Thursday, October 20, 2016

Reviews: The Children of Chill

For years now Goblinoid games has been rolling out Pacesetter branded products thanks to their acquisition of the Pacesetter rights.  In fact, they have been publishing Time Master longer than Pacesetter did.  Time Master was fun, but the Pacesetter game that I enjoyed the most was Chill.  But you all knew that.

Goblinoid Games has faithfully recreated the horror feel of Chill in three different and compatible games.  I am actually going to talk about these with the newest one, Cryptworld first.

Ethics in reviews statement: I purchased the PDFs and softcover versions of these books myself.  Though I was given special thanks in Cryptworld for some advice I gave on some early drafts of the game.  All links are affiliate links which allows me to buy more games.

Cryptworld
90 pages, black & white interior, color cover.
Authors: Daniel Proctor (+Dan P) and +Tim Snider.
Cryptworld is the spiritual and brand successor to the first edition Chill game.  In many ways it represents what Chill could have become if it had not gone down the path of 2nd Edition and Mayfair games.  The Jim Holloway cover is very much in line with the original Chill boxed set.  In truth it is less "iconic" but I like it better.
The rules for the game are distilled down to their very essence.  This is for all purposes a "retro-clone" of Chill.  But it is more than that too.  Where Chill 2 was about fighting all sorts of creatures organized into the Unknown and Chill 3 is a modern monster hunting tale of SAVE; Cryptworld takes it back to basics of humankind versus the monsters.  This Kolchak the Night Stalker, Tales from the Crypt, Friday the 13th (TV Series), and all the wonderful tales of monsters and horror from the 80s.
Character creation is faster than I recall it being in Chill 1 or 2.  There are still plenty of options to create anytime of character you might want.  Like all versions of Chill you are not going to make Harry Dresden style characters (that's for Majus), but making the Winchesters is easy.
Goblinoid Games did not get the rights to SAVE, but that is fine really.  There is a section in the book covering other organizations that characters can belong too and all are worthy replacements for SAVE.  In particular, I want to run a game where all the characters are reporters for the Weekly Inquisitor.  That would be a blast really.
There are plenty of monsters, especially all the old favorites. There is also not a lot of duplication of monsters from other products so that is a nice value add.
There is also a great section on running games for the "Crypt Master" or CM. One of my favorite names for a Game Master ever.
Crypt Master is not just a spiritual successor to Chill, it is a worthy one.  If you have any materials from 1st or 2nd edition of Chill you will find them largely compatible with this game.

Monsters Macabre
64 pages, black & white interior, color cover.
This is a monster book. For use with Cryptworld, but also compatible with Majus, Rotworld and yes even Timemaster and 1st ed Chill.
There are so many good and new monsters here that it is worth it just for this alone. Really, there are such great things as the Mongolian Death Worm, the Batsquatch and plenty of old favorites.
The book is more than just monsters. There are plenty of great ideas on how to play and use these monsters in your game.  These sections are great for nearly any modern horror or urban fantasy game.
I rank it right up there with "Chill Things" in terms of utility for my games.

Majus
100 pages, black & white interior, color cover.
Author: Michael Curtis
Majus came out before Cryptworld and after Rotworld.  It uses the same Pacesetter system that all three games share with Time Master and 1st Edition Chill.  Majus though takes a different path and gives us a world of mages, magicians and high magic.  So in sense, everything I have always wanted in my own Chill games.  Like Cryptworld and Rotworld, the Pacesetter system is revised here to be quite easy to use.
What seperates Majus from the Cryptworld is not just the magic the characaters can now wield, but also the tone.  This is described as "Magic Noir" so think hardboilded detective stories mixed with a global magic conspiracy.  Whether you want to use this or not is upto the individual CM (in this case "Cabal Master") but I think you would be missing out on a really great feature of the game.
This game can also provide new background, magic and ideas for your Cryptworld games as well.
The monsters in this game are largely a different sort that what is found in Cryptworld, so buying both games will give you extra monsters and features.  There is some overlap, but that is mostly system related material.

Rotworld
64 pages, black & white interior, color cover.
Author: Daniel Proctor
Rotworld is one of the first of the modern horror games using the Pacesetter system from Goblinoid Games.  It is very much of the vien of humans vs. zombies found in All Flesh Must Be Eaten and shows like the Walking Dead.
Rotworld uses the old Time Master system that Proctor bought from Pacesetter. He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition. But with some work it is and that is why I picked it up. I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game. OR the other way around. Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.
There are not a lot of monsters in this book, outside of zombies, but there is plenty of text on character creation, combat and skills. There is a good Game Master section (Corpse Master, CM again) about how to setup and run a game. Rotworld is a fine game. It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s. For the price it really can't be beat. Actually it would still be a steal at twice the price.

I have the softcovers of these books but I am thinking of printing out the PDFs to put into a binder so I have everything I need in one place.



Wednesday, October 19, 2016

October Horror Movie Challenge: Full Circle / The Haunting of Julia (1977/1981)

So with a book by Peter Straub and starring Mia Farrow you would think this would have been a hit.  It actually did quite poorly in the UK as "Full Circle" in 1977 and equally poorly in the US as "The Haunting of Julia" in 1981.

I remember this movie and thought I had seen it, but I didn't.  It came up while I was doing a serach about the ghosts of children for the Chill RPG.

Mia Farrow was, well, Mia Farrow in this.  The story is spooky, but could have been a lot more scary.  Though if it were made today there would have been more victims of the child ghost, Oliva.

In an interesting bit of trivia, Samantha Gates who plays Olivia is the same girl that appears on the cover of Led Zeppelin's "Houses of the Holy" album.

The daughter of Mia Farrow's character was played by a young Sophie Ward who later went on to be in "Young Sherlock Holmes".

This might a good one to read one day, but the movie is a little slow by today's standards.


2016 Movie tally
Watched: 19
New: 14


Vampyres: Chill 3rd Edition

Back in the earliest days of this blog I did a week-long deep dive into the characters of Fran and Miriam from the 1974 version of Vampyres.  I worked them for a number of games, including Chill 1st Edition.

Well 2015 gave us not only a new edition of Chill but a new version of the Vampyres.  I thought it might be fun to update them.

For starters, we see some more "classic" vampire abilities from both women.  No fangs, but they can't be photographed. Fran also shows that she is very strong, stronger than humans, and can jump or fall from very high distances.  Both women are also really fast.  We see them avoiding sunlight and mirrors, but not sure if these cause them harm or not.
These vampires also do not seem to have a supernatural form, but one could argue that they can shift into a black mist.  Also, there is a sequence at the end where Miriam's eyes glow and Fran looks like she has wings, but this could also be part of a dream that Harriet has.

Fran

EWS: 105 (Deadly)
REF: 70
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Dreamsend, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Fran must rest eight hours to regain Stamina. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.

Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.

In combat, Fran uses a straight knife. She can attack once per round.


Miriam

EWS: 100 (Deadly)
REF: 75
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Miriam must rest eight hours to regain Stamina. Like Fran, she prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can wake herself at the slightest noise.

Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she prefers to do so.

In combat, Miriam uses a straight knife. She can attack once per round.


Figuring out their stats is difficult since they don't do much to separate themselves into proper characters.  As the nominal "leader" I gave Fran the Dreamsend EWD since she is more often the lure for their victims. Both get the unique (uhh...ok) power of Time Stop, but I am going to rule that they can only use it together.

They avoid sunlight and sleep in a wine cellar, but I am unsure if sunlight harms them. I will say they can not use any of their of EWD while in sunlight.  They are still fast and strong, but can't use any other disciplines.

Given the upped level of violence in the new film I am not sure if my "Mayfairs" concept would work for them.  BTW a lot of people online are saying the newer movie has "upped the eroticism" over the 1974 version. I disagree. I think those people have only seen the edited version of the 1974 film.  

In the 1974 version, Fran and Miriam are more than just two women with a shared goal, they very much were partners.  In the 2015 version, I am not getting that vibe at all.

I am certain we will get more Evil Way Disciplines in the upcoming Chill Monster book.

Tuesday, October 18, 2016

October Horror Challenge: Vampyres (2015)

It is not often I get to watch a horror movie when they first come out. Let alone on the day they are released.  But this is my day today (tonight).  The remake of the notorious 1974  José Ramón Larraz cult classic Vampyres was released on video today.  To my knowledge, this never was released in the US in the theaters, just in Spain.  The movie was also filmed in Spain, though it is supposed to be set in England.

Marta Flich and Almudena León take on the roles of Fran and Miriam respectively. Now maybe it is just my nostalgia speaking, but I find the original actresses, Marianne Morris and Anulka Dziubinska, more attractive.

The movie starts out in a similar fashion to the original.  Our heroes (Fran and Miriam are the heroes right?)  Our new Harriet is a photographer and not a painter as in the original.

Also at nearly 70 Caroline Munro still looks good and having her in movie gives it an air of authenticity, it is too bad that her talents are wasted here.  She is a better actor than most of this cast.  Though to be 100% fair I am pretty sure that English is not their first language save for Munro.

The movie doesn't really get going in terms of our Vampyres till about 20 minutes in.  The dialog is very similar to the original as well. Sadly though many of the plot problems have also been retained. Not to say it is a scene by scene remake, there are some differences and some improvement.  The shower scene from the first movie has been replaced with a bath-tub and a Bathory-esque shower.

This Fran and Miriam are much crueler than in the original.  In the original film you got the feeling that two innocent women had been killed and cursed to come back as vampires.  These two new ones are just killers.  Plus Marianne Morris and Anulka Dziubinska had more on-screen chemistry than these two actresses.

One could almost, almost, see this as a sequel of sorts to the first.  The fact that history is repeating itself some 40 years later is just one of those things that happen when you have a lot of vampires around.

In the end, I didn't like it as much as the original, but again it is more to do I think with nostalgia for me and maybe giving the edge out to the 1974 version only because I first saw it at a very impressionable age.

On it's own merits the movie is still fun.  Plus when was the last time we had a good female vampire movie?  Feels like forever.  If you are a fan of the original then see this one too.

I could not help but notice that one of the production companies for this film is "The Other Side Films".
http://theothersidefilms.com/portfolio-items/vampyres


2016 Movie tally
Watched: 18
New: 13


Review: Chill 3rd Edition

Readers here will know of my love for Chill.  It was one of the first non-D&D games I ever played  and to this day I have a soft spot in my art for it.  So it was with great pleasure that I purchased the 3rd edition of Chill last year.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games.  Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of  Chill had reasons to believe that they could defeat the monster.  There was more hope in Chill.

So what can we say about this new edition?

Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art.  The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art.  Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet.  Though I prefer the heavy art sheet because they look so good.

The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic.  This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things.  Besides, Chill and I are old friends.

Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.

If you are familiar at all with Chill then the system here is very familiar.  Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better.  This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is).  This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.

I like that this information is right upfront and read first. It sets the tone for the game to come.

Chapter 1 deals with Character Creation. This is important because Chill is a character focused game.  In some games you fight monsters because they have the treasure and XP.  In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them.  I expect to see more templates in future books.  Third, is of course, roll up your own character.  Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here.  Among other things the Luck attribute is gone.

There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here.  This is more Sam & Dean Winchester levels.  Which is perfect in my mind.

Chapter 2 covers SAVE.  SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force.  SAVE is a central focus of Chill and all characters are considered to belong to it.  There is a lot of history here, both in the game world and in the real world.  There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself.  "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies.  For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0.  I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software.  While the system maybe the heart of Chill, this is the soul.

Chapter 3 is dedicated to The Art, or is simple language Magic.  Given here are the different schools of the art and their disciplines.  While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs.  But this is fine really. These are supposed to be normal humans for the most part.  Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.

Chapter 4 covers the Game System.  This details the material from the Introduction.  If you have played Chill before you will find a lot here that is familiar and somethings that are completely new.  There are plenty of good working examples.  This is the clearest version of the Chill rules to date.

Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games.  If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new.  My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu.  This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.

Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition.  Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.

Finally, we end with Kickstarter backers.

Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors.  The book is great to look at, great to read and easier to play.  While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century.   Will it repalce Chill 1st Ed and 2nd ed in my heart?  No, I don't think it will.  Will it replace Chill 1st Ed and 2nd Ed on my game table?  Absolutely!  I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them.  Though I have my doubts they will replace Chill Vampires in my heart!

Time I think to dust off my "Spirit of '76" game.


Full disclosure:  All links are affiliate links. I bought both the PDF and Hardcopies of this game.  No free copies were given and no reviews were solicited.

Monday, October 17, 2016

Kick Start Your WEEK: Monstrous Monday Edition

Today let's Kickstart Your Week and have out Monstrous Monday all in one.

Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.

Spend any time here and you know there are two things I REALLY love.  The Chill RPG and Monster books.
This gives me both in one great book.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

The new Chill is a joy to read and it is visually stunning.  I am expecting no less from this book.  A quick look at the art also assures me this will be the case.

Chill Vampires remains one of my most favorite sourcebooks to this day.  If this book is half as good as that, then it is well worth the price.

Sunday, October 16, 2016

October Horror Movie Challenge: Under the Skin (2013)

Under the Skin is a 2013 art film with sci-fi and horror overtones.  The film is notable for starring Scarlett Johansson. She spends the first few scenes completely nude and most of the movie with little to no lines.

The movie deals with an alien (ScarJo) who seduces men and lures them to her home in Scotland. Here she strips while walking, having them do same where they slowing disappear into the floor.  Later we see what happens to them.  Their organs are sucked out of their skin leaving only their still living skin.

As the movie (slowly) progresses ScarJo (none of the characters have names) begins to act more and more human.

The movie is very arty and there are some very obvious nods to 2001: A Space Oddeysey.  Of course, there is another movie people have been comparing it too; Lifeforce.  Like Lifeforce this movie features an alien woman walking around, mostly nude, and killing men.  Though the aliens of Lifeforce are mostly vampires (based on Colin Wilson's "The Space Vampires") this alien, as far as I can tell is something different.

There are some genuinely scary moments but not as many as I thought there should be.  


2016 Movie tally
Watched: 17
New: 12