechanics, I'm surprised by just how obtrusive this mechanic is. But if the CM makes a strong effort to weave the in-game-world effects of many dark tokens or many light tokens into the narrative, it can be a lot of fun. I like to set a darker, more oppressive tone when there are lots of dark tokens, and the opposite when there are lots of light tokens. This is a really fun game, and I recommend it for groups looking for sporadic breaks from their regularly scheduled gaming programming. From my perspective, I don't think there is enough meat on the bone for a long-term campaign. Over time, characters really end up with a lot of wear and tear on them from exposure to the Unknown. [/QUOTE]
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