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Dealing from the Taroticum: Court of Fools, 1994

22/4/2025

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Taroticum Session Report 3

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I've written about rediscovering Kult 1st ed. and updating the classic Taroticum scenario on a previous blog. You can read the first and second session reports of our all-day Kult session; here's the third, which picks up the action when we reconvened in the evening.
taroticum_unbound.pdf
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First, a couple of reflections. Taroticum is structured in a heavy-handed way. The PCs are drawn to Sandburn Hospital to rescue Mary Langsbury, but 24 hours later the evil Barkley returns from Hell. The original scenario states:
"Regardless of where Mary is, he will find her after he has returned to Sandburn. If the PCs refused to take her with them, she is still in the hospital, in which case Barkley finds her the very same night ... When Barkley has found Mary, he brutally cuts the foetus from her womb and puts it in a fluid-filled jar. He leaves Mary to bleed to death on the floor. She will die, regardless of what the PCs do. She cannot be saved; the PCs can only stave it off for a while."
The authors also say: "The only way he can miss her is if she is in a place with a high magical aura that it pains him to visit - for example a cathedral." The idea that creatures of Inferno are pained when they visit Christian holy places is a novel addition to Kult's lore and, I must confess, rather at odds with its antinomian themes. Yet this is from the pen of Gunilla Jonsson and Michael Petersen themselves. It's not a concept I'll be adopting (except perhaps for the sacred geometry in some of those Nicholas Hawksmoor London churches).
The main point, though, is the railroad-y structure of the plot: Mary "cannot be saved" and "will die, regardless of what the PCs do." This imposes a frustrating restriction on the PCs' autonomy and a burden on the GM, who must come up with a way for Barkley to kill Mary that succeeds come-what-may, even if the PCs are armed with bazookas.
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... and the PCs will arm themselves with bazookas
Taroticum Unbound takes some liberties with this plot twist, by ruling that the PCs are still under Barkley's control, despite being reincarnated. It is the PCs who must abduct Mary and bring her to Barkley; it is the PCs (along with Leonore Carver the necromancer) who cut the foetus from her body and present it to Barkley. Only when they come back into contact with the Taroticum is his control over them broken.
This gives the PCs existential horror: they must secure their own free will, before they can start getting concerned about the Child of Magick. They also have a powerfully personal reason to hate and fear Barkley.

Christmas, 1994 [continued]

Desperate for help, the PCs seek out Rupert Faraday. They recall him from their previous lives as prison guards, when he visited Sandburn Gaol and Barkley had a prisoner flogged for his entertainment; they recognised his photograph in Barkley's old office and know his name. Finally, Tabitha Kreel's notes show him alive and un-aged a century later, living as a high society philanthropist with a townhouse in Mayfair.
Faraday is a 'nosferatu' (Kult's term for vampires generally, not necessarily the bald, blue, sewer-dwelling sort). He greets the PCs with languid charm, expresses concern that Barkley has returned, advises them to give Barkley whatever he demands of them, but takes a more acute interest when they reveal they possess the Taroticum.
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Faraday explains that, for the Child of Magick to be born, the foetus must be given a soul - not a tired old soul, reincarnated from many previous lifetimes, but a brand new soul. Such a soul can be created out of Achlys, 'the abyss that was before Chaos,' but he does not know how to reach Achlys. ​He recognises Mary's references to the "fools on the Isle of Dogs" as the 'Court of Fools' which is somewhere in London's Docklands. He advises that, if the PCs go among the fools, they wear a third eye painted on their foreheads.
Faraday predicts that Barkley will send his agent Leonore Carver to seize the cards and advises the PCs to parley with her: she is not as loyal to Barkley as she appears. 
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The PCs go to Hyde Park to await the arrival of Leonore Carver. She arrives with two dark-suited gentlemen that the PCs recognise with dread as Razides. They offer to parley with Carver and, as a show of goodwill, she demands the card that depicts her, XVIII. TOGARINI. She then shows the PCs how to blood-bind themselves to their own cards. Once bound to a card, they are immune to further control from Barkley and can remove the card from the deck.

​Carver demands they hand over the (now incomplete) Taroticum to her. She intends to present it to Barkley and blame the PCs for the missing cards. Nonetheless, this will afford the PCs time to seek the Child of Magick.

Christmas At The Court Of Fools

The Taroticum Unbound encounter tables generate some pleasing weirdness. Sir Phillip witnesses riot police brutally dealing with peaceful protesters but finds his government contacts utterly indifferent: he senses the influence of the Taroticum strengthening over London. Mike Batton looks into a Goth band called Subhuman Channel whose lyrics reference Achlys. In his work at the prison, he deals with prisoners who seem to be disappearing as they become 'forgotten.' 
Sam Jones work as a paramedic, but his ambulance becomes lost as the London streets warp and change. HIs driver disappears and the ambulance is stranded in Metropolis; his dead patient reanimates and joins a hooded and masked procession that winds through the empty streets, ringing a rusty bell. When Sam returns to the streets of London, he is miles away from the hospital. Unable to account for the disappearance of his driver and patient, he is given time off to recover. The police will be in touch.
The PCs gather in the Docklands to search for the Court of Fools. They find camps of homeless people in the abandoned buildings. In one such camps, mysterious men handing out blankets and liquor have a sinister agenda: the blankets are infected and the liquor is poisoned. When one tramp dies, Sam Jones watches the dead man walk away, in search of the 'cemetery of tramps.' After his experience in the ambulance, he does not follow the dead man.
Following rumours, the PCs arrive at nightfall at the abandoned factory where the fools gather: a huge urban encampment of mad people. They are led to the King of Fools, who communicates only in inchoate screams. 
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A young boy translates: a woman called Waya can help them, she is a Madness Conjurer who knows 'the Way' but she has been captured by men in blue and his being held somewhere.

Madness on Christmas Eve

Sir Phillip's contacts reveal that there is a secret government policy to get homeless people and mentally ill rough sleepers off the streets. Those rounded up in the Isle of Dogs are being kept at a detention centre in a former school in Richmond, a leafy suburb in south west London.
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The PCs arrive at Eddings School, pretending to be an official visit from the Ministry. They make contact with Waya, but Waya will not leave without the other thirty-or-so fools being detained in the classrooms. The PCs arrange for the detainees to pose for a crowd photograph with their Christmas dinners, then incite a riot. In the confusion, they overpower all the guards.
How to get thirty maniacs back to the Isle of Dogs on the last shopping day before Christmas? Mike Batton commandeers a London bus using the handgun he found at Sandburn. Sam takes the wheel. A chase follows, with police cars closing in. 
Waya teaches Mike (who has some aptitude in the Lore of Madness now) how to part the Illusion and the bus drives straight into the Living City in Metropolis.
The PCs interact with the weird Bazaar in Metropolis. Mike purchases a Bible that belonged to a past life from the English Civil War, in exchange for a year of his own life. When demonic Erinyaes attack, Sam has to drive through the crowd. The Illusion seals behind them and the bus crashes in an abandoned car park in the Isle of Dogs. They have rescued Waya, her two dozen mad fools, and escaped.
What follows is the extended passage where Waya directs the PCs on a mystical journey to integrate their hundreds of past lives - which she then tattoos onto their flesh while they sleep. These tattoos will protect them when they travel beyond the Illusion and enable them to journey to the very edge of Achlys, where being is consumed by nothingness. But that is in the future.
For my group of gamers, it is 9.30pm, the end of a solid day of roleplaying in the world of Kult. For the PCs, they awaken, covered in magical tattoos but entirely naked, in an empty Docklands car park, in the small hours of Christmas morning. It starts to rain.
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Reflections

Well, everyone had a great time. We will resume on the next day when we can all be free, hopefully early in May.
Taroticum has certainly shown the main features of Kult in a good light. I take these to be: a setting where ordinary reality can melt away at any moment and be replaced by a terrifying and perilous true reality, humans who are really monsters, madness as a tool for understanding reality and having power over it, Mental Balance getting more extreme the longer you play, and a sense of unremitting menace right from the very beginning.
The scenario also introduced a nice blend of detective work, exploration, incidents of action and violence, and occasion black humour (the final bus chase verged on knockabout comedy, but the supernatural danger kept everyone focused).
Some features need altering. I've already discussed the changes made with Barkley controlling the PCs and Leonore Carver as an unlikely ally. Carver is too good a NPC to waste on the story's final chapter. By bringing her in early, she can be a useful patron, instigator of disturbing quests, and source of information.
Likewise, Tabitha Kreel is a useful addition. If the PCs have to do too much of their own detective work, the pace slackens. The published scenario gives little thought to this. For example, after Barkley murders Mary and seizes the foetus and the cards, there is then a good week or fortnight delay until Rupert Faraday writes his expose in The Times. Once the PCs read this, they are supposed to seek Faraday out and receive his guidance. What are they supposed to be doing in the meantime?
In the original scenario, it's proposed that they go questing to retrieve the foetus, but, frankly, that's a big ask. The PCs have just had the asses handed to them by Barkley and witnessed Mary's murder; are they really going to go straight back to Sandburn? Hardly!
In my telling, the PCs knew to seek Faraday out straight away, because they had seen him at Sandburn Gaol in their previous life, found his photograph at the Old Gaol in 1994, and discovered who he was from Tabitha Kreel's notes. Approaching Faraday was at their own instigation: much needed autonomy in a scenario where passivity and helplessness are too common.
Speaking of which ...
The 'Way of Waya,' in which the mad sorcereress leads the PCs on a baffling journey into ... well, who can say? ... is an uninterrupted GM-driven narrative where the only role for players is to nod. I've added a few occasions for dice rolls, just to generate some mechanistic drama, but there's definitely too much of this in Taroticum. It's only a partial solution, but Taroticum Unbound​ leavens this material with opportunities for PCs to explore and instigate change. I wonder, is there a way of going further with this and radically reinterpreting the frequent 'dream voyage' sequences in the scenario?
Finally, I have a concern about roleplaying which is, to be fair, a common problem with horror RPGs. Kult invites players to create PCs with provocative and troubled back stories - especially, compared to, say, Call of Cthulhu, where you are just another dusty academic, gumshoe, or dilettante. My players certainly embraced the opportunity to create some very rich characters, with lots of potential for interpersonal, emotional, and psychological conflict.
However, Taroticum doesn't really offer opportunities for any of this to matter. Indeed, it rather assumes the PCs are rootless loners who can disappear for days on end, or devote themselves to spying on a mental hospital with a bunch of people they only just met. Once the action kicks in, the PCs are on the run or out of their minds. The promise of a personal horror experience goes unfulfilled.
But perhaps it doesn't have to. I have some ideas for how the story can develop in a way that draws in the PCs' relationships, past histories, and personal crises. Can't wait to see how that works out!
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Dealing from the Taroticum: Christmas 1994

21/4/2025

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Taroticum: session report 2

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If you read my previous blog, you'll know all about The Taroticum, a classic 1974 adventure for Kult 1st edition, written by the game's designers, Gunilla Jonsson and Michael Petersen. The Taroticum hwas their inspiord scenario/mini-campaign for the game's 1st edition and Taroticum Unbound is the expanded scenario I've been running, incorporating all the London-set plot hooks mentioned in the 1st edition and its supplements Metropolis and Legions of Darkness. The result is a big open-ended sandbox adventure and my plucky players committed to a marathon all-day session to get as far through it as possible.
taroticum_unbound.pdf
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Welcome to 1994

In the Prelude, the players were doomed prison guards at Sandburn Gaol, which slipped into Inferno under the demoniac rule of Governor Barkley. Now it's a century later. It's a wet, foggy December in London. Interview With The Vampire is showing at the cinemas, serial killers Fred and Rosemary West are on trial, and East 17's Christmas hit Stay is stuck to the top of the charts.
Are you feeling it? Let the horror commence!
Let's introduce the new PCs. To create them, we used a Kult Character Generator, which makes use of the Tarotica Deck, which now exists, thanks to the Kult: Divinity Lost (AKA 4th edition) crowdfunded campaign.
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tarotica_character_generation.pdf
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File Type: pdf
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If you don't own the Tarotica deck, the Character Generator explains how you can use dice or a normal deck of cards to replicate it. If you want to get hold of your own Tarotica deck, Zatu is a pretty good retailer.
Mike Batton is played by Karl McMichael. Mike is a prison chaplain with a troubled past. Growing up poor, he fell under the shadow of his older brother, a charismatic gangster. To settle an old score, Mike lured a rival gangster to his home, where his brother tortured the victim. As accessory to this, Mike served a prison sentence, lost his marriage, and lost access to his son. He found consolation in religion, and has become a prison chaplain, offering guidance to troubled souls in the justice system. He still visuts a therapist himself.

​Mike is a rough character, accustomed to violence, but trying to forge a better path. He begins play with a positive Mental Balance.
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Sir Phillip Wroth is played by Alex Tomlinson. Sir Phillip is a disgraced Conservative MP from a minor noble family with a crumbling estate in Cumbria. He lost his position in the Conservative Government after a scandal involving trafficking young women to mysterious private events, some of whom have never come back. Although still a MP, Sir Phillip expects to be de-selected in the new year. He has a first rate education (Eton and Cambridge) and contacts in the Government, as well as in the underworld of human trafficking and cocaine smuggling.

​Sir Phillip is a heartless egotist. He starts play with a negative Mental Balance.

​Samson ("Sam") Jones is a paramedic and former soldier, a veteran of the Gulf War (1990-91). It was in the Gulf War that he lost his comrades in a SCUD missile attack; his life was saved, but he bears horrific burns and scarring down his left side.

​A massive man, he is nonetheless gentle, drawn to care for others, a calming presence. Nonetheless, he is troubled by nightmares of his war experiences.

Sam is a character that could go either way. He starts play with a mildly positive Mental Balance, but his trauma could tip him over into degeneration and destructiveness if he does not restrain himself.
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The Nightmares Begin

When our story begins, our heroes do not know each other. Nonetheless, they are all disturbed by the same nightmares: a pregnant woman named Mary, dishevelled and dirty, in an abandoned building, in possession of a magical set of cards; she pleads for help, she is terrified someone will harm her baby, she tells the PCs this is all their fault. Her gown identifies her as a patient at Sandburn Psychiatric Hospital.

As the nightmares recur, they entangle themselves with the PCs' own traumas: Mike dreams of Mary being the victim of his brother's attack, Sir Phillip dreams of Mary being the girl he trafficked for a sacrificial ritual, Sam dreams of Mary as the medic who saved him in Iraq.
Taroticum Unbound generates further strangeness. Sam argues with his brother about being excluded from the family Christmas plans, and his brother calls him 'Michael' then denies doing so. Sir Phillip dozes on his sofa and watches a late night horror film, set in a Victorian prison, where the actor playing the chaplain looks exactly like him, but he cannot find any record of the film in the TV listings afterwards. 
Mike meets with an ambitious journalist named Tabitha Kreel, who interviews him about his vocation. She lets slip that she discovered Mike was a patient at Sandburn Asylum. Mike is angry and dumbfounded: he has no recollection of such a place, or being a mental patient anywhere: he insists he was studying for the ministry at that time in his life.

Nonetheless, he reconciles with Tabitha, studies some of her more unusual news clippings (like the one below), and asks her to investigate Sandburn for him.

Tabitha is a new NPC introduced in Taroticum Unbound, to allow PCs to focus on the story while someone else does research.
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Exploring Sandburn

The PCs converge on Sandburn. Mike and Sam meet in a nearby pub, The Hourglass, where they speak to some hospital staff coming off shift. They learn that a patient, a young woman, has gone missing, but that she's probably still on site, since large parts of the former Victorian prison are abandoned.
Sir Phillip goes straight to reception and butts up against the stifling bureaucracy of Sandburn, which has an inane form for everything. When the three PCs meet in hospital reception, they are struck by profound déjà vu: the sense that they know each other well.

It's a contrivance to get PCs who are strangers to each other to cooperate, but in this case, since they are literally the reincarnations of the guards they played earlier, it works pretty well.
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The PCs gain a brief interview with Dr Naismith, learning that a patient, Mary Langsbury, is at large on the site, and that staff are searching for her in the abandoned wings of the former-prison.

Mike gets to examine some patient files that seem to confirm he was a patient here when he remembers studying for the ministry.

The random weirdness tables in Taroticum Unbound create an interesting development. Outside Naismith's office, the PCs find a lift that wasn't there before. It only goes to the 'lower basement.' Exiting in the basement, the PCs find the lift has disappeared. They discover a claustrophobic staircase going down to a locked door they cannot open. They discover a room full of rusty torture devices and human skeletons. The entire basement is freezing cold.
Unnerved, they climb the stairs to escape and find themselves in in the hall of the Old Gaol: a place they recognise from their nightmares. Following a woman's footprints in the dust, they discover the old governor's office, the governor's keys and handgun used to shoot Barkley, a faded photograph from a century ago of Barkley and a friend (which Mike recognises as the ageless Rupert Faraday), and, crouched in the corner, Mary, with the Taroticum.
Mary has been waiting for the PCs. She is hearing vices from the cards. They tell her that the mysterious being that impregnated her was an angel, that her baby will save everyone from horror, and that 'he' is returning to the world after a thousand years in Hell.

The PCs, whose memories of their past life are returning in fragments, figure that Barkley must be returning. They smuggle Mary out of the Hospital.
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But first, Sir Phillip takes the key from the desk and uses it to enter the lower basement room. He meets the imprisoned Goddess and recalls his past life, where he and the other PCs helped Barkley bind her and steal the Taroticum.

From her he learns of her plan to free herself by destroying the power of the Taroticum by creating a new card, card 0 'Anthropos.' The Child of Magick, the embodiment of this card, has been conceived in Mary, but it needs a New Soul, not a reincarnated soul: it must be a brand new Human Being, the first to be born in two thousand years.

​She directs the PCs to seek out the "mad fools of the Isle of Dogs" to advise them how this can be done.

Barkley Returns

The PCs flee to Sir Phillip's well-appointed flat in Clapham to work out what to do next. They study the Taroticum and find a card linked to each one of them, but try as they may they cannot separate cards from the deck.
Sir Phillip explores the Isle of Dogs, where the Docklands development has created an urban wasteland of derelict factories and office blocks standing empty. Homeless people have occupied this area, in huge numbers, but Phillip is robbed by feral youths. When he gives chase onto an empty Underground station, he is confronted by a mob of insane, possibly undead, youths. He flees, but has learned to fear a name: Gelocheli.
Sam and Mike have been guarding Mary, but find themselves under psychic compulsion. Unable to resist, they drag the terrified Mary back to Sandburn. There, awaiting them, is Barkley, adopting the form of the hospital director, and a hideous old woman named Carver. In Dr Naismith's surgery, Sam and Mike are compelled to hold Mary down while Carver opens up her womb with a sacrificial blade. Mary dies screaming while Barkley extracts the foetus and stores it, magically preserved, in a glass jar.
Barkley commands Mike and Sam to go and fetch the Taroticum. He promises to reward them. Unresisting, they leave.
However, upon meeting Sir Phillip and in the presence of the Taroticum itself, Barkley's hold over them melts away. They realise that Barkley cannot compel them to bring the Taroticum to him - though he could doubtless compel them to harm themselves or, worse, harm those they care for.
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Their enemy has returned from Inferno and remains their master. What are they to do?

This is the point we broke for supper (a pint and a pizza, courtesy of J D Wetherspoons). The action has reached its point of absolute despair and catastrophe. We've covered most of the material from the Prelude and Chapter 1 of The Taroticum and, even though they feel utterly defeated, the PCs have interesting choices to make.
Find out what the players chose to do in the next blog!
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Dealing from the Taroticum: Winter 1894

19/4/2025

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If you read my last blog, you'll know all about The Taroticum, a classic 1974 adventure for Kult 1st edition, written by the game's designers, Gunilla Jonsson and Michael Petersen. I'm currently on a project to revive and enjoy the various RPGs from my youth that never got played. Bushido never got played because teenaged-me simply didn't know enough about Japan to wrap my head round it - but that's working out fine now. Kult never got played because twenty-something me didn't know gamers with the sort of demented imaginations who would enjoy it - this too has changed.
The Taroticum has been widely praised for its imaginative story and widely panned for its linear plotting and railroading assumptions. To address thus, I spent far too long composing Taroticum Unbound, an expanded version of the scenario incorporating all the London-set plot hooks mentioned in the 1st edition and its supplements Metropolis and Legions of Darkness. The result is a big open-ended sandbox adventure.
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You can download the PDF here:
taroticum_unbound.pdf
File Size: 9966 kb
File Type: pdf
Download File

The scenario features the titular magical deck of cards, and the new edition of the game has brought us an actual version of the Taroticum deck. I've incorporated the deck into the encounter tables for Taroticum Unbound and use it through the session to generate plot twists, spooky atmosphere, and background detail. 
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Old School RPG Sessions

There was a time, before the forging of the One Ring, when I used to meet up with friends at lunchtime and play RPGs through until the end of the evening - a good 10 or 12 hour marathon. When I was a schoolboy, this would be interrupted by my saintly mother bringing us tea and sandwiches. As a university student, it would be accompanied by beer and cigarettes and much else besides. Those days are long gone: a RPG session for me now occupies a tidy two hour slot, maybe two-and-a-half, from 7.30pm and over by 10pm. Admittedly, the games can be a bit intense and the plotting is pretty freewheeling, so I guess they're a bit more exhausting than the dungeoncrawling of my youth. Nevertheless, I worry that I've gotten too timid. I never cut loose any more. We don't commit to a game and go where it takes us, for as long as that takes.
I thought I'd celebrate Kult​ by returning to that old school format: the marathon RPG session. Since it's the school holidays, I have the day free anyway. I reached out to some players who were similarly on holiday or could arrange their work hours to attend. We were all at the table by 12.30pm on a glorious Spring day in April when everyone else was outside.
I must confess, I was a bit nervous. I'm an experienced GM, but I wondered, would I have the stamina for playing all day like this? more importantly, would I hold everyone else's interest? But I reminded myself, it wasn't that long ago I was GMing games for the RPG Student Nationals, and that was with strangers. It was going to be just fine.
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The Prologue: The Winter of 1894

The story begins in London, 1894, at Sandburn Gaol, a disease-ridden, overcrowded, and brutal Victorian prison, at which the PCs are staff. Things change with the arrival of a new Prison Governor, a man named Barkley who has unconventional methods. The regime becomes strict, then cruel, then demented in its excesses. Finally, in the depths of winter, Barkley recruits the PCs to carry out a dreadful ritual in the basement of the Gaol and things, quite literally, go to Hell as a result.

The players select pre-generated characters from a set of six; I ask that at least one of them plays a guard.
Rick Dorsleigh is the oldest of the prison guards, a veteran of 20 years at Sandburn. He was born in Harrow outside London and worked in the Docks at the Isle of Dogs before he came to the prison. He has built his entire life around the prison and rarely goes outside the walls. Rick is short but powerfully built. He is balding, and his face is usually covered with beard stubble. He wears the blue guard's uniform, and chews tobacco. He is played by Karl McMichael, who brings to the role his facility with accents (a convincing Cockney, in this case) and great attachment to quasi-military characters, with strong senses of procedure, duty, and making the hard decisions.
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Michael Brown is a less intense character. He came to Sandburn four years ago from a prison in his home county of Cornwall. He became a prison guard when his small family farm could no longer support him. At Sandburn he was badly injured during a prison uprising in the summer of '93. He welcomes the new, harsher discipline. Brown is of medium height, with an incipient paunch. His skin is dark, and his hair is bushy. He wears a moustache and usually a few days of growth of beard. He is dressed in the blue uniform of the guards. He is played by Alec Turner, who excels at playing affable, even hapless, characters who can turn in an instant into assertive men of action.
Clive Wilson is a young social climber who sees Sandburn as a stepping stone to higher achievements. He tries to carry out his work to the letter in order to avoid any criticism. He is a quite small and reads a lot. He is around 30 years old, with thick, reddish hair and green eyes. Wilson has a high opinion of himself, and views Sandburn as a pit. Once things become chaotic, he completely loses his grip on reality and does anything he is told to do in hopes that the nightmare will end. He is played by Alex Tomlinson, who usually played empathetic, conscientious characters, but it extending his range with amoral or downright villainous characters this time.
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The PCs settle easily into their roles in the prison, evincing a cheerful but callous enthusiasm for their duties. The two guards share banter, while Rev. Wilson stays aloof from their gambling and petty thefts. There's much humour about the repeated escape attempts of one prisoner, 'Dash' Grisham, and wariness about the rebellious efforts of another, Harry Baines. When Barkley takes over, everyone is enthused by the tough new regime
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Things come to a head when a prisoner must be flogged to impress Barkley's guest, a gentleman named Faraday - and the sentence is 70 lashes, an unheard-of punishment. Barkley forces the clumsy Reverend to start the flogging, because the crime was dropping a spoon while he was reading Grace in the Refectory; after that each guard must deliver seven strokes.

We roleplay through each stroke, with rolls to handle the whip just so, and a focus on the changing reactions of the other prisoners to the spectacle, and the strain on the guards delivering the punishment. This is the point where the banter dries up.
Barkley promotes Dorsleigh and Brown to guard captains and has Dorsleigh clean out the Lower Basement, where poor 'Dash' has been left in sensory-deprived solitary confinement for months. He is now quite mad. The next day, the prisoner is dead, and Dorsleigh and Brown must take the corpse to the Reverend for burial: Wilson notices that the prisoner died of being drained of blood through knife wounds, before being impaled in the heart.

When the three PCs take no action, Barkley knows they are his men for the next task: a midnight ritual to summon and bind a hideous goddess and steal from her the set of occult cards, the Taroticum.
The next day, a black sun rises over Sandburn and events gather pace. The temperature drops below freezing but Barkley orders all furniture to be burned and rations to be halved. Beatings are replaced with torture, then with execution, but no one can truly die. NPC Superintendent Clarke tries to shoot Barkley, but Barkley is invulnerable and Clarke is locked in a torture cell. The new torturers arrive, and they are demonic Razides who turn the basement into a charnel house that no one can escape, not even by dying. Nor can the guards escape the Gaol: the gates open now onto an empty void: London has disappeared.
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The PCs are now resolved to act. Rev. Wilson, who has been haunted by dreams of the imprisoned Goddess, steals a key to get into the Lower Basement and learns from the Goddess that Barkley is learning to use the Taroticum to master reality itself; to empower himself to do this, he has moved the entire Gaol to Inferno. Wilson learns how to overcome Barkley: first, weaken his authority over the Gaol, then bind the master card, named Demiurgos, to a powerless person, by shedding their blood on it.
Brown makes a deal with prisoner Baines to trigger a wholesale revolt during supper by leaving the cells unlocked. Dorsleigh sneaks past the Razides to free poor Superintendent Clarke from his cell: the man is a tattered mannequin of blood and scars, but Dorsleigh helps him upstairs to the Governor's Office where the Taroticum is laid out, hoping this powerless wretch's blood can steal the Taroticum's power away from Barkley.
The revolt is triggered. The unstoppable Barkley tears through the mass of prisoners opposing him, but the PCs manage to get Clarke to the Taroticum and he bleeds on the Demiurgos card.
Barkley smashes down the door, but the PCs notice he is bleeding from a cut: he is no longer invulnerable. Dorsleigh shoots him with Superintendent Clarke's old handgun. The walls of the Gaol collapse to reveal the Inferno. Hideous Nepharites arrive to claim Barkley's soul, but also the souls of the PCs, who must be punished in Purgatory for the ghastly things they have done.

Reflection

It's 3pm and we pause to take stock - and to introduce the new characters for the main storyline, which occurs a century later.
A big criticism of the Taroticum Prologue is that certain events have to happen and the players have to respond to them in defined ways, otherwise the story can't even get started. The Refereeing & Reflection blog puts it like this:
"the PCs have to undertake a very specific series of tasks which they could quite conceivably fail to think of, or actually botch ... Consequently, as written it is decidedly possible for the campaign to be utterly derailed before the players even get to play their main PCs."
If you read through the Prologue, it can strike you as precariously railroaded. In actual play, it didn't feel that way at all. The players know they are taking part in a prologue, so they are constructively looking for the prompts and hooks that move the story on. Plus, the things they are expected to do are the things any sane person would want to do: find out what the hell is going on (and the Goddess is your only possible source here), then find a way to destroy Barkley (and the Goddess tells you how).
I was more worried that the Prologue would be an immensely passive experience: that the players are just listening to a story I'm telling them, that there are few occasions for them to make choices or be autonomous. The new event tables in Taroticum Unbound provided situations that afforded them choices (like the flogging scene), but the real issue was always 'How do you feel about what's just happened? How do you justify what you've just been a part of?"
The climax was certainly cathartic - and left everyone excited to bring on their 'proper' characters for Chapter 1, set at Christmas time in 1994.

​But to read about that, you'll have to wait for the next blog.
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"Banned In Sweden!"

13/4/2025

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​My 2025 resolution is to play a bunch of those RPGs of my youth that shamefully gather dust on my shelves. It​ has delivered a great Pendragon campaign and thoroughly enjoyable Bushido games. Now it’s time to tackle somethin​g difficult. Something dark. Let’s play Kult.
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​Yes, Kult. A game so shocking they banned it in Sweden. Well, no they didn’t, but there was certainly a moral panic about it in the Nineties, similar to the US ‘Satanic Panic’ about D&D in the ‘80s. With its graphic themes of death and madness and anti-religious imagery, Kult was an incongruous product in Swedish toy shops (where RPGs were sold, Scandinavia lacking specialist hobby shops at that time). It was cited in a 1997 motion in the Swedish Parliament, which sought to cut public funding for youth groups involved in RPGs, referencing the Bjuv murder, where two teens allegedly influenced by Kult killed a friend. Critics linked Kult to further tragedies, including a teenage suicide and a missing persons case, and the book De Övergivnas Armé warned that RPGs like Kult preyed on neglected children. Kult became a symbol of anxiety about youth, violence, and occult subcultures.

The Ominous Allure

​Ed Grabianowski describes Kult as ‘the most controversial RPG ever made’ in his 2013 Gizmodo review. " 'It's banned in Sweden,' is pretty much the best possible sales pitch you can make to a couple of 14-year-old boys,” he says, reminiscing about shopping for the game in his youth. “Kult was never a big success in North America, it still holds that strange frisson of ominous allure."
As it did for me, when it blew my mind back in my Twenties. It was a game that seemed too problematic to play. I stuck to World of Darkness roleplaying, with its safety rails of consent and high-mindedness.
​Kult was created by Gunilla Jonsson and Michael Petersen in 1991 and first published in Sweden and France by Target Games. It was later translated into English and released in 1993–1994 by Metropolis Ltd - a company created by Terry Amthor of Iron Crown Enterprises with the sole aim of making Kult more widely loved. Unfortunately, the game’s sheer unremitting bleakness and its unsettling treatment of themes like rape and child sexual abuse kept mainstream gamers at bay. But it developed a … ahem… kult following, despite its high ‘ick’ quotient and somewhat boilerplate rules.
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The gory and blasphemous 1st edition and the ... errr ... different aesthetic for the 2nd edition, which was in fact (and to everyone's relief) just as gory and blasphemous.
​More recently, there’s been a deluxe crowdfunded reinterpretation titled Kult: Divinity Lost, but that’s not what I’m talking about. No, I’m going back to the 1st edition, the one with the tortured angel on the front and blood-spattered imagery all over the pages. The version that caused all the trouble.
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​Beau​tiful, right? But - and maybe this is just me - ever so slightly less gory and blasphemous than it could have been?
​​Kult is a modern-day cosmic horror RPG, with a particular focus on gritty urban settings and psychologically-troubled anti-heroes. Like Call of Cthulhu, it positions PCs as people who stumble into the horror of a wider supernatural reality populated by lunatic cults, alien gods, and portals to other dimensions. But rather than homaging Lovecraft, Kult takes its aesthetic from antinomian Christian heresies, Gnosticism, Kabbalah, and Clive Barker’s Books ​of Blood.
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Hellraiser (1997), based on Barker's stories and a big influence on Kult

What's The Verdict?

​​Derek Guder has a great review of Kult on RPGNet and I can’t improve on his summary of the deep lore in Kult, so I’ll reprint it here: 
"T​he reality behind the game is that God is out to get you. Not test you to see if you are worthy or punish you for the sins you committed in a life you can’t remember, just simply out to get you. You personally. He (the Demiurge) created the world as we know it (the Illusion) to serve as a prison for humanity, supposedly afraid of the divine nature within each of us. Trapping mankind for all eternity as they continue to chug through a constant cycle of life, death, suffering in Hell until they don’t remember anything anymore and finally reincarnation. Hell isn’t a punishment for the sinful, it’s a metaphysical dishwasher set to burn the memories of your life right out of you." ​
​In Call of Cthulh​u, sanity is a resource that you lose as you penetrate the secret truths of the Mythos, especially when you encounter monsters or cast spells. In Kult, you have Mental Balance, which is zero for an ordinary person, but can swing into high or low (negative) scores. Both types of extreme Mental Balance are ‘crazy’ by ordinary standards, but Kult encourages you to lean into the crazy: as your Mental Balance veers to the extreme, you get more powerful, not less, eventually transcending humanity and awakening to your true divinity. The Light and Dark Roads (of high or low Mental Balance) both involve turning yourself into something that is, by ordinary standards, deeply abnormal, possibly monstrous.
Such a game demands maturity from players and GMs and considerable trust. The setting puts PCs through the mill and, if handled badly, the game itself can become sadistic or crass, with themes of torture, abuse, and sexual degradation played for kicks, or else instrumentally, as a crass way of minimaxing.
​

On the other hand, if done right, the game’s weird aesthetic invites some profound roleplaying, tackling head on the big themes of religion, mental illness, free will, and existentialism. Its demented Judeo-Christian lore is also more frightening – because it is more personal – than the aimless octopoid menaces of Lovecraftian horror.

How Does It Work?

In the 1st edition, you have 8 Abilities similar to the ‘Big Six’ of D&D, but adding Comeliness and Perception, and substituting Education and Ego for Intelligence and Wisdom. You can roll them on 2d20 or assign 100 points between them.

You also have 150 points to distribute between Skills, each on a 20-point scale – although ‘Basic Skills’ start at 3 rather than 1 and it costs extra points to raise a Skill higher than its governing Ability. For example, if a knowledge skill is governed by EDU, then it costs extra points to raise that knowledge higher than your score in Education.

As with most '80s games (and despite its commitment to lore and richly-conceived characters, Kult is an '80s game at heart), there are far too many skills. Compare and contrast Vampire: the Masquerade (also a product of 1991) which condensed skills to sets of broad aptitudes. Kult would have benefited from a similar radicalism.
​
The main mechanic is a d20 roll, looking to roll equal to or less than your Skill or Ability: 1s are crits (1s or 2s if your score is 15+) and 20s are fumbles (19 or 20 if your score is 4 or less). How much you roll under what you needed to is your ‘Effect’ that determines degree of success – except in combat where you determine ‘Effect’ by rolling on a table for that weapon type and applying modifiers based on Damage Bonus and Armour. It’s simple enough.
The main thing about your new PC, however, is not her Skills but her Advantages and Disadvantages, perhaps especially the Disadvantages. You can choose as many of these as you like and tot up their point values. If the Disadvantages have a higher total, your Mental Balance is negative, but you get extra Skill Points; if Advantages add up to more, you are blessed with a positive Mental Balance but fewer Skill Points. Anyone with a negative Mental Balance has to choose a Dark Secret, so character creation involves producing, not wide-eyed ingenues, but scarred and possibly corrupted veterans, already knee-deep in personal horror, and that’s all before the awful Razides come a-calling.
In a nutshell, high Mental Balance characters will be a bit less competent, but more psychologically resilient. Low Mental Balance characters will have lots more abilities, but struggle under the burden of more flaws and react worse to horror (if you fail your EGO throw against something awful, one of your Disadvantages takes over).
​​Kult gives a bunch of colourful ‘Archetypes’ to guide you in the game's style: they seem to draw heavily on '80s action movies. Like many ‘80s and ‘90s games that supposedly eschew violence in favour of tone and storytelling, we are treated to a huge arsenal of guns, detailed rules for poisons and explosions, and complicated mechanics for kick-ass martial arts. Let’s be clear: n​one of these things will do you any good
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Let’s look at the stat block for a Razide, the game’s signature demonic adversary: imagine an alien xenomorph converted into one of Hellraiser’s Cenobites, with a lot of steampunk prosthesis bolted on for good measure. They have an Initiative Bonus of +19, you (a human) might have +3 or +4 if you have one at all – so they will go first in combat. They have melee skills of 40, so they crit on a 1-5 and cannot miss, except on a double-20 (and even then they won’t fumble). With a +11 damage bonus, they deal fatal wounds on a d20 result of 12+. Oh, and they get 5 attacks per round. For scale, understand that you probably get 1, maybe 2 or 3 actions at most. Even if you somehow manage to land a good blow, it takes 3 fatal wounds to kill one. Nobody’s kung fu is that strong. Heck, nobody's assault rifle is that strong.
​
You have to wonder why the designers even bothered statting these entities, but I suppose there are spells to summon and bind such monsters: perhaps powerful PCs might make them fight each other ?

Is  There A Problem With The Kult-i-verse?

​All of this points to the fundamental problem with Kult, which becomes very clear in the published scenarios: the players are, by necessity, passive - they just can't accomplish much in the face of such perils - so scenarios have to be linear and railroading.

Think of Call of Cthulhu’s famous ‘onion skin’ approach to scenario construction. For most of the scenario, the PCs are researching. Perhaps they do a bit of interrogating or breaking-and-entering, maybe they rough-house with some goons. This is all well within the parameters of PC skills. At the end of the scenario, you meet Deep Ones or Mi-Go or Star Vampires or Shoggoths. These things can kill you out of hand, but by then you’ve gotten hold of an Elder Sign or a Spell, or just enough dynamite to seal that well shaft forever. If the PCs have failed their research, they will go up against the Big Bad armed with only their stats and guns. Puny humans will die. But serves them right: there was always another way.

Kult is much less coy than Call of Cthulhu. Its horrors don’t wait offstage for their third act cue. The beasties of Kult aren’t sealed away or waiting for the stars to be right. They are here among us, or just on the other side of the Illusion, and they’re not going to wait until the third act to start causing trouble. Moreover, there are no Elder Signs to wave in their faces. If PCs are to use Spells, they need to choose these Advantages and Skills at character creation and starting PCs will never be able to cast the demanding Binding Spells.

Kult’s solution seems to be to introduce PCs to powerful NPCs who can keep them safe then railroad them through a linear plot that introduces them to the horrors of the Kult-i-verse: not much player agency going on, because of course if the players make choices then there’s every chance they will make suboptimal ones and that will kill their characters.

Let's Talk Taroticum

Time to look at the scenario I'm going to be running: The Taroticum (1994). The adventure comes direct from the pens of Kult designers Gunilla Jonsson and Michael Petersén. They have described Taroticum as their favourite Kult adventure, believing it best embodies the game’s core spirit of metaphysical horror and personal awakening, so it’s a valuable insight into how the designers themselves think the game should be played.
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Taroticum has also been adapted for the new Kult: Divinity Lost, but, other than re-naming the main villain, I believe the new shares many of the features of the original (above)
​The story begins in 1894, as a sinister conjurer in London summons the Goddess of the Forgotten, keeper of the Taroticum—a deck of cards representing the hidden forces governing reality. When the ritual goes awry, the Taroticum fuses with London’s spiritual fabric, subtly reshaping lives and places across the city. A century later, in 1994, the player characters uncover their spiritual link to those past events—and undertake a desperate mission to bring into existence the only being who might shatter the occult framework that now binds their destinies.
​
Great stuff. Unfortunately, the scenario (or rather, mini-campaign) was widely decried for railroading PCs to a shameless degree. The excellent Reflections & Refereeing blog sums up the critical consensus:
​"There’s a couple of bits where players might choose to prioritise one set of tasks above another, but ultimately the adventure expects the players to accomplish all the tasks it sets them in the way it anticipates them to do it, and it gives almost no consideration to what happens if the players decide to take a different route. To a large extent it’s an exercise in witnessing weird metaphysical happenings which you may or may not understand, and to invoke a cliche that is sorely deserved at this point it would work much better as a movie or a novel than as an interactive entertainment. "
Yeah, I can't disagree. The Taroticum does read like a movie treatment  or the outline for a (brilliant!) graphic novel.

​The blog continues:
"​It’s also really badly designed even if you want a hyper-linear railroad. The adventure kicks off with a prelude section taking place in 1894, where the players get to play their past incarnations who turn out to have been complicit in kicking off the action of the adventure. However, to successfully bring this portion of the adventure to a close the PCs have to undertake a very specific series of tasks which they could quite conceivably fail to think of, or actually botch; this is demanded by the metaphysical axioms the adventure works on. Consequently, as written it is decidedly possible for the campaign to be utterly derailed before the players even get to play their main PCs." -- Arthur
​Here's where I think this criticism is overstated. The PCs in the Prelude are pregenerated characters and the behaviours attributed to them in the scenario are pretty plausible. Even if you have players who are particularly dense or who subscribe to the “it’s-what-my-character-would-do” school of RPG perversity, the significant NPCs can bring about the Prelude’s denouement and, for the rest of the scenario, the PCs can be assumed to be the reincarnation of those characters. Some dramatic unity is lost, but nothing is derailed.
​Over on the r/Kult Reddit, there’s a great thread on ‘Taroticum Reshuffled’ which tries to redress the linear plotting.
​"... the Taroticum is a complete mcguffin with no actual bearing on the plot, I hate this. As written it could be literally anything, a magic wand, talisman or a tea set, it being a deck of cards never comes into play as it can seemingly do whatever the user wants it to do if they know how to manipulate it in the correct way, so let's change that ...” -- Responsible-Catch903
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Kult: Divinity Lost has produced an actual Tarotica deck, only described back in 1994. Eerie!
​Redditor Responsible-Catch903 suggests adapting the scenario so that the PCs are tracking down the Taroticum cards across London, gaining powers and fulfilling destinies by so doing. That’s a pretty ambitious re-write, effectively treating The Taroticum as a setting guide. He goes on to break the story down rather brilliantly to illustrate his ideas.
I find The Taroticum a puzzling product in other ways.

Each of the Taroticum’s 7 chapters ends with stat blocks of the main NPCs, but, as we’ve seen, the supernatural antagonists are so powerful that stat blocks read like a cruel joke, or perhaps a type of modernist poem on existential dread.

Moreover, none of Kult's rule mechanics is referred to anywhere. There are no suggestions for when you should make EGO rolls, or for the  Terror modifiers when you do. The PCs will experience physical and spiritual transformations, but none of this is interpreted in terms of Mental Balance. The PCs might be minor sorcerers themselves, but no consideration is given to what might happen if they try to use spells to resolve situations.

Given that this is the Kult’s actual designers composing this, one can only assume that, despite the rulebook’s plethora of rules for guns, bombs, and spells, Jonsson and Petersén far prefer theatre of the mind and don’t really intend for all those rules to be used anyway.

Now, run as theatre of the mind, Taroticum could be a vivid exercise in storytelling. Nonetheless, I’m looking to introduce my players to Kult as a set of rules as well as a storytelling setting, and I want to provide a ‘sandbox’ experience where the players have genuine choices about where to go and what to do in the wider metaphysical world of Kult.
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The Kult 1e rulebook gives quite a few locations and NPCs in London, and these sourcebooks offer more.
I want PCs to have the option of visiting Metropolis, recruiting Dream Princes, descending into Ktonor, and encountering the other London-based allies and antagonists described in 1st ed. Kult and its supplements, like the Lorelai, the Gelochelis, and Dr Lazarus.

To that end, I’m writing an expansive ‘Taroticum Unbound’ modular guide to the scenario. More on that in the next blog, after I’ve playtested. Stay tuned!
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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

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