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Investigating The Horror Of The Chill Role-Playing Game
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<blockquote data-quote="lyle.spade" data-source="post: 7711420" data-attributes="member: 30042"><p>I played the Pacesetter version, own (and dislike the mechanical changes in) Mayfair's take on it, and really like 3e a great deal. I've had a lot of success running it at a local con for the last two years, and I think the investigative skills system is superior to that in Gumshoe. In Chill, you will always get a vital clue; however, you might end up with distractors or red herrings, as well, or maybe some extra bits that help propel the story forward even faster. But you'll always get the clues essential to moving the story forward - this is tremendously important in an investigation game, obviously, and the writers of this system have done a great job in creating a simple mechanic to facilitate this, and never get in the way of the story.</p><p></p><p>Additionally, I've found that the black/white chips at the table are great for adding tension and foreshadowing things to come, as the CM turns a chip from black to white when the beastie is about to make itself known. It can seem a little meta, but horror can work well through the surprise that comes in reaction to something you didn't know, to the dread you feel welling up in anticipation of something you do.</p><p></p><p>I highly recommend this game if you like horror, investigative horror, and/or are interested in a system that presents a set of very simple mechanics that are flexible across a range of encounters and play styles.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7711420, member: 30042"] I played the Pacesetter version, own (and dislike the mechanical changes in) Mayfair's take on it, and really like 3e a great deal. I've had a lot of success running it at a local con for the last two years, and I think the investigative skills system is superior to that in Gumshoe. In Chill, you will always get a vital clue; however, you might end up with distractors or red herrings, as well, or maybe some extra bits that help propel the story forward even faster. But you'll always get the clues essential to moving the story forward - this is tremendously important in an investigation game, obviously, and the writers of this system have done a great job in creating a simple mechanic to facilitate this, and never get in the way of the story. Additionally, I've found that the black/white chips at the table are great for adding tension and foreshadowing things to come, as the CM turns a chip from black to white when the beastie is about to make itself known. It can seem a little meta, but horror can work well through the surprise that comes in reaction to something you didn't know, to the dread you feel welling up in anticipation of something you do. I highly recommend this game if you like horror, investigative horror, and/or are interested in a system that presents a set of very simple mechanics that are flexible across a range of encounters and play styles. [/QUOTE]
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