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Does anyone play Kult?
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<blockquote data-quote="Kid Socrates" data-source="post: 3176202" data-attributes="member: 10714"><p>I played in a Kult game in high school, and up until recently owned a sourcebook. It's a remarkably vivid game, but very unsettling and disturbing at the same time. Every game has a dark side that you can promote; the Nephandic rituals in Mage or the deepest illithid cults in D&D can be twisted into a very dark, disturbing game.</p><p></p><p>If you took every game's dark side and settled it into one game, that game would be Kult.</p><p></p><p>That said, I really enjoyed the game I played in, and our GM did a great job keeping it creepy and dark but also not shutting off our fun and letting us crack wise about everything (mostly out of character).</p><p></p><p>The GM told us one week that he was part of a Kult mailing list, and was sharing tidbits about the game. A few people jumped on his case about allowing his PCs to have guns, because they (allegedly) take a lot of the fear out of the campaign setting. He responded by telling them that despite the fact that four of his six PCs had sidearms of some kind, we were still all too willing to leap off of staircases and flee screaming into the night with a moment's notice.</p></blockquote><p></p>
[QUOTE="Kid Socrates, post: 3176202, member: 10714"] I played in a Kult game in high school, and up until recently owned a sourcebook. It's a remarkably vivid game, but very unsettling and disturbing at the same time. Every game has a dark side that you can promote; the Nephandic rituals in Mage or the deepest illithid cults in D&D can be twisted into a very dark, disturbing game. If you took every game's dark side and settled it into one game, that game would be Kult. That said, I really enjoyed the game I played in, and our GM did a great job keeping it creepy and dark but also not shutting off our fun and letting us crack wise about everything (mostly out of character). The GM told us one week that he was part of a Kult mailing list, and was sharing tidbits about the game. A few people jumped on his case about allowing his PCs to have guns, because they (allegedly) take a lot of the fear out of the campaign setting. He responded by telling them that despite the fact that four of his six PCs had sidearms of some kind, we were still all too willing to leap off of staircases and flee screaming into the night with a moment's notice. [/QUOTE]
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