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What's Kult like?

Started by Monster Manuel, May 25, 2010, 02:07:42 AM

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Simlasa

Based on my experience I think it would convert readily to CoC as well, there's a similar grim/gritty feel... just swap settings and replace the sanity rules.

QuoteIf you like Call of Cthulhu because of the lack of sexual violence inherent in the premise
I'm not sure the 'premise' is all that much devoid of such things... what with all that weird cross-breeding going on in Dunwich and Innsmouth and Africa and elsewhere... despite Lovecraft's shyness about such things I always inferred that lots of nasty sex-stuff was going on, not all of it between mutually consenting adults.

torb

My players have all loved the combat rules. That said, we have little experience with other rules. I'm not going to try to explain it all, as I am not really the greatest paraphraser of mankind.

If you do things by the book, a combat situation with 3 PCs and 8 NPCs can take anything from ten minutes to an hour or more. You need to roll for initiatives, skills, damage and perhaps even combine that with another skill and damage roll. It's quite a lot of paperwork to keep track of actions used, damage taken, bullets used and so on and so forth. You get used to it though, and I find it really exciting to do long combat situations, usually because you get a lot of blunders happening. A natural 20 on the dice for your skill means a complete failure and you might end up shooting yourself in the head during combat.  

Combat in Kult is usually super deadly. Get hit with one bullet that does a lot of damage and you're toast. Thankfully, death in Kult isn't necessarily the end of the character.

A thing that Kult has that I don't think I've seen anywhere else is Hero Points. Each player starts out with 10 of them, and can use these to negotiate the way the story evolves by manipulating the dice (1 Hero Point = 1 point on the dice)

Anyways, if you want some free resources to help understand some of what Kult characters are all about, you might want to check out some of these:

Archetypes (suggestions for characters)
http://www.kult-rpg.com/forum/files.php?action=file&fid=63&name=Kult%3A+The+Archetypes

Advantages and Disadvantages
http://www.kult-rpg.com/forum/files.php?action=file&fid=34&name=Advantages+%26+Disadvantages+Master+List

Unofficial Guide to Injury and Death in Kult is an alternate ruleset for combat. Still very complex, though, but it's we use it sometimes.
http://www.kult-rpg.com/forum/files.php?action=file&fid=79&name=The+Unofficial+Guide+to+Injury+and+Death+in+Kult

There's also a "reading Kult" project going on where johnstone discusses his thoughts on the Kult rules in depth:
http://www.kult-rpg.com/forum/viewthread.php?tid=4600&title=Reading+Kult+01:+Introduction
http://www.kult-rpg.com/forum/viewthread.php?tid=4606&title=Reading+Kult+02%3A+Player+Characters+Part+1
http://www.kult-rpg.com/forum/viewthread.php?tid=4609&title=Reading+Kult+03%3A+Dark+Secrets

I'm sorry to plug my site so much, guys. Hope you don't mind. I just want to help out ;)

Warthur

Quote from: torb;384022A thing that Kult has that I don't think I've seen anywhere else is Hero Points. Each player starts out with 10 of them, and can use these to negotiate the way the story evolves by manipulating the dice (1 Hero Point = 1 point on the dice)
Lots of games these days have something a bit like that (although in my experience most games just let you use the points to automatically succeed a crucial roll, or get a reroll). Paranoia XP's "Perversity Points" - as in the imp of the perverse, not as in leather and whips - work pretty much exactly the same way.

Though Kult came out in, what, 1991? Impressive that they came up with that concept that early, I don't think I've seen a fate point/hero point mechanic in many games of that vintage.
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Simlasa

I didn't remember there being 'Hero Points' in Kult.
I usually associate 'fate points' with more hero-oriented action games... I think they water down the 'horror' aspects of games... they certainly seem to in 'Deadlands'. The Kult version doesn't sound quite as powerful though.

Spike

I've been a big fan of Kult as a line of gaming products since it came to America. I've never played in it (indeed, I frequently feel as if I know a little to much to ever sit on that side of the table now..) and I've wanted to run the setting since forever.

I hate, however, the few books of the later editions that I have.

Also: I don't think I'd try to run the system as is. I can't quite grok anything past character creation (and the skills part of character creation sends me screaming for the hills. I am fully convinced that I either DO NOT GET the skill system at all, or the makers of Kult are honestly convinced that the average person can either walk or chew gum, but not both and never at the same time... seriously: Its nearly as granular as GURPS but they limit you to ten points worth of skills. Yes, you can be excellent at something, but you won't be able to swim or ride a bicycle if you try it)

To date I think I've had no more than two or three players I would 'trust' would handle a Kult game, and sadly never at the same time.  I do, however, continue to mine it for ideas constantly.
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kryyst

Quote from: torb;3840113rd Edition was the last edition. It uses the same mechanics as the 2nd edition. A lot of the Kult fans are still using the 1st edition rules to avoid some silliness with regards to combat mechanics.

There are quite a few who use (n)WoD rules or UA rules with Kult, just using the Kult Mental Balance and Shock rules (these are key to Kult)

Here's the "Jail of Night" WoD/Kult Crossover if you're interested to see how the crossover works (requires log-in):

http://www.kult-rpg.com/forum/files.php?action=file&fid=167&name=The+Jail+of+Night

Very cool and thanks for the clarification.   I also figured if I'd ever run it again to use nWoD for the rules and tack on the mental/shock and probably magic rules from Kult.
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