Tina tapped on the door. “What are you doing?” Rey hissed. His accent got stronger when he was scared. Tina thought it was cute, but she figured she’d tell him later. Maybe. “I want to see if anyone’s in there.” She tapped again. “But if they hear us-” “They won’t.” Leah shook her head, braids […]

Work is progressing on SAVE: The Eternal Society, and it’s been a good four months since I’ve written anything up for this blog (sorry about that). Since I have most of the art for SAVE now, I figured it would be good time to talk about the monsters we’re including in the book. We included a bunch […]

I was having an email discussion with a Chill fan (and backer of our current Kickstarter, which I would love for you to back!) about skills and specializations in Chill 3rd Edition, and it led to some musing on the nature of “skills” in RPGs, which I would like to share with you. Think of this as […]

Hey, all! Growling Door Games is going to launch our next Kickstarter on Tuesday, October 13th, at 9AM EST. The Kickstarter is for SAVE: The Eternal Society, a sourcebook for Chill 3rd Edition about the Societas Argenti Viae Eternitata. Michelle Lyons-McFarland is acting as lead developer on the book, which will include: Artifacts and firsthand accounts detailing the trials […]

Hello! We’ve made a couple of changes to the site, and I want to tell you about them. First, we’ve added a link so that you can buy the Chill hardcover from Indie Press Revolution. The book will be available in Print on Demand at DriveThruRPG, as well, though it’ll be slightly more expensive (because it’s considerably […]

Yesterday I picked up lots of copies of Chill from our awesome printers. Kickstarter copies should start shipping this week. Just in case you’re wondering where Michelle and I – and more importantly, copies of our books, including Chill 3rd Edition – will be during GenCon 2015. Kickstarter backers can pick up their rewards in Marriott Ballroom 7 from […]

Not “art” as “the Art,” but “art” as in “holy cats, Alessandro Alaia is amazing.” But I’ll get to that in a minute. We’ve begun playtesting Chill. At this point, the playtest group is tossing out feedback, noting places where the text could be clearer, and setting up their own SAVE HQs. I’m getting in on […]