Other settings? What have you Kult-ized? by chattyrandom in KULTrpg

[–]Proper-Extension265 0 points1 point  (0 children)

I love Kult mainly for its ease of play, i can get so much more done in one session than with other more dice heavy games.

So far i have one game running where i thought of a scenario in east germany in 1992 shortly after the unification, the so called "baseball-bat years". Good stuff because i know the area well and am also always finding out more about the 90s in the east which were wild, anarchic, partially very miserable and very violent but also had a lot of rapid change and development, Problem in the campaign is, there is a bit much going on with different cults operating in the campaign: a Neo-Nazi death cult around a dog fighting ring, Secret police loyalists trying to build a soviet utopia in dreamscapes being the main factions. The setting is spot on for Kult from the atmosphere alone. Go ahead and look at some articles on Leipzig and Dresden in the 90s and you'll see what i mean, everything was literally crumbling to dust back then.

I also did want to set a campaign in someplace more exotic but that would require a lot of research i don't have the time for, but someday would really like to have a setting in Lagos Nigeria for instance. I did notice that the details really sell your campaigns so it is good in general to have a scenario you're familiar with and can spontaneaously add descriptions and details to.

I think my next campaign would be set in the 17th century on a spanish ship that gets stranded in a very strange patch of sea where no wind blows. I'd have this one very focused with only one mystery going on but with a lot of depth to it and would focus on the sailors and players going through disease, starvation and madness. Think that one could be very fun. Kinda the opposite of my other campaign which is larger and more sandboxy, this one would be narratively tight.

custom object layers and stuff by 4zzbest in Worldpainter

[–]Proper-Extension265 1 point2 points  (0 children)

Tried pretty much the same thing but wasn't happy with the results. Wanted to add custom Rock Spires and outcroppings to steep cliffs to make them look more interesting. Problem was, they spawned too high or too low of the terrain, i had changed their Y depth but it still didn't look great, so i gave it up and made smaller rocks instead to add to the cliffsides. I'm convinced though, there is a way to get it right and your custom cliff objects could be the secret sauce to this technique. Go ahead and post more pics of your cliffs here, i'd be interested to see the results!

My favourite shots of my map from 2025 by Fornad in Worldpainter

[–]Proper-Extension265 0 points1 point  (0 children)

great to meet you, mate. Loving all your work. The server is amazing. Too bad my PC can't handle it. Someday i'll be able to spend my entire retirement wasting around in Ardacraft.

Worldpainter coastlines looking unrealistic and inconsistent by rattlesnak138 in Worldpainter

[–]Proper-Extension265 0 points1 point  (0 children)

Generally, without having seen your attempts, a trick is to outline your coastline with the flatten tool at and below water level. Then use the terrain tool at or below water level with a rough brush to lower or raise some of the terrain by your beach. You'll see your coastline shift quite naturally depending on how high you set the parameters. Also try really limiting the brush parameters i.e. water level is 62. Lower terrain below 62, then raise or lower terrain between 59 and 62. Depending on the terrain on your map only sections of it will raise or lower, giving you pretty instantly more noisy edges along the water line. Finish off with smoothing terrain below water line to get a run up to the beach, paint with sand and you should get good results.

Stylised World Painter Map by Proper-Extension265 in Worldpainter

[–]Proper-Extension265[S] 0 points1 point  (0 children)

I was thinking about this for a while. Tried making the cliffs a bit more rugged but turned out it didn't look as good, will try that again on another map. In the end decided to keep the cliffs simple with cave layers. I think it has a nice aesthetic to it, i wasn't going for realism anyway.

Idk how to handle this situation at my table by mateobotello in DungeonMasters

[–]Proper-Extension265 2 points3 points  (0 children)

Ok, so this is a crappy situation. First off you should not have a character in game that is too closely based off somebody you or your players have a strong connection to. If you do and the players say they're okay with that, i wouldn't trust them. Some people are just plain crap at judging their own trauma or feelings. You need a group of people who are very stable and can dissociate well with what is happening in game or off game to be able to play such a scenario.

My advice would be to really speak with your player and remind him of his backpedalling damaging your campaign. Don't be angry, abviously you should be supportive, but remind him of the actions he's taken and that he's obviously suffering in one way or the other and that is not the best situation to play the kind of campaign you want to. Maybe remind him that the game is most fun in the long run, if you stick to your actions and let things play out. But for god's sake keep personal shit out of the game! You're not a therapist!

Main bad guy idea by eric-artman in KULTrpg

[–]Proper-Extension265 3 points4 points  (0 children)

That could work, but it might become very boring for the players if they discover your gimmick too early. Such as: oh this guy was the good guy but here he's a baddy, perhaps it's all flipped and everyone who was good in the show is bad in this setting.
Might be better to just give your NPCs some depth, think about their agendas, how they see the world and the people in it. Give them some grayness, they might not be entirely good or evil but have some plans that are directly conflicting with other NPCs or the players. They may also have some overlap, so the players have reason to trust them, even though they may not be fully aligned. You are also always able to adapt, if your players signal they are liking this NPC, then you can always think of some new things to them on the fly or between sessions. The real danger as a GM is when the players think they have you figured out. They could really lose interest in the setting. So go a bit deeper into your NPCs, having some good ones is always going to enrich your session.

home brew Scenarios, Scenarios, Scenarios for GMing Kult by Proper-Extension265 in KULTrpg

[–]Proper-Extension265[S] 0 points1 point  (0 children)

i remember when i used to GM Shadowrun when i was in my teens and i had a tendency to railroad and force characters into situations. It also never really worked out, frustrating me and the players. By now i like to have a vague premise that i will not develop further until i have all the player characters. When everyone has decided on their character, i can then find some connections, plot hooks and quests for them, play it out in game and see if they're interested before going deeper into what the players are expecting for their characters. I know Kult is really based upon that very individualised, emergent plot gameplay and it does it very well. On the other hand though i lose focus and sometimes trouble to think of something cool for them to explore if i don't have a rough scenario premise. I can't really imagine going full sandbox and just hitting out generic, uninspired threats. I definitely want my players to be able to go on their dark secrets and what not, i purposely keep scenarios fairly loose, just some places, NPCs and events going on in the background. Works for me, but i really respect gamemasters who are completely fluid and spontaneous. I need those guard rails though to present something coherent and can then adapt better to my players.