RES: [UA] Re: KULT [OT] [Was Tenebraemancy]

DL haroudo at terra.com.br
Wed May 22 03:25:59 PDT 2002


Pretty much. Actually, wich is nothing but Plato's ideas better exercised,
and throwing on it lots of Cabbala names and refferences. One of Kult's best
touches, and most gruesomes ones, was how it dealt with magic, trying to
make it quite "realistic" as possible, even describing some "real" magic
probable rituals and simbology.

Kult is a great RPG, when you dont think of it as a game line, and just a
single book. That was another thing that atracted me to UA. I joined the
list before any sourcebook, and i read Mr. Tynes or Mr. Stolze, i dont
remember wich, telling  what they plan to do about sourcebook, and what they
dont want to do, wich was making sourcebooks with ideas they didnt have
before and wich will really implement more things to the setting, insteading
of making several sourcebooks about any stupid thing, just to grab more of
our money. And if i dont say thank you to you, and Atlas Games before, im
saying now. This kind of respect for the consumer is another thing that
makes UA really great, thats what makes us (at least me) support you and
scream to everyone how the game is great.

Kult have/had a great fanbase. Frather VI, Jason Just, Jhas777 (Jacinto
Quesnel from México. Great kid.) [you know youre getting old when you call a
21 year old person of "kid"...], Peter Amthor, and others formed a great
team, but wasnt enough.

And anyway, UA is better than Kult, in any sense. Have a much better system;
amazing setting and concepts; and better author, fan and company support.
And is more fun. Kult is a very depressive game that drains a lot of you.
You can strike horror with UA without resorting to Kult tools. And is,
ultimately, and aged RPG. The industry have evolved and now even written
style have a bigger part on it, people are looking for a thing that are as
much books as game manuals (UA, Nobilis, and Tribe 8 are some nice examples.
Btw, Tribe 8 is a gruesome as Kult, on it's own way...) and the final
products and companies have a better understand that the kind of costumer
wants more today than the past weekend hack-slasher type. Kult is dead. Just
bury it, and dont save it not even a damn prayer. For UA it is a great
source off how "old magick" have worked, but is really not entropocentric in
a sense that would fit elements from both settings.

Ok, i quit talking about Kult. It wears me out.

Haroudo Xavier

-----Mensagem original-----
De: ua-admin at lists.uchicago.edu [mailto:ua-admin at lists.uchicago.edu]Em
nome de Michael Dinowitz
Enviada em: quarta-feira, 22 de maio de 2002 06:49
Para: ua at lists.uchicago.edu
Assunto: Re: [UA] Re: KULT [OT] [Was Tenebraemancy]


In a nutshell, the first edition was Gnosticism in a RPG.


> I'd like to chime in as this is one of my favourites.
>
> Kult is very dark. A horror game with practically no hope of survival. OK,
so is Call of Cthulhu, but Kult is worse. The basic idea is that human souls
were gods once but have been incarcerated in the reality we know (actually
an illusion) by another deity out of hate or jealousy. Humans generally do
not realize their divine nature, and if they do come close to it, death
usually cleanses all rememberance and they start again as a blank slate on
the karmic cycle.
> But the deity imprisoning mankind has up and left. Now the illusion is
crumbling, breaking down in places and allowing glimpses of reality, giving
individual humans at least a slight chance of awakening to their divinity.
Various guardian creatures frantically try to keep up the illusion or, a
minority, try to break it down for good. Humans stumbling onto such rifts in
the illusion will more than likely face a reality they are poor equipped to
deal with - without their divine powers even their former servants are much
more powerful.
> The breaking down of the illusion is the stuff of insanity. Not only do
you get to enter other worlds, but the concepts of space, time, death,
sanity, passions all become malleable - presented correctly this can have a
lot of impact on players, and I don't mean their characters...
>
> I agree that 2nd edition wasn't a good idea, mainly due to the changes in
cosmology. Imagine that in UA2 you could have more than one godwalker per
archetype, an infinite membership of the Invisible Clergy and fireball
spells and you're on the right track. I even had Haroudo's feeling of the
game being capable of much more than a bloodfest, but the authors had never
realized this even in first edition. The Metropolis sourcebook for instance
has a huge number of very good ideas for the setting but all examples
involving player characters seem to end with 'and then they died messily'.
>
> The third edition which is in the works now seems to be a disappointment,
too, it has ben released in French only, but it appears to be simply the
same thing as second edition. Only the core rules have been published yet,
and 7th Circle, the publisher, is very quiet about it at the moment.
>
> But Kult has a very large fanbase on the internet, and some of the most
awesome net resources, especially those on the Abyss
(http://www.kult-rpg.org).
>
> Robin
>
>
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