Referee’s Bookshelf: Kult

More or less emerging simultaneously with the release of Vampire: the Masquerade (the two games being published within a month or two of each other), Kult hit the RPG scene at just the right time to ride the wave of horror games focused on pessimistic modern-day settings, though it came from a very different angle compared with White Wolf’s output. Whereas Vampire and its offspring cast the player characters as entities set apart from the common run of humanity, Kult was based around the premise that “humanity” as a category is broader, more powerful, and far more sinister than you think it is. Whilst the World of Darkness games tried to claim highbrow inspirations, Kult showed no aversion to embracing the most outrageously surreal end of the splatterpunk spectrum. Whereas White Wolf would occasionally try to moderate their content, if only for the sake of not losing sales (at least at first – the Black Dog era would rather change that), Kult is a game specifically about transgression and paid absolutely no heed to any boundaries suggested by good taste or common sense, and caught a certain amount of grief in its native Sweden as a result, being cited by pundits in murder and Satanism cases in a manner parallel to the way American panic-mongers would try to latch onto Dungeons & Dragons. (The English versions of Kult didn’t attract that sort of attention very much at all, though, possibly because the peak of the Satanic Panic had passed and the likes of Pat Pulling had been exhaustively discredited by that point.)

Kult has been stubbornly out of print in English for a while now, but I recently had an opportunity to snag the 1st and 3rd Edition cheap and thought I’d do the old compare-and-contrast (and then eBay them if I decide not to keep either because they go for silly money on eBay). The first edition, penned by game creators Gunilla Johnsson and Michael Petersén, is a well laid-out and very readable rulebook which suffers a little here and there from slightly diffuse organisation (though actually, having read through it once I reckon I could reasonably quickly find any particular bit of information there – it enjoys an index which is actually functional too, which is a nice bonus). Following the split of subject matter from the original Swedish boxed set, the book is divided into The Lie (character creation and experience rules), The Madness (the rest of the rules systems, including magic) and The Truth (the cosmology underpinning everything).

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