I actually don't have a copy of either edition yet, but I love the concepts, and plan to pick up a
copy ASAP after the holidays (Christmas shopping takes a lot out of the wallet). One thing I have noted is that it may be easier to get the desired result from Kult if your players are unaware
that this is what they're really playing; to wit, I'm probably going to be running a World of
Darkness game soon, to gratify the people in my gaming group who like it, but I'm going to be
setting it in the Illusion, without their knowledge. And yes, I have read Jail of Darkness, and
while very cool, it's not exactly what I'm going for here.
The game will work from a Changeling base, as I think a lot could be done with the cosmology,
and the background and social structure make a bit more sense when you look at it as inflicted
by an outside force (frex, why would any modern character willingly revert to feudalism? A few well-placed Lictor lieges along with some well-meaning dupes makes a bit more sense, to me.
Also, the Fae reaction to people in Bedlam is identical to the Banal reaction to people claiming
to be changelings, which is an irony I'm amazed no one seems to see).
My base premise is that the Dreaming etc is essentially a secondary Illusion, set as a
precautionary measure by the Demiurge to trap anyone on the verge of Awakening into
complacency (since they feel they've broken into the 'true' reality, they'll quit looking, especially
if 'true reality' is a happy land full of sugarplums and beauteous maidens and so forth). The game
will likely run as standard for a few sessions, as they 'awaken' into their fae seemings etc, and
then I'll drop some dark hints that All Is Not As It Seems.
1) Try to get the Kult 1st ED, not the 2nd) Buy the Legions of Darkness, it's a great book.
3) Read "Weaveworld", from Clive Barker, it looks to me, like a perfect way to get Changeling and Kult together, and the book is great anyway.
4) I myself am running (and always creating something new) a Kult campaign where I take a lot
from Clive Barker books, like his Tempest dimension where the Cenobites live, or the In Ovo in
Imajica (something that is around every dimension, and magician/conjurers who don't perform
the portal rituals adequately can be throw there and destroyed by In Ovo creatures), or the Dream-Sea in both The Art (The Great and Secret Show, Evervile) books. The first thing I
noticed, is how easy it is to open a portal to anywhere, and I changed that, making the windows,
easy to do, but the portals a very hard thing to create. Maybe you should do the same or the
Dreaming could be infested by conjurer's and his minions.
My WOD gaming group has recently decided that the published rules for Mage weren't dark
enough for our tastes so we modified the Conjurers guides from Kult and added that into our
game. It's worked wonderfully, especially for the players that don't know anything about the
Kult cosmology. I'd definitely recommend adding the Kult magic system to your game.
As for the Dreaming... you can mess with your players heads by incorporating some of the Lore
of Dreams from Kult into the happy faerie dreaming.
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