Friday, December 31, 2021

A Herald of Sinister Insights Has Arrived

 

I use a lot of visual artwork on this blog, the absolute most of which I have no shreds of rights to. Naturally, this being a purely fan-made RPG blog, I hope that no one minds. But that's not what I wanna talk about today. 

Here I commissioned a piece of visual artwork. There are certain visions crawling out of the depths of my nightmares that must be cast into lines and colors, and while I can do a half-decent drawing every now and then, my painting skills (either digital or analogue) are just too sucky to truly do the worst of them justice. 

So it happened that this abomination was born to the light of your screens:


 

I'm sure most of you recognize at first glance which entity this beautiful mister is based on. A friend who is also one of my favorite artists (but chooses to remain anonymous) was pointed out to me by my Mistress Malkuth as the ideal candidate for casting it into a new take, a Kultified appearance. 

I asked her if she wanted to try this, she agreed, and I think she made a really fine job of it!

Now that he exists, and proudly adorns my desktop background, I wanted to write a little something about him.


Baoth Hammad

Better known under his pop-cultural moniker Baphomet, this entity and its involvement in Elysium is truly ancient. Records of its dealings with human truthseekers and doomed souls go back to at least the Bronze Age. Some occultists even claim that he had a hand in the fabled and mysterious collapse of that era's most powerful kingdoms. 

His name, contrary to the lictors' twisted teachings, originally means The Blood-Stained Teacher. He appears to be affiliated with none of the known Higher Powers, though he engages in precarious flirtations and temporary alliances with either of them.

He can be seen dancing on the forlorn toxic waste fields of Inferno, mocking the suffering sinners in their purgatories. He resplends at the outskirts of dreams, looking in to sate his voyeuristic pleasures. He whispers riddles to the mad, and curses the sane with bouts of insanity so their erratic behaviours become clues that help solve them. He will fuck virtually anything that moves, but truly loves only those that cannot love themselves. His home is nowhere, and he is never there. 

 

Is he an ascended human magician, millennia old and powerful beyond measure?

An alien godhead, the last survivor of a people we once enslaved and almost completely eradicated? Or was he even a willing collaborator in our unrelenting conquest of the cosmos?

Is he perhaps a champion of Malkuth, embodying a certain subset of her wider Principle of Rebellion and Awakening? An arch-nepharite, with legions of purgatides wailing his praises and razides trembling at his passing?

An envoy of Da'ath, gleefully tugging at the strings of Archons and Death Angels alike? The last surviving Incarnation of the Demiurge?

Or could he be something else entirely, something we don't even have a name for, yet?




What the god offers:

[tba]


What the god wants:

[tba]




Community challenge: 

Suggest me horrifying services that this being could demand from hapless humans who cross its mystic paths, and darkly tantalizing rewards it would offer to those who worship it or serve its mysterious causes.

Use the comment section here, or find me over on Discord or FB if you prefer. 

I will compile the best offerings and demands, in good time, and complete the above writeup based on them. 

The Herald of Blood-Drenched Insights is prophesied to arrive. All must fear him and rejoice! 





GM Hyperfocus: Roleplaying in Limbo


The Sleep of Reason Breeds... Awesome Roleplaying Opportunities!

In Kraetyz' recent blog post about the basics of Kult's cosmology, he talks - amongst many other things - about Limbo. This part especially has sparked some lively and inspiring conversations between Krae, Gabe, and me - some of which I want to sum up and share here. 

We'll be looking at the strong similarities between dreams and roleplaying.

And I describe two techniques to help GMs make their RPing in Limbo both easier and more impactful. 


Here's an excerpt from Kraetyz's article about it:

Limbo may appear as an undefined, immaterial realm with little concrete information to take away. That is on purpose. Limbo, being a realm upon which dreams are imprinted and made real (in a sense), is undefined save what we make of it. Waking life might imprint on dreams which in turn imprint on waking life. Quarrelling with your partner in your dreams will leave you waking up angry at them for real, your emotions inexplicable to them but no less real for that. Going to sleep in the wrong place could stir up an ancient dream lingering there. Memories could be treated as interactive movies, complete with fast-forward and rewind buttons and perhaps a settings menu. 


So he very first sentence here - while being entirely accurate and on point - highlights what might be perceived as difficult to run a meaningful game in. If it can be anything, the onus is on the GM to put in the work to make it a meaningful experience. On the other hand, there is great potential there to make your roleplaying in the dreams larger than life; more colourful, more ominous, more intense, and in general dreamier.

This is what is so magical about both dreams and the roleplaying experience.

Limbo, in contrast to Gaia, Inferno, and Metropolis, does not present an objectively existing outside reality, for characters to experience and explore - or be victimized by. Instead, it presents an objectively existing inside reality to immerse in. The magical part comes in when we consider that - while still being objectively real, i.e. in KULT not only emotions, but also physical injuries, acquired wisdom, found objects etc. may carry over from Limbo to the waking world - this Reality can (and will) be different for everyone who observes it. 

We all bring along our own filters and lenses through which we look at this internal reality. It is a Shared Imagined Space - just like the one we create in RPGs - for all of humankind, but we each interpreat and compute based on our own individual persepectives, baggage, aspirations, fears, hopes... 

  • Two people might be sharing a nightmare in which they are fleeing a ravening killer. One of the dreamers believes the murderer to be a friend gone mad (perhaps the figure bears the face of a friend, either by the dreamer's subconscious projection, or by deceitful chimerstry on the part of the hunting dream creature?) while the other dreamer sees a horrible subhuman monster (again perhaps a projection of suppressed archaic fears, or due to the creature playing tricks on their mind?)

Which one of them is seeing "the Truth"? If the scene plays out the exact same way for both of them, regardless of the hunter's physical (or well, limbotical) appearance... does it matter? They are both right, in that something horrible, deeply wrong, and dangerous is pursuing them with ill intentions. 

And we can happily leave it at that. Not all "universal Truths" do ultimately have to be nailed down, much less revealed to the players. 

Consider if you will, the philosophical inquiry of "Do people see colours the same way?".
We cannot ultimately, objectively know it - but it also doesn't matter for our everyday lives to work out just fine, regardless. 


As a GM, if one doesn't shy away from this but rather embraces it, running wild with the raw imagination and visualisation that is embodied in Limbo, then knowing that everyone will see the same scene a little differently in their mind's eye can enrich the scene more than it detracts!

In fact, this plays to the strengths of our medium of cooperative storytelling in RPGs. 

Because you can see the exact same thing happening in the Shared Imagined Space (SIS) that is created at an RPG table: Every player (and the GM!) has their own rendition of the in-game fiction in their head. 

Now, one should not romanticize this notion. The effect in Limbo is undeoubtedly stronger. At a coffe table littered with sheets, dice, pencils and softdrinks, there is often barely enough common overlap between everyone's "head movies" to make the game work and no one "glitch out" due to jarring contradictions or other disconnecting factors. In fact, sometimes it happens over the most basic things!

"Wait, what? I thought the stairs were opposite  from the door??"

"Nah, they're right here next to it man. So I walk up them without getting cllose to..."

"Okay, so actually you guys, the stairs are to the side of the room, and opposite from the door you entered, there is another door..." 

"There is another door??" 

"Haven't any of you been listening to a single thing I said?!"

I'm sure we've all been there, seen that, had our parts in it happening. 

However, we need not worry about irrevocably ruining anything. We can always rewind, clarify, redo. 

And the strong points are that you can tailor your descriptions in the awareness of this malleability of the SIS. Keep it to broad strokes, use strong archetypal concepts and remain scarce on the details - unless and until someone asks about them. Focus on what the scene is about, what it's supposed to convey or make happen. Fill in the fiddly bits later, when needed, or never at all.

 

artwork by Iosef Chezan, used with neither permission nor intent of infringement

Personally, I rejoice every time my characters stumble into Limbo in some way or form, since to me as a GM it feels much like 'coming home'. 

There is relief and freedom in the moment you can shed all the hard work of conjuring up a pretend 'logical, rational reality', and just go back to what the medium does best. (There's a reason the rise of RPGs originated in the Fantasy genre, and I suspect this has something to do with it.)

Can we leave timespans and distances ill-defined, mostly vague or entirely unknown, until and unless we need to nail them down? Yup, like in a dream.
Can people be nothing more than vague sprites or stand-ins, except if they're needed to be more detailed than that? You betcha, we do it with NPCs all the time. We'll describe faceless groups of people who are undefinded beyond 'coworkers' or 'extended family' perhaps... without names or personalities or histories... until you zoom in one and suddenly learn that you know a whole lot about them!  Exactly like in a dream.
Can we suddenly let a detail appear in the scene that wasn't noticed before, or shift everyone's attention to something simply by describing it in more detail than whatever else surrounds it? Sure thing - reality is malleable, subjective, and yours to play around with!

Above and beyond that, suddenly time skips or jumps from one location to another are a thing here, too. Even the "wait, let's rewind and revisit that one scene again... how was that...?" thing happens in both media. Jungian symbolism and archetypal tropes are writ large. 

Often enough, we aim our descriptions at directly revealing what things are about, rather than elaborate on a lot of details that at best embellish, at worst obscure, their intrinsic meaning. 

  • An example of this last bit here: It is sometimes more important to convey "A terrible menace appears, that you must run away from or suffer its savage depredations", than it is to make sure everyone is on the same page about the exact number of tentacles (when in doubt, make it 17) and the colour of the creature's scaly hide (it's probably a pale purblish-green... but do we need to care?). 
    So why not say that, sometimes?
    "It's a terrible menace, the stuff of your nightmares, looking to savagely victimize any in its path. All must run from it or suffer. What do you do?"

May seem reductionist, overly simplistic, counterintuitively unembellished... but you should try it some time! Hold off from asking the players what particular horrors their character sees in the described menace, at least for a while. See how far you can carry the scene before having to nail down some Shared Imagined Truths. I can promise you it's gonna be an interesting experiment, likely to make for an impressive and memorable scene.


Now You're in the Magic Space, How Do You Wield its Power?

At this point, the enterprising Dream-GM may be left to wonder about how, in all this freedom and vagueness and stripped-naked meaning, to give the dreams your characters wander (or are adrift in) some strength. Some punch. Some impact

And indeed, something in that vein is often needed. Things cannot be 'whatever, whenever' all of the time. Dreams should be powerful and memorable, idiosyncratic and symbolic.

I use two techniques to achieve that:

Psychology and Dream Logic. You could also call them Genre and Fancy. They play well off of each other, as one provides a general undercurrent of theme and motifs to any given dream you're running your PCs through, and the other provides odd details and specific whimsies to use within the Limbonian environment that is shaped by that general undercurrent.


Psychology / Genre

Dreams are a mirror of the mind. Our emotions and experiences in the waking inform our nightly sojourns to no small degree. This is fierce enough when you're in your own dreams, but it can be much acerbated yet once you start venturing into other dreamers' nightscapes. 

Adding 'dream types' to your repertoire provides you with psychological undercurrents to the dreams you describe, which effectively clads the dreams a genre: A set of expectations and conventions within which the events and scenery unfolds.

You can have dreams of -

  • anxiety and dread
  • shame and embarassment
  • guilt and persecution
  • arousal and eroticism
  • unbridled, pornolicious sex 
  • bizarre, nonsensical, or disgusting sex
  • anger and violence
  • fear of violence
  • fear of social victimisation
  • fear of unspoken menace
  • revisiting past situations or settings  (often connected to problem solving)
  • pursuing hopes and aspirations
  • utopian joy and fulfilment
  • nostalgia, past prides and joys
  • nostalgia, grief and regrets
  • elation and euphoria  (usually connected to physical activity, movement)
  • empowerment and supremacy
  • alternate reality / timeline / time / city  (examination of differences; emphasis of similarities)
  • chaotic combinations of obscurely symbolic imagery
  • ...

...and many more besides.

The important thing here is to choose a dominant theme (or maybe two) that informs the dream the PCs are in right now. Then, whenever reaching for ideas while you improvise and describe the happenings in the scenes that are played out, you can tap into that theme to draw fitting elements from it.

In dreams driven by fear of violence, people you meet may seem large and menacing, half-emptied bottles of alcohol may be standing on coffee tables in otherwise empty rooms, a stranger may approach you in a hunched manner and push a small spraycan of teargas into your hand, mumbling about "I saw you are planning to head down that way..."

In dreams of arousal and eroticism, all the people may look sexy and attractive, all dialogue may feel ladden with flirty subtext and double entendre, the mayor may be clad only in lingerie, alluring scents may linger in the air and tempt you to follow them into darkened pathways...

In a dream featuring an alternate setting, you may find you have never taken the job at the company you work for, but instead applied and gotten hired by a competitor firm. You are still sitting in the exact same kind of business meeting (except the company is in Tokyo and so everyone is wearing kimonos and sitting on the floor) but in this version, the intern is the boss, and the boss is instead seen in the role of the janitor...

It will not always be readily discernible what type of dream you have stumbled into, at least not right from the start. But the longer you stay, the more unmistakable the signs will become. Perhaps at some point, the friction between the dream and the incompatible visiting dreamers becomes too great, and the PCs are expelled from the realm - or worse, attacked by its inhabitants and scenery. Perhaps the dream's genre sweeps you up and takes you away on its own drift, distracting you from your original purpose.

Or perhaps it remains just an undercurrent, a collection of curious and memorable elements that lend a dreamlike quality to events, but ultimately remain largely harmless to the trespassing dream wanderer.

 

artwork by Stefan Koidl, used with neither permission nor intent of infringement

Dream Logic / Fancy

Where the above described Psychology / Genre gives you a constant, but possibly subtle, subtext and context to the dream, this technique gives you very specific, tangible, and definitely unsubtle elements to engage with. 

In general, Dream Logic works just like normal logic - only it doesn't have to make any actual sense in the way our waking minds would understand it. Dream Logic does follow an "if - then" pattern however, and as such can give your players something to meaningfully interact with. It will usually be reliable in producing rather predictable results... once you have puzzled out all the right connections or some other fiddly bits perhaps. 

Just like

  • "at zero degrees Celsius, water freezes and turns into ice"

dream logic can be applied to include weird "natural laws" in your dreams. These can be to do with (or cause) odd environmental phenomena, certain behaviors by certain creatures/people, surreal attributes of locations, etc.

  • In this dreamworld, there are cracks in every sidewalk. Depending on the weather and season, you either must not step on any of them, or you have to step only on them. Failing to do it right will result in the cracks widening, extending, ultimately causing the world to start breaking apart.
  • There are black snakes hiding in the shadows here, and when someone turns off the lights they will come forth to bite. Their bite is poison, which makes your arms and legs fall off. Before long, you'll be crawling in the shadows yourself.
  • In this otherwise idyllic suburban neighborhood, a noticeable number of homes are deserted and abandoned in the wake of violent, even murderous, home invasions. The windows of these houses remember who lived here and grieve for their death or departure. When the wind howls through their broken panes it acquires their sharpness; everyone inside is cut by the draft as if from jagged shards of glass. People in the inhabited houses normally ignore all this to the best of their ability, but when they see these cut wounds on you, they'll throw you out of the dream.
  • In this small, dusty frontier town, the saloon and the church are the only two buildings in which any music is ever played. While the organ or the piano play, no one in that space can lie. There are often drunken brawls in the saloon, and the priest knows all the confessions he hears to be the pure and unadulterated truth. No other houses contain any musical instruments, nor would the air in there carry a tune or support a melody. 

These are all things that the dreamer - any dreamer who enters the realm - can know about. It can also be a "hidden" law of the dream if you prefer, but it usually leads to more interesting play if dreamers are aware of it. It doesn't have to be in advance, but at the latest when the stimulus / trigger is encountered or imminent, the implications could be clear to anybody present. 

You can handle this use of dream logic in just the same way as you handle the telegraphing and explicit announcing of possible consequences for prospected player actions in general - but leave out the verisimilitude of assuming a rational worldview informing the environment.

Compare:

  • If you draw a gun, here at the airport, in plain view of bunches of people, someone will inevitably notice. People will panic, there will be running and yelling, security personnel, an alarm raised. Sooner than later, the police will show up. You sure that's what you wanna do?
  • As you close in on the house and cautiously nudge the leaning door open, you notice that the air inside is perfectly still. You know you can go in safely, for now - but it a breeze should arise while you're still in there, you know the wind will wheeze and whistle and howl through the smashed windows, and it will cut you like invisible razors. At the moment however, not a leaf moves on the trees, and not a paper rustles on the floor. Do you still wish to go in?

No matter how irrational a "natural law" in the dreams may be, dreamers in there may just be aware that "that's how it works, here".


Finally

There's a certain highly overused trope related to dreams and nightmares, and it's the notion that All Dreams Are Meaningful. Resist the temptation, at least sometimes, to make everything in the dreams feel symbolic and deeply relevant to the dreamer's personal issues, and/or to the plot of the scenario or campaign. 

Sometimes, dreams are just random bullshit. Sleepy neurons firing on autopilot. Shreds of unauthored ideas whirling outwards from Vortex. Reason and rhyme are optional, in all cases.

Particularly in Kult, consider also that it's far from rare to travail through someone else's dream. These may well be symbolic and meaningful for whoever is dreaming / has dreamt them originally - but all that may be completely lost on a stranger who visits them.

 

 

Where Madness and Logic become one and the same, the Dream forces us to face the limitations of our restricted understanding of Reason and Truth - and beckons us to dare and transcend them. 

 



Friday, December 3, 2021

When in Combat, Don't Just Hurt Them...

 

... Make Them Suffer!

 

Alright, so... combat, right? It's when you and your opponent give each other injuries, and then one or both of you could die and all that... right?

Yes.

But that's actually the more boring part of it. Let's look at it in a bit more detail:  

 

 

K:DL is a system written to support horror gameplay - and true to that calling, it provides you with all the tools to make combat every bit as terrifying and ruinous as any of the other horrors - mental, emotional, supernatural... - that you might spring on your players. 

Trading wounds is part of that, but by no means all there is to it. However, it's often the first thing that comes to a GM's mind when first trying to grasp the ruleset - so let's start with that aspect.


"How durable are PCs in this game? How many hits can they take before they die?"

 

As might perhaps be expected for a game like Kult, there's several layers of Truth to be uncovered in the attempt to answer that fully. Let's explore them one by one. 

Because ultimately, the answer is:

 

"One, or several, or a nearly infinite amount. It simply depends..."


So first let's look at how Harm works in the game. Being a modifier to your Endure Injury rolls, the amount of Harm an enemy's attack inflicts dictates not so much how garish and painful the wounds it causes will be, but rather influences your likelihood of sustaining the various levels of wounds at all. 

In other words, higher Harm values on certain weapons do NOT indicate that, say, a 12-gauge pumpgun will kill you in two shots, whereas a 9mm pistol will take four hits to do it.  

INSTEAD, the more brutal assault just has a lower chance to leave you completely unharmed after any given hit taken, and a higher chance of receiving either Serious or Critical debilitations.


"So PCs can roll [14 or less] a maximum of 6 times, before their Serious Wounds will kill them, and an attack's Harm value modifies how fast they accrue that number of these results?"


Yes, but also no. 

Yes because that is in fact how it can work. The player would have to roll (10-14) every time - because on a (-9), things accelerate and your cruel demise approaches much more fiercely - and the GM would have to decide to give you a Serious Wound as a result on each of those rolls. 

If it goes that way, the first four times this happens you mark a Serious Wound on your sheet. The fifth time it happens, you cannot get another SW, so it turns into a Critical Wound instead. You're now running out of life, fast. Assume you keep fighting (either by choice, or because you don't have any), the sixth time this happens, your SW would turn into a CW again, but you can't have two of those - so you die.

No because this is, in my experience and from all accounts I've heard and read about, an exceedingly rare progression of events.

For one thing, players are more than likely to roll a (-9) at some point during the above described process. Since your chance to hit (15+) on an unmodified roll - say, if your attacker's Harm and your own Fortitude+Armor balance each other out exactly - is barely over 20%, this means that after like four rolls or so, you'll strongly tend to have that dreaded (-9) show up. And then you're up shit creek, and have to decide which flavor of its streams you're gonna be paddling down.

For another thing, this assumption rests on the idea that the GM always only chooses a Serious Wound when entitled to select from the (10-14) options of the Endure Injury move. Which frankly, no GM worth their salt should be doing.

To reiterate the central point of this whole article:


Don't just make them bleed... make them suffer!

 


On a (10-14), you get two other options to choose from, besides the good old Serious Wound.

Lose something, and get thrown off balance.

Admittedly, the inherent complexity and richness of this whole move is easily overlooked, since it is written so streamlined and concise - but let's dive into what these really entail:

First off, each of those options is really several options. either of them can be scaled and graded, for greater or lower viciousness and impact. And they can stack.

A lot of this is about fictional positioning, i.e. things that happen in the communally created narrative, but there is nothing that keeps you from lending it mechanical weight as well. 

When you lose something, here's a few examples of what you it could be:

  • the initiative  ( = your chance to act before your oponent's next move)
  • sight of your friends
  • track of where the bad guy(s) just went
  • your sense of where [up / down / out of here / the hostage / the gun / ...] is
  • your momentum  (e.g. when running or parcouring across the battle site)
  • some of your armor  (reducing or nullifying its protective value)
  • your breath
  • a lot of blood
  • some teeth
  • control of your bowels
  • the respect of your peers watching the fight
  • use of your right arm
  • your sight  (such as, from blood trickling in your eyes)
  • all hope to defeat this opponent  (at least in the way you have tried so far)
  • ...

 

...and yes, obviously you can lose items, such as your gun or other weapon, your backpack, laptop, left shoe, flashlight, phone, car keys, USB stick, map, wallet, you name it...

But these are very basic, and probably the first thing that came too any GM's mind upon reading the Endure Injury move anyways, so I didn't find them worthy of inclusion in the above list. 

 

Note that there are also a few things the GM is very specifically NOT allowed to take away from you:
Your consciousness, your life, and your chance to survive through the next couple hours or so without swift and intensive medical assistance. 

All these can explicitly only be taken away on a (-9) result, and only the player may choose which one happens, when it comes to that. 


The second option, get thrown off balance can actually be read as a specific sub-case of losing something - namely, your equilibrium and grace. This may sound like a rather narrow choice, but I venture that if you interpret it a little more loosely, there is a lot of potential for using it to make the characters' lives difficult and interesting in awesome ways!

See, what is losing your balance about, essentially? Its central idea is that you are getting pushed into a disadvantageous position in some way. You might also get pulled into such, of course, or thrown... and it doesn't have to be a position, it can also be that you are otherwise put into an unfortunate state or condition

If you read it like that, whole new vistas of applicability open up to the combat-loving GM: It doesn't always have to be a real hard knock to the chest that puts you off balance - it can be that you are...

  • driven into a corner
  • maneuvered onto a dangerous ledge
  • pulled onto slippery ground
  • forced out of cover
  • kicked or tripped to the ground
  • poisoned to become dizzy and slow
  • confused or shaken, forced to reorient
  • distracted or surprised by a new enemy / unforeseen turn of events 
  • entangled or hooked or grabbed, impended in your movement
  • ...

 

...you know - basically just anything that fucks up your flow in combat. Anything that throws you off your A-game and prevents you from acting like the perfectly calm and deadly ninja that you'd usually be in a situation like this.
(Yeah, as if... for most characters, anyways.)


 

With such a wealth of possible interpretations of these two humble-looking options, I started to get into a little habit of twisting the knife (heh^^) for my players when that result comes up on this move. I offer them a choice between two of them that seem fitting to me in that moment. 

Because what's better than making your players suffer? To make them become the co-architects of their own suffering! 

So, like maybe

"Things are confusing and you're moving very fast right now. Reeling from the hit, you are forced to choose: Either lose your momentum, or sight of your friends."

or perhaps

"They are too many, and if you're trying to avoid getting hopelessly surrounded by them you'll have to either let them push you back against those rocks (cornered), or evade onto that frozen lake (slippery ground)."

That's always great fun - you should try it some time!


Oh, and remember earlier, when I mentioned how they're all gradable and stackable?

They are. The gradable thing is about when you as the GM decide to pull your punches... or not. Examples include such things as the difference between making them lose their entire backpack (with all the stuff in it), or just make it get a hole and have their map fall out of it. Between losing one of your last three spare clips of ammo, or loosing the gun. Between getting entangled by animated corpse-vines that twist around your ankles, or tripped prone on the ground by said vines.

If I've written them right, you can see some of the gradability right there in the examples. Losing your breath is intuitively much less bad than losing a lot of blood. Getting surprised or distracted can be a weaker form of getting confused or dizzy. 

Should you choose to attach any mechanical repercussions to these conditions, you can likewise scale and grade them. From simply a momentary -1 to your next roll, or calling a roll where ordinary there wouldn't have been one (Act under Pressure not to slip and fall when fighting on the icy lake; Observe the Situation to regain your focus and composure when surprised or distracted), to more lasting consequences such as -2 ongoing until the poison wears off, or even making them automatically fail at certain actions.

In this way you can tailor the amount of torment and horror you want to inflict on your players, moment by moment, during your fight scenes. (Or occasionally other scenes that involve an Endure Injury move.)


Stacking, then, is when the same result is chosen repeatedly (either by you or, as per the above twist, by the player themselves), and the consequences get gradually worse.

Perhaps this is just what a given opponent does:

Using that strange martial arts style of hers, she is trying to knock you off balance. The first time she pushes you, you are merely destabilized and must take -2 on certain moves until rebalanced.
The second time, she knocks you face down on the floor. You must now Act under Pressure to get back up, and yes - unless you catch a moment to breathe and consolidate your shit, that -2 is still in effect.
The third time you choose that same result, your inner ear senses are totally messed up from kicks to the head and such... no more standing up straight, no more coordinated motor skills...

It might be a consequence of the PCs' own neglect to address earlier issues:

You never really patched up that hole in your backpack, did you? Well I guess something else might fall out now.
Lemme see your sheet real quick, what might you have in there that I might be interested in...?.

Or it may be the result of a steadily worsening situation just piling on the complications:

After you got entangled and slowed by the corpse-vines, the feral cannibals were able to catch up and are now grasping at you.
Now they grabbed you and are holding you immobile, as they
stab you with their short, crooked knives.
Unable to wriggle free, you begin to understand what that weird smelly sludge dripping from their blades must be, as the paralyzing poison starts to take hold on your metabolism...



So, in conclusion, there are many ways you can turn a combat situation from bad to worse to utterly horrific for your players. 

At the outset of this article, we asked: How many hits can a character take in this game? 

The answer is: 

As many as your GM has dots in [creativity + sadism]. Or should that be [creativity x sadism]

Not entirely sure, tbh - but it's a lot. That much is for sure.


 

 

 



Saturday, November 27, 2021

Kult Watchlist

 

Here's a list of movies and series I watched and found either spot-on Kultesque, or at least roughly Kult-adjacent, and thus in some aspect(s) inspirational for Horror RPGing

This post will naturally expand as the Illusion of Time progresses. 

I'll list them by year of release, except for sequels, prequels, spin-offs etc, which I'll keep together as a franchise or series (but still listing the year).

That's it, just titles. 

No reviews, no spoilers, no value judgment.

Suffice it to say that, while not everyone may see all the same sparks in all the same movies, every entry on this list has given me at least something that I wouldn't like to miss in my ongoing quest for dark enlightenment.




Movies:

Alien  (1979)

  Aliens  (1986)

The Thing  (1982) 

The Terminator  (1984)

  Terminator II - Judgment Day  (1991)

A Nightmare on Elmstreet  (1984, 1985, 1987, 2010)

Prince of Darkness  (1987)

Hellraiser  (1987)

  Hellbound: Hellraiser II  (1988)

Predator  (1987)

  Predator II  (1990)

They Live  (1988)

Moontrap  (1989)

Jacob's Ladder  (1990, 2019)

Split Second  (1992)

Judgment Night  (1993)

The Crow  (1994)

In the Mouth of Madness  (1994)

Demon Knight  (1995)

Seven  (1995)

Showgirls  (1995)

Scream  (1996)

From Dusk Til Dawn  (1996)

The Craft  (1996)

I Know What You Did Last Summer  (1997)

Event Horizon  (1997)

Lost Highway  (1997)

What Dreams May Come  (1998)

The Truman Show  (1998)

Fight Club  (1999)

The Matrix  (1999, 2003, 2021)

The Devil's Rejects  (2005)

Constantine  (2005)

The Descent  (2005)

30 Days of Night  (2007)

  30 Days of Night: Dark Days  (2010)

Jennifer's Body  (2009)

Necromentia  (2009)

Shutter Island  (2010)

Absentia  (2011) 

A Field in England  (2013)

The Power of Few  (2013)

The Conjuring  (2013)

  The Conjuring II  (2016)

It Follows  (2014)

A Cure For Wellness  (2016)

Antibirth  (2016)

A Dark Song  (2016)

Housewife  (2017)

Atterados (Terrified)  (2017)

Galaxy of Horrors  (2017)

Night Shift  (2018)

Mandy  (2018)

Hereditary  (2018)

Midsommar  (2019)

Wounds  (2019)

Bliss  (2019)

Black Phone  (2021)


Series:

Masters of Horror  (2005)

True Detective  (2014)

Constantine  (2014)

Mr. Robot  (2015)

Preacher  (2016)

Future Man  (2017)

Dark  (2017)

Titans  (2018)

Sharp Objects  (2018)

Doom Patrol  (2019)

Messiah  (2020)

Brand New Cherry Flavor  (2021)

Midnight Mass  (2021)



Comment section:

Tell me about your own favorites,

Leave must-watch recommendations.

Feel free to generally debate Kultish media!




Thursday, November 25, 2021

Your First Forays Into This Darkness...

 

...can be a prospect as intimidating as it is tantalizing, right?

 

So you're new to KULT: Divinity Lost and in love with the setting and lore and can dig the mechanics and now you wanna run your first game soon. But you're not sure which of the available scenarios would offer the best first steps for both you and your group?

Fortunately, we're not hearing this concern for the first time - and we got quite a fine little selection of good choices accumulated by now. 

And they're all for free, too.


Here goes my all-time favorite recommends to new GMs / new groups / both:



Oakwood Heights

https://kultdivinitylost.com/resources/

The introductory scenario for KULT: Divinity Lost. Top notch atmosphere and subject matter, up to four premade PCs. Suffers a tiny little bit from you needing to figure out how to handle the big infodump in the beginning, but then goes on to evoke a bizarrely sinister 2010s Detroit and address the PCs' personal horror issues, before beautifully segueing into a character-driven, play to find out, supernatural horror third act after a more railroady first half. Possible one-shot. Really popular with many who played and ran it.


Island of the Dead

https://kultdivinitylost.com/resources/

Plane crash on a jungle island. Survival and exploration horror for up to four premade PCs, low prep, medium improv, featuring pirates, cannibals, predatory animals, remains of a former expedition, ancient ruins, and the insane cult of a bloodthirsty god. Uses a nifty (and horrifying) trick to make high lethality gameplay work while still maintaining the characters' ongoing story.

Homebrew fan expansion exists here:

https://suchsights.blogspot.com/2021/04/hacking-scenario-island-of-dead-pt1.html

This features additional locations, creatures, special rules, factions, and four more doomed PCs for making it into an even longer, even richer campaign.


Gallery of Souls

https://kultdivinitylost.com/resources/

Investigation/mystery gameplay, up to four premade PCs, low prep, low improv. 1950s Nevada/California, very noir in style. Highly accessible to traditional players due to its Cthulhu-alike "missing person case leads to supernatural horror" plot, while still using solidly Kult-ish elements and creatures. Quickly became very popular for these reasons.

The Driver

https://t.co/N6kKwm8FRq?amp=1

Horror Starter for 1 GM and 1 player. That means high improv, no prep, play to find out what happens. No premade char, but has a setup phase with questions that define the fugitive titular character and strong starting situation. Several possible story elements to be used after that are suggested. Designed as a one-shot.


Divided We Run

https://kult.tools/Memorial/

Horror Starter, designed to be "The Driver but for more players": Offers no premade PCs but has a setup phase to create up to five of them - and their problems, relations to each other, etc - during the opening of the game. High improv, no prep, several possible paths sketched out. Thorny PvP element in addition to strong PvE atmosphere (though the intraparty conflict can be freely toned down if you prefer). Designed as a one-shot.


Hunter's Ice House

https://kult.tools/Memorial/

Collection of five plot seeds centering around a certain dubious motel/bar just a little way outside of Austin, Texas. No premade PCs, but suggests strong concepts for making characters of your own.
[e.g. hapless guests stuck for the night / a police squad doing a raid on the place / cursed occultists seeking help...]
Depending on how you roll with these, they may need medium to high prep to get them going to your liking, or may be played with high improv. Possible one-shots.


An Echo From the Past

https://kultdivinitylost.com/resources/

Oldie but goldie. Used to be the original authors' default convention scenario when promoting the game during the early 90s. Updated and adapted to the new rules. Four premade characters in 1990 Europe discover over a series of grizzly murders that both the world and they themselves are far darker than they thought. Starts with a bang, ends with a showdown legendary even in hell (and oldtimer-horror-RPG-circles). Possible one-shot, though you'd probably have to rush it quite a bit.


Desert Whispers

The new kid on the block. Due for release in the upcoming Screams and Whispers scenario collection. Classic 80s slasher survival horror. Up to 4 premade characters, weaves in a nice thematic focus through interplay between character traits and main antagonist's metaphysical nature. Possible one-shot.


This post may update if and when new releases warrant further additions.

 


Pictured: Kult GM lovingly preparing their first campaign.



Sunday, October 31, 2021

Quick and Dirty Skills for K:DL

 

So, normally this game really doesn't need a detailed skill list, nor countless numerical stats for all kinds of things a character can do.

Also, the PCs' Advantages tend to cover what little is needed in that vein - and even more elementary than that, we can usually make do with clever employing of some Basic Moves, or just letting the fiction guide us in our judgment calls. 

But...

some players have expressed a certain feeling of being somewhat at a loss "when looking at my char sheet for clues for what my character could possibly try to do in [any given] situation"...

Because sure, especially as a player new to the system you can get the impression that, yes, you get your basic attributes, and they're kinda sorta supposed to tell you about your character's overall strengths and weaknesses. But if you're not yet very well trained in reading those Attributes and the attached Basic Moves for the full wealth of what actions they can represent in the game - well, then you might be missing a certain 'middle ground', namely the area between "those three extra-special thing you get to be able to do" and "just the basic Attributes and Moves".


Thinking about how to help those kind of players find into their groove with the game more easily, I remembered something I did almost two years ago now, when adapting An Echo From the Past  to the new 4th edition ruleset.



See, the original premade PCs for that scenario, from 1st edition Kult, had a shitload of skills with various numerical values, as they would. Naturally, when adapting things to K:DL, I sought to identify the two or three most essential aspects of these characters' abilities and turned selected appropriate Advantages to represent those. But I was left with a lot of additinal info, which somehow would've felt wrong to just omit, and so I decided to add the boxes you can see above and below to each of their sheets.

(pictured are excerpts from Mats' and Marcus' sheets. The full scenario including premade PCs is available for free at https://kultdivinitylost.com/resources/)



Some of my players who come from more traditional gaming backgrounds have commented that these "skill boxes" have rather helped them gauge their characters and get into their roles a little bit better and quicker than in RAW K:DL sessions they had for comparison.

The observation has stuck with me in some corner of my brain and now recently I've gotten to thinking...


So Here's A Little Homebrew System 

Adding quick and easy "areas of general competence" like that to your PC sheets:

Look at your Active Attributes. The four of them that have positive values attached (+1 or better) you can pick skills for. For each of those Attributes choose one or more skills that fit the areas of life covered by that Attribute, and the number of skills you may select is equal to the modifier you have in the respective Attribute. 

For example, Coolness +1 will allow you to choose one (1) Coolness-based or Coolness-appropriate area of general competece.

Intuition +3 will allow you to select three (3) areas of competence that seem fitting to your character being able to read persons very well, act empathetic with people, lead them on, or otherwise understand what makes them tick.

If you're playing with standard starting characters, your positive Active Attributes of +1, +1, +2, and +3 will give you seven (7) slots to fill in the beginning. At your GM's discretion, you might be asked/allowed to add more later, for example when you increase your Attributes through advancements.


Note that the characters in Echo do not precisely conform to these guidelines, since I just made them up, but those PCs were written a couple years ago! Upon a second look, however, I seem to intuitively have arranged things so that it largely makes sense after all. The PCs sheets in there could be adapted to this newly minted homebrew system with minimal effort, in fact.


You can make up the names for the areas of competence (vulgo: skills) yourself. Try to stick to a middleground between specific and general - just like most trad games tend to have them. WoD, CoC, D&D etc all make for okay sources of inspiration there. Ideally, they'll be a bit less specific than Advantages, but a bit more so than Basic Moves. 

(So don't port over 'Perception' from D&D because that's already an Attribute in K:DL. But Stealth, Acrobatics, Lore: _______, Sense Motive, or whatever might be just fine. Probably don't take something like Use Magic Item though, since that feels like it would be a whole Advantage all of its own in K:DL)

 

     Examples:

A junior police detective who turned into The Avenger after the death of his brother at the hands of an organized crime ring led by corrupt state attourney. He has Perception +3, Violence +2, Coolness +1, Reason +1, and his Advantages are Instinct, Intimidating, and Survival Instincts.

He might go for being skilled in the areas of:

Sharp ears, Search, Assess Group Dynamics, Handguns, Grappling, Move Silently, Police Procedures.

 

A trader of antique books and trinkets who became The Occultist after stumbling onto an unsettling undercurrent of Hidden Truths gleaned in artifacts from a number of apparently unrelated ancient cultures. She has Reason +3, Intuition +2, Soul +1, Charisma +1, and her Advantages are Crafty, Occult Library, and Thirst for Knowledge. 

She might choose to be competent in:

Research Rarities, Appraise, Identify Ancient Languages, Sense Buyer's Interests, Leading Questions, Meditation, Haggling.

 

GMs may wonder how to handle these areas of competence mechanically in their games. 

  • Most simply, let it influence your decisions on when to require a dice roll  for some action a player announces, and when not to. In areas the PCs are competent in, they should more often succeed without needing to roll.
  • When in doubt, consider allowing the character to take a +1 to their roll  in cases where they are competent but you still deem it necessary to ask the dice for input as well.
  • Additionally, you can encourage players to add a greater amount of input  to the communally created fiction of the game.

Someone who plays a character that has Lore: Ancient Religions may welcome opportunities to tell the group some nifty details about that stuff every now and then.

Someone who is adept at messing with Security Systems can share their ideas about how these might work in a situation like the one at hand, what might be necessary to circumvent or disable them, and what risks it might entail to attempt doing so.

  • Finally, make it a habit to be more forthcoming with information  when telling the players about their characters' observations in the world, when these observations revolve around their areas of competence.

Someone who is explicitly adept at conducting Obductions should probably get told more details about a mutilated corpse the group is examining, than someone whose best skill in that vein is First Aid.

Someone competent at Reading Body Language might gain easy insights on most people, but could be fooled by a competent actor, or when a conversation happens without the ability to see the other person (e.g. in a phone call or voice chat, confession booth, another inmate heard only through the airvents from another cell in the mental facility's high-security tract...)

 

At first glance this may seem like a lot of additional minutiae to track, but I wager you won't need to worry too much about it. Most likely, you'll practically never have to think of those 'skills' yourself - the players will remind you of them when they feel they're needed.

A typical request may sound something like 

   "Yo, so it says here that my guy is good at _______, maybe that can help us here?"

or maybe 

   "I wrote down I'm trained in _______, so I might want to use that to..."

You'll have to make a judgment call then, but you'll do so in the sweet glow of the player already being invested in the scene, since they're looking for creative uses to apply their character's capabilities to the horrifying problems you put before them.

And isn't that exactly what we're wanting them to do?




Saturday, October 30, 2021

The Importance of Structure

 

The vast and complex setting of Kult is mesmerizingly rich in terrifying horrors to confront your players with. It can be tempting to use as many of these as possible, and revel with abandon in the gleefully nihilistic depravity of the game's background. 

There is a risk there, however, and it's the danger of you ending up throwing everything against the wall - and watching with dismay as nothing sticks.

But it's not just in interaction with your players that you may struggle with the chaotic glory of Kult's cosmology. You may simply feel insecure in running a game the background of which you do not feel you have a solid grasp on - and especially in the horror genre, where a GM needs to steer their group with a firm hand sometimes, that can be a considerable challenge to your own ability to enjoy the game to its fullest.

 


Fortunately, both of the above dilemmas do have the same solution: 

You may simply need some structure.

Admittedly, the whole cosmology... it's just a lot, and you wanna do it justice as a GM but also not to overexert yourself in trying to lift too much of it at once. There's a fear that you might lose control over your own narrative and that it might fray out into disconnected, random-feeling bits and pieces that fail to convey any strong thematic or stylistic underpinnings.

In addition, there's this feeling as a GM that your players may well expect a consistent portrayal of things in the game world. And indeed, it can be problematic to pull out the rug from under your players too many times, as it risks making the setting feel too incoherent, chaotic, and ultimately meaningless. This could rob the players of a certain kind of fun that is strongly catered to - and can thus come to be expected - in many of the widely popular RPGs out there...

We'll deal with the former of these two aspects first:

 

The GM's Side of Things

So, how do we surf the waves of all this anticosmic insanity without falling off and drowning in the very floods that should propel and elevate our game?

Establish certain anchor points that you can stick to.

You don't have to implement all of the ideas below. Instead, use them as a toolbox to pick and choose from.

Consider the following: 

Even though the Truth may be subjective, the horror personal, and the setting background fragmented and disjointed to the point of nihilistic chaos... there are still certain hard facts that can be determined. These can be telegraphed to the players by consistently keeping them True throughout the gameplay, re-establishing their Reality during whichever scenes may arise in the campaign that may reveal echoes of their metaphysical resonance.

Death is neither inevitable, nor final.
You can delay it long beyond your mortal years, come back from it, or inhabit a liminal space between living and dead. Ghosts and phantoms can cross the border from the afterlife, just as mediums and magicians can communicate with the deceased - and summon entities from the domains they occupy.

Dreams are not fleeting phantasms.
They are very real. They can hurt you, trap you, even kill you. You can learn things there that prove true even in the waking world, and experiences there may change you in ways that leave their marks long after your slumber has ended.

Passions are not a weakness of our fickle emotions.
They are the most powerful, and most consistent drive of our very existence. They pull and push us constantly, mild infatuations growing into single-minded obsessions, carnal lusts seeking ever further extremes to explore, and primal instincts liberating our feeble rational minds from the burdens placed upon them by our imprisonment.

Madness is not a deficiency of the mind.
It's a feat of strength, a roaring assertion of intellectual autarchy in the face of a world that is nothing but lies and betrayals. While usually incomplete, what most perceive as insanity is really an attempt at escape. It can leave you with broken but powerful insights and epiphanies, e.g. into other minds, the worlds beyond the Illusion, and/or the beings that invade our world from there.

Time is neither linear, nor irreversible.
It is malleable, negotiable, infinitely split and interwoven. You can see through it, walk through it, contract and dilate and bend and twist it. You can find alternate histories, or reset your entire life. Freeze someone in a single moment for eternity, or skip back and forth across the centuries.

Space is neither rigid, nor finite.
It can be fragile, elastic, and ultimately entirely circumventable. It contains many more dimensions than we are able to perceive, and there are alien creatures inhabiting these - who look upon us like we look at stick figure drawings on a piece of paper. You can stretch and compress distances, shift directions, shrink and enlarge the proportions of objects or people, or straight up punch a hole into the very fabric of space to slip right through the cracks.

All this is - needless to say - frought with danger, especially to the ignorant and the foolish. With increased knowledge of the Pillars of Divinity comes improved Mastery of Self... but it also works the other way around. Only the desperate dare step forth into the borderlands, and only the divine can hope to emerge from them unscathed.

As I said, you don't have to try and squeeze all of the above into your campaign just to stay true to the cosmology. You can pick one or two, and focus your game around them. Like any good horror movie, take care to establish what portions of the fiction follow particular rules, and then stick to these.

You don't even have to use the whole 'Dreams' or 'Time' thing. Sometimes it is perfectly sufficient for a scenario to revolve around the idea that, yes, that maniac in your nightmares can indeed kill you. You've watched it happen to your friends, and now everything points towards it soon happening to you. What do you do?
(You don't need to additionally employ the idea of learning truths in the dreams, or bringing back bodily changes with you from your sleep, unless you feel like it fits and you want to.) 

Likewise, a tekron assassin appearing from the future to murder you because the Archons know you will have ruined their plans decades down the line is plenty of material for several scenarios, perhaps even a full campaign.
(You don't need to have the PCs do any timetravelling themselves, nor do you need to have magicians able to perceive the past, future, or alternate presents... Enabling you to save those ideas for another game, at another time.)

If you keep those Truths you have chosen to be True, invariably True throughout the game, it will allow the players to get used to the established fiction, possibly figure out some of the mysteries under their own power, and perhaps even exploit the workings of True Reality to their own ends, if they're daring and smart.

This doesn't mean you can't sometimes confront your players with the bad end of a spiritual misconception or overly rash conclusion, going "sure, you thought that was how it works... and why wouldn't you... it did seem a reasonable assumption at the time... But evidently you just mistook a Lie for the Truth... again!" 

Your players will be able to handle this - as long as you don't invalidate too many of their working hypotheses, or get into a habit of sweepingly declaring things as irrelevant that have happened before in the fiction.

And it gives you a framework to keep building upon, like a scaffolding for the cathedral of gaming goodness you are erecting in the honor of the dark gods. A sacred geometry that focuses your mind amidst the mayhem of a cosmos of chaos and cacophony.



The Players' Side of Things

Time to elaborate a bit on that "certain kind of fun" alluded to in the introduction section of this post, and already hinted at in the GM section as well:

The big merit of consistency and reliability in a game's setting (and mechanics, though that is an aside probably better left to a whole 'nother article all of its own) is that it enables players to observe patterns in the events they experience, form hypotheses about their true causes and workings, experiment with the world around themselves... and achieve meaningful results in doing so.

Don't make it too easy on them, for sure - since the world is by no means a safe, sane, and consensual place, easy to make reason of. Much to the contrary, in fact. But amidst all the unknowable horrors, take care to allow for certain red threads that are woven throughout. 

One part of this is to not go all-out random, throwing style elements into your game at the drop of a hat. Another part of it is to play with the precarious balance of establishing facts in the fiction, and then alternately reaffirming and challenging or subverting them - but never too much of either.

In order to demonstrate the first, I'll borrow an example originally written by Kraetyz (check out his awesome blog over at Beyond Elysium!) as part of a discussion on the Kult: Elysium discord server:

You will only needlessly confuse your players by making them have an encounter with dream creatures just because they all went to sleep on-screen at some point, but then the next day when they go into a haunted house to explore the spooky basement there, you let them meet totally unrelated monsters from the Underworld... and the week after that, when they witness a gruesome murder, a Razide shows up because that's what Inferno guys do!!

This is a good example for how not to think as a GM of Kult. This game doesn't do monster-of-the-week very well, and if the wildly disjointed threats and experiences are not tied together by some strong thematic connection or personal horrors (such as the PCs' own Dark Secrets, or the campaigns as-yet-unrevealed Big Bad who totally is behind all these seemingly random encounters)... well, then the gaming experience may drift apart into confusing non-sequiturs and frustrating defeats.

(Make no mistake, you want defeats! But they're better when they're of the "tragic demise" variety, fueled by the PCs own inability to choose a different course than the one leading to their ultimate horrible doom. And a random werecrocodile eating them because they chose to flee through the sewers... is not exactly gonna go a long way towards that.)


Here's another example, this one written by myself during the same chats, about how to play with your players' expectations by first establishing fictional facts, then questioning, reaffirming, subverting, and contrasting them.

Let's say you've put some lictors in your campaign, and are establishing them as "jailor" types. That's cool shit, but now you're gonna want to stick with that for a while. In fact, you'll all but have to - because if you don't, you're not establishing anything, you've just let it occur once or twice. 

There are many different types of lictors in the setting, some more hands-on types, some more of the power-behind-the-throne variety. Some are self-serving rogue ones, others have turned Infernalist and serve the Death Angels now. A few especially delinquent lictors are still (or newly) loyal to Malkuth post-rebellion...

And introducing some variety is good, over a long time of gameplay. But if every lictor the PCs discover is of a different 'alignment' from these assorted options, the players will never get a grip on what motifs and themes this type of creature is even supposed to represent in your story, right?

Right. So like, it's probably cool to reveal an unexpected "wants to help you break free" ttype of lictor at some point in the story - because then it will be surprising, after the first three they dealt with were all portrayed as following a distinct, uniform, "jailer-type" pattern. Now they'll be wondering what's up with this new drift?!

Keep them on their toes, enrich the setting gradually. While also allowing them a certain amount of reliability and "hard facts", never overwhelming them with too much of an endless and erratic series of lictors who might as well be nepharites who might as well be libiths who might as well be enwildened gods...

Now consider a slightly different example to the above:

The first lictor the PCs are introduced to is a Black Lictor, in service to Inferno. Later, when they encounter other lictors, their perceptions of them will already be colored differently, their expectations skewed towards a certain angle. Now what if they realize that these new monsters of the same type are actually acting in opposition to that first one? Will they be able to trust them? Should they? What other, heretofore unknown dangers do these new exemplars of the same species pose to them? Can they play both sides against the middle?

And that's all before you introduce any "independent" or "rebel" lictors, as well as nepharites, angels, forgotten gods, azadaevae, or mancipia on top of those initial lictors, adding them to the complex mix of convoluted loyalties, rivalries, mutual deceptions, and outright hostilities. 

 

In conclusion, structure and reliability are great and can add a lot to your game. The operative term here being your game. As in, this one game of yours, right here, right now. NOT the entire cosmology of all games ever.

Story consistency is more key than mythos consistency. It is not that important for two vastly different characters in two vastly different games of Kult to have comparable, consistent experiences and perceptions of Reality. 

Rather, you may wish to keep it to a personal or group basis. One specific character, or group of them, can benefit from have hard facts and reliable structures of existence established for the particular scenario or campaign they're in.

 

Finally, if you ever feel like you're overdoing it on the Structure thing, like your game has become too orderly, too predictable... check out this other article over here, for thoughts on how to add a little infusion of life-restoring chaos perhaps.