Showing posts with label Kult. Show all posts
Showing posts with label Kult. Show all posts

Sunday, March 17, 2013

Kult & Unknown Armies - A New Approach

I've just started working on a side project to deal with something that's been gnawing away at me for some time. There are two games that I'd love to run but I have reservations about each : "Unknown Armies" and "Kult".

In the case of "Unknown Armies", I truly love the system. It's simple, makes sense and lends itself to the kind of games I like to run. The madness system is excellent. What I'm not fond of is the setting, which focuses on the weird rather than the horrific. It makes good reading but doesn't inspire me to devise a campaign...my style simply isn't "gonzo" enough to do it justice.

"Kult",on the other hand, is a game that presents a setting that really gets me. Gnosticism, fallen angels, madness, dreams and cults. This one really does inspire me to write. The problem is the game system..very old-fashioned,clunky and unbalanced. It's a flawed masterpiece.

So that got me thinking.Why choose? I know what I like and dislike in each, why not combine them? Run a "Kult" game that is built on the "Unknown Armies" system. I've already hit various forums to see if others have done it, and of course they have. I'm going to do it my way though and I'm genuinely excited about this one.

The most significant alteration is obsessions and dark secrets. Obsessions are the main character aspect in "Unknown Armies". The obsession determines the school of magick that a character follows, and also has a direct relationship with a particular skill. The game mechanics are designed in such a way that you're rewarded for playing to your obsessions,fears and other passions. "Kult" has some of this too though places great importance on a "dark secret" that each character has. My plan is to rework the system so that the "dark secret" replaces the "obsession"...so the players will be rewarded for leveraging this.

The approach I have in mind will make for some very dark game themes and will appeal only to a certain type of player. Fortunately, they're typically playing my games! There's more work to be done on this before I roll it out, but expect it to be covered in blog when it comes.


Sunday, December 30, 2012

A New Start - Playing in the USA, 2011-Present

I moved to the Atlanta, GA area back in March 2007.After becoming a father and settling down, curiosity and a need to have a hobby, led to "meetup.com" and the "Atlanta Gamers Guild" (back then it was the "Atlanta Dungeons & Dragons Group"). I've already discussed Call of Cthulhu in an earlier post, but there have been other games that I've played and ran in the last two years.

First was Pathfinder 3E. This was originally a homebrew take on D&D resulting from fanbase frustration with the fourth edition. It was my return to gaming after the 90s and the first thing I'd played Stateside. It was good to be back and the game clearly has a passionate following. I felt it had great ideas but was too tactical...I thought it was more about what characters had the ability to do rather than who they were. That sparked the return to Cthulhu. Pathfinder is a very good game indeed, just not for me.

One of my Cthulhu players, Michael Bay, was running "Warhammer Fantasy Roleplaying" in the same club on a monthly basis. We have a good rapport so I thought it'd be fun to play in a game ran by one of my players...also interesting to try a setting and system I'd never tried before. It was a very rich experience, there's a distinct Germanic feel to the game. I played a Witch hunter, completely got the concept and ran with it.I ended up taking actions in the game though that brought the campaign to an early close..something we still laugh about now! I did learn that as a player I prefer to stay true to what I think my character would do rather than trying to win.

I then played another game ran by Michael, "Apocalypse World". This is a very new game and has a clear improv influence. It puts the narrative more in the hands of the players with the GM playing more of a reactive role. The GM doesn't bring a structured storyline to the table so you never know what's going to happen. It's a superb, rewarding game though very challenging. It requires more of the players than most games and shines when you have a creative group who aren't afraid of conflict with each other.

In terms of GM'ing other games, I've done one-shots of two other systems. I like doing this as it allows me to try different games without laying out a huge plan in advance and also gives a good opportunity for players to do the same. As they're "throwaways", players can takes chances with their characters in ways they wouldn't normally do and really get a feel for the game. I'll do more of these in the future. The first was "All Flesh Must Be Eaten". I did a scenario blatantly pulled from "The Walking Dead" TV show. It's a great game, the players liked it, but it just wasn't for me. Too heavy on combat and tactics. Also, everyone knows what the "bad guy" is before the game has even started. I prefer, as a GM, to have plot twists and surprises to spring on the players. I'm sure another GM would've done it more justice.

The other game I ran was "Unknown Armies". I chose a published scenario called "Jailbreak", written by Greg Stolze. This was phenomenal...I loved the scenario and prefer to system to CoC. I had a group of players I'd never met before and we really nailed the game. The influence of CoC is clearly there but the emphasis is more on personal horror than cosmic. I ran it again at Dragon*Con in 2012, again to great success. There's a strong possibility I'll run this in 2013 depending on interest and my schedule...which is the subject of next weeks post.

Sunday, December 23, 2012

Returning to Gaming - the 1990's

In the early 1990's I was very much a part of the Goth and Metal scene in Liverpool,UK. Apart from the music and imagery, it was were I found and made friends that I had a lot in common with..a sense of belonging. Some of them were RPG fans and wanted to get back into the hobby. This marked my return to Tabletop RPG's, both as a GM and player.

My first step back was through my love of horror. TSR had just released a boxed set called "Ravenloft". This was a heavily supported campaign setting for AD&D 2nd Edition. It was the perfection combination really, a system that had broad appeal and familiarity coupled with a setting that I "got". I ran the published scenarios over a year long period with, in my opinion, mixed success, but the players seemed to love it. The high point was a werewolf adventure in which the players really did very little as they were so intimidated. That was the atmosphere I was looking for, and it would eventually lead me back to Cthulhu years later. I was also lucky to have a group who didn't know the rules very well...if I'd been called out on some decisions it would have been awkward as I didn't know the rules well myself!

The next game that I ran was "Kult". It was a very controversial Swedish horror game with a bad reputation.It was extremely dark and gnostic, but the system was very clunky. I loved it though, but when I tried to run a game it just didn't work. I didn't understand the game enough and simply didn't have the experience to do it justice. The players didn't get it either and felt I was railroading them, which I was...again because of inexperience and lack of confidence. I think in retrospect I thought that the game would just "happen" when I ran it. It only lasted one session.

Around this time White Wolf changed everything with their World of Darkness games. I bought "Vampire : The Masquerade", a game in which the players are vampires in a Gothic-punk modern setting. It was exciting and I was sure I'd have success running it. I never got the chance. The main problem was that my Goth pals weren't into tabletop games, the nearest they'd go was the Live-Action version. My pals who did play tabletop were turned off by the Goth angle, which they saw as pretentious. To this day I know that setting inside out without having played it.

I did get to play some other White Wolf games though, "Werewolf : The Apocalypse" and "Mage : The Ascension"."Werewolf" was fun though I had difficulty getting into character. I just didn't connect with the aggressive, animalistic aspect which is core to the game."Mage" on the other hand fit me like a glove..I understood it and really enjoyed it. It must be noted that the GM for "Mage" had a style that I hadn't encountered before, but it was perfect for that game. He had no storylines, just a firm grasp on the game mechanics. He focused the game on our characters and just reacted to what we did...we,the players, made the story ourselves to a large extent. That takes skill to do, and can be seen in some of today's new game systems. If I were to run a World of Darkness game I would call on my memories of his approach. He definitely helped shape my current style.

The last game I played was "Cyberpunk : 2020". The game was plain cool, loaded with attitude and good fun. It was the same GM we'd had for "Mage". Now it's horribly dated..this was in the days before people really used the internet. I did like the whole idea of enhancing yourself with cybernetics, at the cost of your humanity.

So around this time I stopped gaming. I think a large part of it was the time required. I had started working and simply couldn't be bothered with the time and preparation. It wouldn't be until 2011 that I'd do it again.