World Of Darkness and Kult

Frank C. Pine (renfield@PRIMENET.COM)
jon freeman (J.P.Freeman@EXETER.AC.UK)
Jean-Loup Sabatier (sabatier@SAINT-ETIENNE.ATE.SLB.COM)

I use the World of Darkness system (from White Wolf) and actually run a Werewolf campaign with a Kult cosmological background. I don't know if anyone's interested in cosmology breakdowns, so I won't go into that here, but I've kind of taken a cross-section of higher powers and drawn a chart of equivalencies. I use the Archons and the Death Angels not so much as sentient beings as powers or forces, conceptual gods which hold lesser, finite beings in their sway.

Werewolf, I think, lends itself to Kult play in that it maintains an apocalyptic theme. I try and keep the supernatural stuff to a minimum (despite the fact that the pcs themselves are supernaturals) so that when a strange critter does rear its ugly head, the shock value and impact of the situation are there.

I have always believed this to be effective, if demons are a dime-a-dozen and call in regularly for tea and scones, who is going to bat an eyelid or be too worried?

The last game I ran, I used the Chicago source books for Vampire (mostly for geography and culture) and wrote my own npcs. This time around, I'm basing my game in Los Angeles (where I live), and creating the setting whole-cloth. There are a lot of good resources online, and I've made a couple of trips to Hollywood and downtown LA to scout out locations for use in the game (Asylum is a great setting).

But don't you have that feeling that all the WW WOD settings have their own apocalyptic themes? Each one is different but strangely the same...Only an illusion of course. Just as the core rules are strangely the same and yet different, creating the illusion that we must rush out and by them in case the next release actually explains how they are supposed to work...

There's a cash cow operating there, for sure. I took the cosmology out of the main rule book and I buy supplements that I think will benefit me and my game. I am fortunate in that I make enough money that I can buy books frivolously, but I still stay away from those I know I'm not going to use. Plus, I enjoy writing and making it up myself, so most of what I buy is inspirational, rather than actually useful. I can't remember the last time I ran a canned adventure straight out of the book. Half the joy of gaming, as a gamemaster, is creating the setting and the prominent npcs.

Using Werewolves as Kult Pcs: Using such powerful characters in an horror game reduces a lot the efficiency of dangerous situations, doesn't it ? When I played Werewolf, I found difficult to scare the PC in any case (two rage points, a little frenzy and they fight without fear, even if it's sometime "until death")... With human characters, I guess that human fears are easier to bring up...

I played a cross over White Wolf's Gypsies and Kult a couple of years ago, and it worked perfectly... (In fact it was the Kult world, with gypsies characters... unusual point of view, but I liked it...

I think there is a lot to be said for games where the pcs are part of some recognizable minority, it provides them with a common background which fosters the desire to stick together, and if they are an unpopular minority then that creates the necessity for them to support and protect each other. Easy to make them feel isolated and hunted, and that's only with the rest of the human population! Gypsies do form a good group of that type and have interesting myths and traditions all of their own.

One that sprung to my mind also from WW are ghoul families, inbred closed communities with minor supernatural powers/abilities. They were in one of the Vampire Sabbat books (storytellers guide I think).Check them out...Kind of like a cross between deliverance and the people under the stairs, although the family heads might well be evil genius types. They would make great villains/adversaries/cultists. Actually the stuff of which many a horror movie was made.

However, What if the players belonged to such an outcast community? (screen fades to sound of "dueling banjos")

I've read the series, and I used some of the ideas in there, but for the most part, I don't stay that close to the either setting. For example, I've done away with Vampiric Clans and some of the Werewolf Tribes. I use Mages as peripheral characters who seldom can be pigeon-holed into a Tradition, and I don't use Wraith or Changeling (yet, I'm thinking about adding my own version of the fey). As far as Kult goes, I use Metropolis, though it isn't the same Metropolis, and I conceive of the Archons and Death Angels more as conceptual forces than actual sentient beings. 1