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Beyond darkness…

About a year back, Helmgast announced that a new edition of Kult was in the works and launched a kickstarter for the new game. By coincidence, the new edition of Delta Green was kickstarted almost simultaneously. These two are among my absolute favorite RPGs, all categories, and I had a really hard time choosing which one to support. It ended up being Delta Green, mainly because I really like the d100/BRP system and because the new edition of Kult was to be based on Apocalypse World, which really isn’t my cup of tea.

However, the advent of a new Kult edition did reignite my interest in Kult and for a while I had this idea that I was going to write a Kult hack for Delta Green, but it turned out to be extremely tedious, so recently I decided to run some good ole’ Kult goodness using the original rules. Over the years, I have owned three editions of Kult – the Swedish 1st and 2nd editions and the American 1st edition (which is similar to the Swedish 1e, only in book form instead of a box). Over the years, I have also sold or traded them since we didn’t get to play the game, but at this point, I think that the time is right for some Kult:ish goodness…

This time however, I’m going with 7eme Cercle’s 2004 (?) 3rd edition reboot of the game, as it’s the most complete of the versions. Some people seem to hate this edition, but I kinda like it and honestly – the differences between the Kult editions are very small. And I pick and use what I like anyway and discard what I don’t like, so…

 

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Kult – Beyond the Veil

 

As for the new edition, I will probably buy the book when it comes to my FLGS. Mostly for the fluff and update to the 2010s but also because it promises to be a pretty book. Hell, we might even take the rules for a spin, but my main Kult rule set will be the old Kult.

In the absence of the old Kult forum/website, created by and run by fellow Scandinavian Torb, I created this blog in the hopes that it can replace some of the “hub for Kult fans” functions that the old site had.

So, stay tuned for more Kult-related stuff!

 

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A KULT story

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The old cement factory
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Inside…

With my newfound interest in KULT, I found some old homebrew KULT adventures and adventure notes in one of my old RPG boxes.

Among those notes, I found this in-character adventure diary that one of my players wrote as we played one of the adventures. I have translated it from Swedish and cleaned up the worst bad language, but it’s mostly intact as the player wrote it.

This particular adventure was run using the original Swedish KULT 1st edition rules (the box set). I decided to set the adventure in our home city of Malmoe and neighboring Copenhagen as I thought that might enhance some of the more fantastic elements of the story as well as providing that familiarity with people and places (and I was many, many years before the TV-series “The Bridge”).

The adventure was also thought to be a lead-in to KULT, and is more of a crime story with supernatural undertones than an all-out KULT adventure.

The adventure was written and played back in 1992-1993 as I recall, so the technology is based on what was available at that time. Mobile phones were a thing of the rich and internet was only available at universities and such over here until 1994, when they became more widely available to the average home user, so those things are excluded from the adventure.

I also decided to set the adventure in vague near future alternative reality. For example, the Öresund bridge wasn’t finished until 2000, but it does exist in this adventure. The level of guns and shooting is also more on a par with the US or present-day Malmoe. There definitely wasn’t much shooting going on here back then.

Finally, the adventure contains issues that were important then. For example, there was a war between different criminal biker gangs going on at the time, so I decided to include them as the main bad guys.

The Protagonists:

Börje Sandqvist (aka Skinkkvist) – Homicide cop working for Malmoe Police Department and also our narrator. He has existential angst and problems with the booze and women.

Sebastian – Currently working as a bodyguard for the Mayor’s office. Sebastian’s past is a mystery. We know that his wife and son was murdered and that he has a drug problem as well as a drive for vengeance. A dangerous and unstable man.

Frank Ingram – African descendant born in London.  Works as a bouncer at various nightclubs and has connections with the criminal underworld. Frank has a past as a mercenary, something he doesn’t like to talk about.

Hans Ileus – Hardcore free lance journalist. Previous military experience as a Swedish Mountain Ranger.

Of these, Börje and Sebastian played all sessions, while Frank joined at the end and Hans only played one session (as I recall). The cool thing is that I still play RPGs with these guys – right now we’re in the middle of Masks of Nyarlahotep for Call of Cthulhu.

If there’s any interest, I might create a proper adventure PDF out of my notes. It’s all there – handouts, stats maps etc!

Anyway, here’s the story – enjoy!

 

 

 

 

 

Back to KULT

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A while back I decided to hand over the reins of my KULT group over at Google Plus because we don’t play KULT at this point and frankly, I doubted that we would come back to it any time soon.

However, that whole process made me get out my KULT books and start reading again.

And I realised how much I really like this game and the KULT setting.

I have long been toying with the idea of playing in the KULT universe using the new Delta Green rules, but as I see it, the KULT rules are perfectly adapted to the setting.

I also realized that despite many superficial similarities, the basic premises of KULT and Delta Green are vastly different. Delta Green (and Call of Cthulhu) are about the insignificance of man in an uncaring universe ruled by omnipotent and indifferent beings. KULT on the other hand is about humanity being enslaved godly beings, incarcerated in what we perceive as reality, and now the illusion is breaking down.

Two very different starting points and two that are hard to reconcile.

So no. I will not convert KULT to Delta Green.

And yes. We will return to KULT.

Right now I’m working on an English translation of the French KULT adventure Longpig by the much talented Romain Grolleau. I was going to use that as a basis for a Delta Green campaign, but now I’m going to run it using KULT 3rd edition instead.

I’m also eagerly awaiting the new 4th edition KULT book. I didn’t back the KS as the new Delta Green had it’s KS at the same time and I could only afford one of them. However, being a Swedish game, the books will be readily available over here. I’m still not convinced about the new Apocalypse World rules for KULT, but I think that I will give it a try. I do suspect however, that we will keep playing KULT with the classic rules.

It’s nice to be back…