Kult Cenotaphium Issue 5 - Consecro Abortivus Inferi.pdf
(
11305 KB
)
Pobierz
VERSION MERGED PDF Cenotaphium
ABYSS
Presenting Cenotaphium (Issue 5 - Consecro Abortivus Inferi),
the official journal from The Abyss.
This electronic version of Cenotaphium may be used for
personal use only provided you charge no fee and alter none
of its contents or layout. If you wish to distribute this document
you must get express written permission from Jason Just.
Please respect this work, a breach of trust may result in a lawsuit
The following material has been designed and compiled for
the contemporary horror roleplaying game, Kult (© Paradox Plaza)
and is made available in this format by The Abyss (www.kult-rpg.org).
This work is not endorsed by either Paradox Plaza nor 7th Circle Publishing.
The Abyss does not intend to infringe on the intellectual copyright of Kult
or any company and organization. The Abyss stands by all artists that
contributes and in cases of copyright infringement or plagiarism will offer
legal services in defence.
Cover, design, layout © Jason Just 2001 - symboli@symbolique.net
Recommended for Mature Audiences - The Abyss does not endorse
nor encourage the acts depicted in Cenotaphium - Consecro Abortivus Inferi,
and are fictional works suitable for the roleplaying game Kult, and nothing more.
www.kult-rpg.org
Submission Information
The Abyss gladly accepts all submissions, but does not guarantee publication of all
unsolicited material. Please keep in mind that unsolicited fiction is based on the tenets
of the original 1st Edition rulebook and Legions of Darkness, of which The Abyss considers
core material. Please contact Ryan at hyperaesthesia@bitterreign.com for submission
information details and liaison, or view the guidelines at The Abyss’s website.
Contact Information
Jason Just - Executive Editor (kult@symbolique.net)
Ryan Northcott - Editor (hyperaesthesia@bitterreign.com)
D. A. Stoelting - Editor, SCIO/Human Ashes ( )
John Nixon (aka. PeterAmthor) - American Liaison & Promotion Officer (jnixon@usmo.com)
dastoelting@juno.com
the
VEIL OF THE ABYSS
6
Welcome to the fifth volume of Cenotaphium - Liber os Abyss vel Daath, a journal
devoted to the surreal horror roleplaying game, Kult. Our mission is to provide a
staple of information, resources, and media to ensure the continued development of
the game/experience.
The Abyss serves to maintain the original concepts of Gunilla Jonsson and Michael
Petersén as expressed in Kult 1st Edition & Legions of Darkness, but in supporting
role to 7th Circle Publishing, who have license and are returning to print the macabre
and psychological game.
The Abyss underwent a hibernation of which it has shaken with the factors of firstly
the site coming up for renewal, the awakening via Paradox Plaza and 7th Circle, and
in part readers’ interests. We hope these new submissions and presentation are to
your tastes.
The Abyss exists on your input, your stories, your ideas, your art, your drug/dream-
induced ramblings that would have interest to some other freak who immerses his or
herself in this twisted cosmology. Please feel free to contribute material, as it will see
the continuing maintenance of this volume in your digital fingers. And if you have
printed this, please keep in mind that each of the artists’ work, whether visual, verbal
or visceral is copyrighted accordingly. We would respect that you inform us of any
matters should you wish to distribute even online, and we will defend those artist
material contained within the document at all times.
Eternally
Jason Just
Icons Unbound is a series of articles intended
you and on your players. The main difficulty
to help game masters run Kult, by providing
here is Keeping the mystery intact and not
help and information. My hope is to provide
giving too much away, what i can suggest is
hints on running Kult, and detail Icons...
keep the characters (And thus the players)
ignorant of the truth, if that means you have
By Icons I mean Personalities, Cults, and
to change the cosmology here and there, then
Artifacts.
by all means do so. Mix elements from your
I intend to detail several personalities and
favorite fiction and other games in if you feel
their role in the lie, Personalities such as
it appropriate. Hold the characters back from
Rasputin and JFK, And artifacts such as the
really learning anything important, but feed
Holy Grail.
them enough to feel they have accomplished
something.. and if they think they have
Before I start to detail these Icons, I would
figured something out... cheat and change it...
like to discuss Kult itself.
Keep them ignorant. When they do find out
One of the most difficult things about
that reality is a lie and somehow they have
running Kult is the fact that most who play it,
stepped into Metropolis... next game have
know too much about it for any of "reality" to
them step into Gaia... keep the facets of
be of much effect. I usually encourage a
reality ever changing... don't let them become
purist/canon view on the game setting,
used to one aspect or another.
however I also encourage creativity to keep
Players are clever people, they will always find
the game fresh for the players.
some way to foil even your most clever plans..
For example, canon material states that the
expect that to happen. One way to try and
Demiurge is missing and or dead... the way I
avoid that however is distraction.. you think
try to run Kult, the Demiurge is very much
the characters might be on the right track?
alive, only vanished. Condemned to the same
throw them off with a bit of violence, have
state he has trapped us in. Trapped in
their houses robbed, Kill off a family member.
forgetfulness.
Do something to shake their world up a bit.
When faced with some overwhelming puzzle,
In the Games I run, it is doubtful that the
don't provide hints... it's better to have them
players will ever encounter such Icons as the
give up than to let them know everything.
Demiurge and Astaroth, but it's still useful to
Kult is about helplessness afterall.
have your ideas set before running a game,
have your cosmology set so you have
If the rules or the setting hinder you, change
something to fall back onto and to power
them, this is your reality, don't let banality
your games.
ruin your game.
Kult can be very difficult to run extensively,
The other thing I have to talk about is
small one shots are easy and fun to run, but an
description. This can be a tricky topic in a
ongoing campaign can be difficult, both on
game where pus filled flesh regularly gets
centotaphium volume five consecro abortivus inferi
7
rended from rotting black bones, but some
things I would see when I walked into some
people can just take more than others, even
dark room.
within the same gaming group... so you may
In closing, another thing to remember in
find yourself asking where do I draw the line?
Kult, That humans should have recognizably
You don't... Kult is also about shock, if you
human motives behind things, not sane
feel the need to describe a violent rape and
perhaps, but human... the need for love(lust),
have the victim explode messily afterward,
money, power or what have you. On the other
but you think one of your players might find
side of this coin are our jailers... they
it offensive... too bad, go to the hilt with it..
shouldn't have human motives.. in fact
go ahead and describe the brown semen
characters shouldn't even know why they do
leaking out a bloodied hole... if they can't
things at all.. they should remain as much a
handle the descriptions, they should go back
mystery as possible.
to playing with their elves, Kult is not childs
Next column will have more
play, and should be treated accordingly.
until then, thanks for reading
When you try and describe a setting, don't let
yourself get trapped in the D&D description
-v
mode... you know the one... "You find
yourself in a 40 by 40 room, it's dark and
smells bad, there seems to be one door to the
side"
This can kill a good Kult game faster than
anything... instead try to say "You enter the
room from a moss caked doorway, a sickly
odor assaults your nostrils and makes you
want to vomit" And try to make the room
seem smaller than it really is, that should set
off anyone afraid of enclosed spaces, unless
you intend the opposite effect of course... say
in a cathedral, you'll want it to seem much
larger than it really is. If there is something
obviously important in the room, be sure and
describe it first... a 12 foot gold statue of a
lictor is surely going to be one of the first
4
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
Kult - Metropolis Ltd - Sourcebook - Metropolis.pdf
(36505 KB)
Kult - Metropolis Ltd - Module - Fallen Angels.pdf
(37935 KB)
Kult - Metropolis Ltd - Campaign Setting - Purgatory.pdf
(21350 KB)
Kult - Metropolis Ltd - Core Rulebook - Players Companion.pdf
(28879 KB)
Kult - Metropolis Ltd - Sourcebook - Beyond the Boundaries.pdf
(35839 KB)
Inne foldery tego chomika:
ENG
Zgłoś jeśli
naruszono regulamin