Quote:
Originally Posted by Andrew Montgomery
Kult's <i>raison d' etre</i> has worked for 2000 years, assuming the Gnostic root of the game. I think this contributes to its timelessness.
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While that may be true, my point was slightly different: that KULT didn't fall for the trap to set up a doomsday scenario based on then-current affairs.
I mean, it would have been all too easy to make up a backstory where humanity's bonds were weakened by events triggered by the fall of communism (or WWII etc), which now would oly have served to render such a game obsolete or nearly so.
In my experience, KULT works well regardless of whether you play pillaging Roman legionaries (though obviously it doesn't provide a Ancient Age sourcebook) or contemporary sex slavers; or whether you're unknowingly one of the Four Riders of the Apocalypse hunting down Jesus Christ Incarnate as he threatens to rip asunder the Illusion totally, or just an confused teenager torturing your former buddies on the annual camp trip for pretty much no reason you're aware of.
Anyway...
One aspect of its timeless quality you don't discuss is the game's non-US origins. What do you think about the theory that part of its appeal is its stark approach to several mature concepts (well, all of them, really) which maybe an American designer wouldn't do?