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Is there an RPG that is awesome, but doesn't get enough credit?

Started by Razor 007, May 25, 2019, 05:47:46 AM

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Sunsword

Shadow of the Demon Lord. Imagine if D&D and Warhammer Fantasy Role Play had a love child.

Aglondir

Quote from: Spike;1111432Kult. 1e, though, not that abomination wearing a Kult skinsuit that was 3e.

I mean, I could have said Fading Suns, but I think someone beat me to it...

Is Kult 3E the one they recently Kickstarted?

Spike

For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Itachi

Quote from: Aglondir;1112224Is Kult 3E the one they recently Kickstarted?
Nope. The recently Kickstarted one is the 4th edition and is officially called "Kult: Divinity Lost". Looks pretty good, BTW.

Spike

Quote from: Itachi;1112237Nope. The recently Kickstarted one is the 4th edition and is officially called "Kult: Divinity Lost". Looks pretty good, BTW.

Ok, so I'm off on edition numbers, somehow.  Divinity Lost LOOKS beautiful. Its a gorgeous book, no doubt, but its a terrible take on Kult on just about every level.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Itachi

Quote from: Spike;1112243Ok, so I'm off on edition numbers, somehow.  Divinity Lost LOOKS beautiful. Its a gorgeous book, no doubt, but its a terrible take on Kult on just about every level.
What do you think is terrible in it? Never played it, but Ive read it and it looked pretty good to me. I've always thought the original rules supported poorly the game's central themes, while the current ones seem to do it much better.

Spike

Quote from: Itachi;1112277What do you think is terrible in it? Never played it, but Ive read it and it looked pretty good to me. I've always thought the original rules supported poorly the game's central themes, while the current ones seem to do it much better.

I'm not sure what I did with my book so I'm mostly going off of my initial impressions from... last year? yeah...

You may be right about the system if its more to you taste.  I think Kult works better with a hard grounded system for characters to reinforce their perceptions of the real world before you start dragging in all the supernatural elements. On that, I really felt the Divinity Lost focused way too much on front loading Metropolis and all its weirdness, and then further compounded it by focusing on the writers (of the new editions) personal tastes, rather than giving you a more sandbox overview... if that makes sense.

Its weird that I can't find it... I could do with a good dose of nerd-raging over trivial shit :D
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Gagarth

Quote from: Itachi;1112237Nope. The recently Kickstarted one is the 4th edition and is officially called "Kult: Divinity Lost". Looks pretty good, BTW.

If you like PbtA.
'Don't join us. Work hard, get good degrees, join the Establishment and serve our cause from within.' Harry Pollitt - Communist Party GB

"Don't worry about the election, Trump's not gonna win. I made f*cking sure of that!" Eric Coomer -  Dominion Voting Systems Officer of Strategy and Security

grodog

Quote from: Gagarth;1111537:-( Not a lot of Blue Planet on there http://slangdesign.com/rppr/?s=blue+planet

edit: Found some at  a different url http://actualplay.roleplayingpublicradio.com/category/systems/misc/blue-planet/

Thanks, will check those out!

Allan.
grodog
---
Allan Grohe
grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html

Editor and Project Manager, Black Blade Publishing

The Twisting Stair, a Mega-Dungeon Design Newsletter
From Kuroth\'s Quill, my blog

Nihilistic Mind

Quote from: Gagarth;1112315If you like PbtA.

That is the biggest gripe I've had with Kult: Divinity Lost. Not a fan of PbtA games. That being said, I ran a few sessions for one player to try it out and we had a good time. The book is evocative and inspiring. The system did nothing to help that run smoothly, however the character creation was faster than 1e and we were able to get right into the game. The advantage of the PbtA type systems is the streamlined character creation.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

Itachi

Here, a review of Kult: Divinity Lost:

https://www.rpg.net/reviews/archive/18/18031.phtml

QuoteCharacter creation starts by choosing an archetype out of the 25 on offer. Twenty are Aware (e.g. the Careerist, the Fixed, the Deceiver etc); the PC is knowledgeable of the world's inconsistencies. Four are Enlightened (the Abomination, the Death Magician, the Disciple, the Reverend), with an advanced understanding of reality and unlocked powers. These require different stories and challenges. One Archetype (the Sleeper) is special, and can only see play following a GM's approval seeing how disruptive it can be to the game. Rules are provided for players to create their own archetypes, should they not be satisfied with the ones on offer. An archetype covers the dark secrets, disadvantages, advantages, attribute modifiers, looks, and relations of the character. Some are mere suggestions, and the players can opt for something different.

Dark Secrets are windows into traumatic, mystical, or guilt-laden episodes in the character's past. I am counting 17 of them, each with a selection of personal drives. As an example, Forbidden Knowledge leads to 'reveal the truth to the world, 'acquire power or knowledge', 'explore the forbidden truth', 'fight the enemy', and 'escape your pursuers'.

...

The Madness is the part of the book that guides a GM towards organizing a game of Kult. The rules should be hidden, and everything should be translated into a narrative. The GM should use a blend of paranoia, of insinuation of the supernatural, of questions whose answers are slowly revealed, while at the same time offering opportunities to the characters to be cool. The game operates in scenes (what other games would have called encounters), which may be anything from an investigation of a murder scene to pillow talk between a PC and his lover. A story is a campaign, an amalgamation of many scenes that make narrative sense. Just as PCs have Moves the GM has some of his own. Soft GM moves are preventable, hard moves are not. Examples of moves include capturing someone, creating problems for future resolution, dealing damage, using disadvantages etc.

Due to the dark and horrific games that the game deals with, the players have to adhere to the Horror Contract; it is literally called that, i.e. the players agree to help the GM scare them along with the characters. This supposes a lot more than building atmosphere, staying in the scene, being purposefully unpleasant as a GM etc. It presupposes knowing your players, so that your can scare them. A simple method of communicating discretely and in advance which topics a player does not wish the campaign do deal with will eliminate the unwanted, as opposed to the wanted, unpleasantness.

Setting Up A Story is a short chapter with advice on how to create Kult campaigns. The advice is very practical, and almost becomes a formula. Kult is the only game I know with a 6-page chapter devoted to the First Session alone, with all kinds of advice on how the PCs meet up, what is the context etc. Kult is a contemporary game, yet it doesn't have to take place literally today. It can be situated in the last days of the Soviet Union, in Harlem in the late 2000s, or in Yugoslavia during the bloody wars. Amongst others, the GM will use an Intrigue Map, a web of hubs and links that connect people and events. The more a campaign progresses, the more the map will adapt and grow.

Some art from the book:






crkrueger

Quote from: Itachi;1112343Here, a review of Kult: Divinity Lost:

https://www.rpg.net/reviews/archive/18/18031.phtml



Some art from the book:





Oh good, yet another classic RPG setting turned into a narrative shitshow.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Itachi

Quote from: CRKruegerOh good, yet another classic RPG setting turned into a narrative shitshow.
Yeah, because a system that fits badly or completely ignores it's subject themes is the way to go. Yay for "classic" games. :rolleyes:

Itachi

Okay, a couple more:

Beyond the Wall and other Adventures. One of the best things to come out of the OSR in my opinion. Mixes in some neat concepts of community belonging and protection and lifepaths. Unfortunately does not enjoy the popularity it deserves.

Undying: a diceless PbtA about Vampire politics and intrigue through the eras. You can have a game in the medieval Spain during the Inquisition, another one in belle epoque Paris and another in modern day America as part of the same campaign and it runs flawless. I've heard people call it the best PbtA implementation yet and it doesn't sound absurd.

Snowman0147

Quote from: Itachi;1112403Yeah, because a system that fits badly or completely ignores it's subject themes is the way to go. Yay for "classic" games. :rolleyes:

Funny thing you can modify those classic systems to fit the themes you want.  It is called house ruling, or in this case additional official rules that the dev added.