Matchstick
Adventurer
Edgewood said:The second edition of Chill came out in the early 90's and the setting was about the destruction of that secret society. Basically they removed the secret society backdrop and expanded the classes to include police officers, reporters, scientists, and a whole crop of real world professions that you could play. I believe therre was an adventure (can't remember the name of it to save my life) where the players were thrust into an adventure simply because they were witness to a horrific event.
Even in first edition you didn't have to belong to SAVE. Some games I ran were more "witness to a horrific event" or "wrong place at wrong time" kind of things. SAVE I used in my campaign, as it gave me more of a central theme, and a reason for episodic play.
As with everything, the GM can make all the difference. CoC for me has always been my least favorite game because it seemed that no matter what kind of character you made, you always wound up using the same five or so skills. Objectively though I'm sure that was probably the GM, rather than the game.