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Does anyone play Kult?
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<blockquote data-quote="kigmatzomat" data-source="post: 3176104" data-attributes="member: 9254"><p>I've never played Kult but I've got a lot of the material for ideas.  Horrible, terrible, brutal ideas.  I love the setting in a "cutting myself is fun!" kind of way but have never had the urge to run it.  Much like I wouldn't want to run an RPG based on Stephen King's <em>Misery.</em>   </p><p></p><p>The premise is rather good: everyone is a god but God managed to trick everyone into thinking otherwise.  Death is a way to keep the immortal soul ignorant by wiping their memory between incarnations.  God is utterly bipolar, with a Good and Evil component that are mirror images of eachother (though Good is so warped and "enlightened" as to be evil-ish as well so let's stay with Light and Dark).   The Light God in Heaven vanished, Heaven is empty, the Angels are all amnesiacs, and the Dark God has left to find the Light God, leaving the fiends of Hell in charge of running the world.</p><p></p><p>It's been quite a while now and the fiends have developed their own agendas and are fighting over the earth.    The lack of the Light God or the Dark God's presence has resulted in Metropolis bleeding into the mortal realm.  Metropolis is basically the personal office of God and is chock full of his side projects and staff, so anyone who can visit Metropolis can run across some of God's notes to himself.  Or God's secretary, which is really bad.   Due to maneuverings between the fiends both for and against humanity, a small number of beings have found ways to retain at least part of their memories between deaths and have a slim chance of actually reaching their full godhood.</p><p></p><p>Since the mages know that people will reincarnate, you really don't have any reason not to kill people left and right.  Heck, if this incarnation is totally opposed to the Truth of the world, killing them will give them a chance to actually get on board the divinity train.  You're doing them a favor, really.  </p><p></p><p>The magic tends to be organic, messy, and distressing.  Rituals often take days, require ascetic lifestyles, unsettling components and blood sacrifices.  Spells exist for a caster to swap souls with an unborne child to avoid the mindwipe of death or craft your own personal Hell in an attempt to keep some memories.  Some of the really ugly stuff will open up gateways to Metropolis or unleash the Dark soul in nearby people.  </p><p></p><p>It is a wonderful read and the game system is what I would now call d20-lite (though it predates the current d20 system).  Since, IIRC, you don't gain lots of HD over time, people can die left and right.  Really, it's a great way to run a Cthulu-esque game without everyone knowing the Cthulu mythos.  Very Hellraiser-y.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3176104, member: 9254"] I've never played Kult but I've got a lot of the material for ideas. Horrible, terrible, brutal ideas. I love the setting in a "cutting myself is fun!" kind of way but have never had the urge to run it. Much like I wouldn't want to run an RPG based on Stephen King's [i]Misery.[/i] The premise is rather good: everyone is a god but God managed to trick everyone into thinking otherwise. Death is a way to keep the immortal soul ignorant by wiping their memory between incarnations. God is utterly bipolar, with a Good and Evil component that are mirror images of eachother (though Good is so warped and "enlightened" as to be evil-ish as well so let's stay with Light and Dark). The Light God in Heaven vanished, Heaven is empty, the Angels are all amnesiacs, and the Dark God has left to find the Light God, leaving the fiends of Hell in charge of running the world. It's been quite a while now and the fiends have developed their own agendas and are fighting over the earth. The lack of the Light God or the Dark God's presence has resulted in Metropolis bleeding into the mortal realm. Metropolis is basically the personal office of God and is chock full of his side projects and staff, so anyone who can visit Metropolis can run across some of God's notes to himself. Or God's secretary, which is really bad. Due to maneuverings between the fiends both for and against humanity, a small number of beings have found ways to retain at least part of their memories between deaths and have a slim chance of actually reaching their full godhood. Since the mages know that people will reincarnate, you really don't have any reason not to kill people left and right. Heck, if this incarnation is totally opposed to the Truth of the world, killing them will give them a chance to actually get on board the divinity train. You're doing them a favor, really. The magic tends to be organic, messy, and distressing. Rituals often take days, require ascetic lifestyles, unsettling components and blood sacrifices. Spells exist for a caster to swap souls with an unborne child to avoid the mindwipe of death or craft your own personal Hell in an attempt to keep some memories. Some of the really ugly stuff will open up gateways to Metropolis or unleash the Dark soul in nearby people. It is a wonderful read and the game system is what I would now call d20-lite (though it predates the current d20 system). Since, IIRC, you don't gain lots of HD over time, people can die left and right. Really, it's a great way to run a Cthulu-esque game without everyone knowing the Cthulu mythos. Very Hellraiser-y. [/QUOTE]
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