TW: When SJG released GURPS, there was a surge for "universal" rules systems, even though many
already existed. I remember FUDGE and TWERPS, among others, and RoleMaster/I.C.E. even had their own thing going along these lines. Mayfair's entire system of games had basically the same system. What did you
think of their system, the universal gaming theory in general, and was your
decision to change the new rules at all affected by this?
HS: I'm not a huge fan of universal systems although I do like "house" systems. (i.e.: having the same system from the
company). I'm more interested in creating a good game with similar elements
than trying to cram all genres into one ruleset.
TW: As I mentioned, Chill 3.0 comes with some sweeping systematic changes. Was there really a need for
these? What was the thought process behind this?
HS: Our goal was to streamline the system and make it easier for casual
gamers to play. The Pacesetter and Mayfair systems are very much a product of their time (the '80s) and we wanted to take
the root of those systems and incorporate current game design theories. One of
those was getting rid of the chart, which necessitated changing some of the
core die mechanics. We also wanted to give players options, and ways to
differentiate similar characters. That led to the change in the Student,
Teacher, Master rules.