When Pacesetter put out the first CHILL edition way back in the ’80’s, I snapped up a copy. For those of you who watched my Kickstarter video from last year (oh, shit, a year? must finish books) you might have noticed that box on the shelf behind me. It’s been 30 years since it came out, but while I have never played in a genuinely good Chill game, I still remember it fondly.
When Mayfair put out a second edition in the early nineties, I started snapping those books up. They were fun to read, for the most part, and suggested a great many story ideas, most of which I never got to use. Someday, maybe. Someday.
Still, this was the ’90s, when The X-Files was all anyone talked about. It should have been the perfect moment for the game to break out. Unfortunately, the fear checks never really worked, and the horrors in CALL OF CTHULHU bigfooted all over the traditional monsters in Chill. People were more interested in Deep Ones than haunted houses, apparently. The game never sold as well as it should, and when Mayfair had a break-out hit in SETTLERS OF CATAN, they dumped rpgs in favor of board games and have never looked back.
There was an attempt some years back to put together a third edition; I was part of the crowd reading through the rules and discussing them. Sadly, people suck, and the nasty sarcasm I got when I dared admit that I sometimes ignored a die-roll to make the narrative work, convinced me it was more stress than it was worth. Much later they tried to raise $45k to print the rulebook, but it never happened.
Part of the reason I never quite had a successful game is my own weakness as a GM (excuse me… “CM”). Part was that the game required a certain willingness for players to face an enemy that was more powerful than they were which had to be investigated before it could be fought. Part of it was that the players were unused to NPC interactions that didn’t mimic the might-uber-alles bullying that came with lawless murder hobo fantasy campaigns. Part was just an unwillingness to get in the spirit of things.
An example of that last:
Me: “The last thing you need to do for character creation is think up the first time you came into contact with the Unknown. It can be a haunting, a vampire attack, whatever.”
Player: “Uh, well, okay. I was walking down the street and I saw a werewolf driving a pizza-delivery truck.”
Sophisticated role-players, we were not. Suffice to say, I made several attempts over the years with different groups, but it never really came off.
However, I quite liked the way the rules handled creatures’ powers as though they were spells. I liked that you roll percentile dice for skill checks. I liked the idea of SAVE, the organization dedicated to fighting the supernatural. I liked the genuinely scary creatures in the main rulebook. I even liked the weird psychic powers the PCs could access.
It was also nice to see that they broke the “rules” with regard to the creatures. I was raised to color inside the lines, and that attitude extended to pretty much everything, including the “rules” of monster movies: vampires can’t cross running water, ghosts have a task they needed to accomplish, werewolves could be killed with silver. There were boundaries! It was all laid out!
Then came Chill, which offered that sort of monster, along with other kinds. You could have werewolves that didn’t give a shit about silver or vampires that could walk in the sun. It didn’t matter, as long as it was interesting. For me, who had always broken rules on the sly because breaking rules meant trouble, the game was a bit of a paradigm shift, creatively.
Plus, for a guy who loves spooky horror but hated the sadistic pain movies and books of the 80’s (and who still hates modern grimy torture porn), Chill gave me some control. It let me imagine the stories I wanted.
That’s why, yesterday, I backed the third edition of their Kickstarter even though I can’t really afford it. The playtest materials are gorgeous; this is really the best art the game has ever had, and a quick glance at the rules is very promising.
It also looks like they’ve fixed the issue with fear checks.
Anyway, the materials they’ve already made available have me excited for the project. I hope they blow the doors off their goal and start funding a bunch of supplements or whatever.
Hell, I might dig out the adventures I was working on twenty years ago to see if there’s anything salvageable in them.
So, if traditional horror rpgs sound good to you, back them. You’ll at least have a chance to look at the playtest, with plenty of time to change your mind (you won’t change your mind).
 I was sorely disappointed by the “monster manual” for the game, called Things, but I’ve read enough horror game supplements to know how difficult it can be to make up a long list of horror creatures that are a) inventive, b) scary, and c) set the right tone.
 On Twitter, someone suggested that the playtest sampler for the 3e Kickstarter had a bit of Child of Fire in it, but in truth the influence goes the other way. The idea of a family (a whole community) that can’t remember one of its own comes straight out of the main rulebook for 2e. I read about that creature almost fifteen years before I started CoF. If you back the Kickstarter, you’ll get to see for yourself.
 In fact, I converted one of the creatures for 2e Chill (a mist mummy, which is a creature that spreads pestilence) directly into Champions so a five PC superhero team could fight it, and damn if it didn’t have blisteringly high points.
 aka Societas Argenti Viae Eternitata or The Eternal Society of the Silver Way, which was explicitly changed from “White Way” in the Pacesetter version because it sounded like an offshoot of the Klan. See also: The Dresden Files TV show changing the “White Council” into the “High Council”.
 In first edition, it was an actual functioning society that sent people out to investigate shit. The second, naturally, turned things all grim and dark, because 90’s. The new edition seems to have a rebuilding theme, which is welcome.