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Episode: 2121
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Title: HPR2121: Dark Cults Tabletop Game
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2121/hpr2121.mp3
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Transcribed: 2025-10-18 14:35:30
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---
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This is HPR episode 2,121 entitled Dark Cult Tabletop Game.
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It is hosted by Klaatu and is about 30 minutes long.
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The summary is Klaatu discusses the LL Tabletop Game Dark Cult.
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This episode of HPR is brought to you by an Honesthost.com.
|
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Get 15% discount on all shared hosting with the offer code HPR15.
|
||||
That's HPR15.
|
||||
Bet your web hosting that's Honest and Fair at An Honesthost.com.
|
||||
You are listening to Acropolis Radio. My name is Klaatu.
|
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Today we're going to talk about some Tabletop gaming.
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I've been getting into Tabletop gaming lately because it's
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I guess because video games started coming to Linux,
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I feel like that's a passe subject now.
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It's like oh video games, yeah we got those now.
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So now I'm really kind of fascinated by this whole thing about analog games,
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things that don't require electricity, things that concentrate
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necessarily on the gaming mechanic rather than the Glitz and Glamour of the latest graphics card.
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So yeah I've been getting into it lately and one of them that I want just to talk about
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is called Dark Colts. So a long time ago, way long time ago, back in 1983,
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there was a little card game called Dark Colts and it was released by an independent game publisher.
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And I guess it was successful enough to warrant an extension pack that came out two years later,
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but mostly today it's an obscure product of the 80s with a slight legacy that it managed
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to leave behind and it's from that legacy that I actually discovered it in the first place
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because I was researching games intended for specifically two players because that's
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what I have access to, two players, reliably, two players.
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And I kept coming across this one game called Gloom GLO-O-M, which I felt, yeah that sounds
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pretty good, Gloom, that sounds about my speed. And the Gloom game, which I should talk about
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sometime maybe in a later episode, Gloom very often got referenced in relation to this older
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game called Dark Colts. And so I was really getting curious about what this Dark Colts game was
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because it sounded intriguing and apparently it had made an impact on someone because it keeps
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getting referenced here with Gloom. So I did some research and ended up digging up some
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information about it. Now I don't know what your childhood was like, but mine was filled with,
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well, imagination. I wasn't really encouraged to watch a whole lot of TV, so a lot of what I did
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was as a kid was make up my own stories using pretty much anything I could get my hands on,
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didn't really care if it was LEGO sets or cardboard cutouts, it doesn't really matter. I could
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imagine myself into a story with pretty much anything. And they weren't necessarily good stories,
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you know, like good quote unquote good. But at the same time they were like utterly engrossing to me,
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so I mean good enough, right? And I found out later in life that that's kind of what makes a story
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good is that as long as it interests me, then I'll call it good, or if it interests you, you'll
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call it good. So I kind of got sort of trained early on that it was okay to make up stories.
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In my third year in primary school, I think it was my teacher had this box of story starters,
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which she would use pretty much as busy work, but I loved them. Like I would do my work just so I
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could get to the busy work at the end of the class, and she would give you a story starter card,
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and then you would have to write out a story from that prompt. And there were other game-like prompts
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that I could discovered later, you know, at the local bookstore as a kid. And then I sort of
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rediscovered at some point later on as an adult RPG gaming and fell in love with the once-for-bidden
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pastime that I'd flirted with as a sixth grader, but my parents generally did not let me get
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anywhere near Dungeons and Dragons, and for whatever reason I was obedient, I'm not sure what that
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was all about, but, you know, I kind of I was around that kind of that kind of gaming as a kid
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and story starters and things that required a lot of imagination. I never really got to experience
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it a whole lot as a proper game, but I was kind of all around that area. So when I came across dark
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cults, it really, really caught my my attention, because it actually it was it's kind of a combination
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of perfect combination of those past experiences. So RPG like game, not super RPG, it has the obligatory
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dark theme that I tend to to gravitate towards, and it's strongly reliant upon imagination,
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and it's designed conveniently anywhere from one to four players, actually maybe one to five.
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Originally it was designed specifically for two players, like exactly two players,
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but in the 1985 expansion pack it provided a single player and either four or five on the on the max,
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I think I think four, but they're like you could probably fake it with five. So it's like this
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perfect game for me, you know, I'm just like, oh, this is perfect. The only problem was
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dark cults has been out of print for about, geez, now 30, 20, 20, 30 years, so not convenient.
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So I really wanted to play dark cults, and I'll talk about exactly what dark cult is in a moment,
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but I really wanted to play it, and luckily I found a few other people online who want
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wanted to play the game as well. A few of them had this idea of recreating the entire game with
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new art, specifically Edward Gory version of the cards. So instead of the original illustrations,
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just use Edward Gory illustrations and come up with this new deck. And it's around that time that
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I kind of started to realize that there was this thing called print and play, and a print and play
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game is a game that someone posts, you know, like PDFs of their card designs online. You download
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them, you print them, and then you play them. It's like this whole revolution in analog gaming,
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you know, it's like you, you just, you don't, there is no printer. You're the printer. There
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is no distributor. You are the distributor. Amazing, amazing, amazing, really, really exciting.
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Problem, of course, here is, again, that we don't have rights to Edward Gory's art,
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and, and no one, again, the card game dark cult itself has not been released as a print and play,
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you know, it's, it doesn't, it's out of print. No one remembers it. So I, I, I found a bunch
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of resources online with some guy who had owned dark cults and had managed to scan every
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single card and all the rules in to his computer, and he posted all the stuff online. So it is
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out there, like you can, you can see it, you can, you can experience it digitally. The problem is
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that the scans aren't terribly good, they're not very high res. I think most of them are color cards,
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so you would, you know, if you tried to print that directly, you would be printing a lot of color,
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like just the color background. Maybe that was just the rulebook. I could be misremembering parts of
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this, but either way, it just wasn't a super convenient, great sort of way to get a hold of this game.
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But all of these ideas started sort of coming together in my head, and I thought, well,
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why don't I just use Creative Commons clip art and make a deck that would be friends and play and
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post that online, and then I can play it. So I went to open source, I mean openclipart.org,
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which is a place where I sometimes post things and use clip art from a lot. It's a CC zero,
|
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so there's no attribution, no restrictions whatsoever. It is basically public domain,
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but with the Creative Commons explicit license, like, hey, there are no requirements here,
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you can just use this art for yourself. And there are a couple of guys over, or I should say
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contributors, I don't know if they're guys, but there are a couple of contributors over at openclipart.org,
|
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who do a lot of scanning of vintage illustrations, and then they vectorize them and post them on
|
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on openclipart.org. So there's this whole sort of sub collection of vintage artwork from
|
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various sources. I mean, there are some like comic book type styles, there are some,
|
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I guess, probably kids books, you know, there's fiction books, mystery books, so all kinds of
|
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interesting vintage clip art on this site. So I sat down with a list, I went to the one place
|
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online that did actually have a complete deck of dark cults, transcribed all the rules, the
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the man you the rulebook, and I made a list of all the cards that were included in the deck,
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and I just sat down and recreated them using clip art from openclipart.org. I did all that
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in Inkscape, of course, and just kind of just winged it really, just went crazy for a couple of days,
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and banged out a complete deck of essentially dark cults. You can find this deck at getlab.com,
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slash not clattu slash dark occult, that is dark occult, so that's to differentiate it from
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dark cults. So d-a-r-k-o-c-c-u-l-t, getlab.com slash not clattu slash dark occult.
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Okay, so that's that's how you can play this game. That's what that was all about.
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Now let's talk a little bit about the game itself and why it's so amazing. So the gameplay is,
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you can imagine an RPG without a DM or GM, whatever you, the dungeon master, the game master,
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whatever you call that person. So you can imagine it sort of as an RPG without the structure really.
|
||||
That's the general feel of it anyway. You don't have any dice, like I say, it's totally unstructured.
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So that's different, but the feel itself is similar. It's got a similar sort of,
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it satisfies the same urge, if you will. So the rules in a nutshell are that you play life
|
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and your opponent, if you're playing the two-player or whatever, your opponent is playing death.
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Now your job is to keep the protagonist of the story alive as he or she goes on an ill-advised
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stroll in the middle of the night. Most everything outside of this character's apartment is
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pretty much trying to kill him. So the odds aren't necessarily good. The role of your opponent,
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who's playing death, their job is to try to kill the protagonist. So the actual gameplay goes
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something like this. The story begins with a start card at which point the protagonist decides
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to go out for a midnight stroll. That's always the story starter. As new cards are drawn,
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you play them in the middle of the table. You line up the cards into a storyline, essentially.
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And as the protagonist goes through the different encounters that each card represents,
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and these encounters can be innocuous, they can be just a new location,
|
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or they could be something that adds to the atmosphere, like Omnis Fog, or Erie Sounds,
|
||||
or spooky symbols etched into the wall, or whatever. They could be unsettling,
|
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like a derelict drunkard, a sobbing woman, an overheard violent argument, or they can be
|
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outright dangerous, like an escape lunatic, an evil apparition, or a witch, escaped convict,
|
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lots of different threats, direct threats. So as the cards are played, each player narrates
|
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that segment of the tale. So the story builds on itself as you play each card, and you narrate,
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you know, the segment of the story. So it's a bit of a, what do they call it, exotic
|
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corpse, or something, or whatever that's called, where you kind of build on the thing that
|
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the previous person laid down. So you're building off of each other's story based on whatever
|
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the cards are kind of dictating. And at some point, because of the way that cards are drawn,
|
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at some point, out some outcome is forced, at which point either the protagonist dies,
|
||||
like they get attacked, and they aren't able to escape, or the protagonist manages to escape,
|
||||
and then you start a new storyline where the protagonist goes out on the following night,
|
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which I don't know if my neighborhood was this dangerous, I would just not go outside at night,
|
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but this protagonist always goes out at night. So each card type has different points for life,
|
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or for death, or for both sometimes. So it's, it is to your advantage game, in terms of game
|
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mechanic, it's to your advantage to draw the story out, to make it long, to the length in it.
|
||||
But other times it might be better for you to go in for the kill if you're death, or retreat
|
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in utter fear if you're alive, because after all you don't want to, if you're death, you want
|
||||
the protagonist to die, or if you're life, you don't want to die. So you do have to hedge your bets,
|
||||
you know, before you draw that next card, you have to kind of think, well,
|
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should I draw this card? Or should I run? Because I'm, you know, I've just encountered,
|
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and each card I should say, so the tricky thing about this is not just a one deck that you're
|
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drawing from. So each card has a certain type of card that you're allowed to draw after it.
|
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So if you draw, well, death could not, for instance, draw or play two evil characters in a row,
|
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because every, if an evil character card is drawn, or it is played, I should say,
|
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then it only allows an end card. And an end card is either an escape card, where the protagonist
|
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escapes, or death, where the death character dies. So similarly, a danger card demands either an
|
||||
end or a save. So that means that the protagonist basically loses his nerve and just goes back home,
|
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or it was all a dream, or however you want to spin it, really. So there's like this sort of
|
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ebb and flow imposed on the story based on which kind of card is being played, and what is allowed
|
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to then be played after it. So, you know, the typical cards that you're playing are like the location
|
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and the atmosphere cards. Old crumbling cathedral, you know, so the protagonist goes,
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is walking near the, an old crumbling cathedral and turns and notices a glimmer inside.
|
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She's, for some reason, drawn to go inside. And then after that location card, you have to draw,
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let's say, an atmosphere card. That could be, that could be, or it might be like an atmosphere
|
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card and or a threat card. So, you know, you kind of have a choice. So if you're death and you can
|
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play a threat card, maybe you want to go ahead and play that, because that could introduce a danger
|
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coming up for the protagonist. So there are certain types of cards that you're allowed to play
|
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at certain times, and that's all dictated by the cards themselves. What that means, I guess,
|
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on a technical level is that there's a perfect story arc built into each round of the game.
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Atmospheres created, paranoia is faced head on, everything's a potential threat, every action is
|
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suspicious, possibly aggressive, every sound is a harbinger, and and every encounter is a brush
|
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with death. It's basically any given episode of Twilight Zone or Night Gallery or Tales from
|
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the Crypt. It's always going to go wrong. It's just a matter of when and how bad it will be.
|
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As I've said, there are single-player and other mods. I've not played with any more than,
|
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I've only played single-player. So in 1985, an expansion pack was added, and it brought a
|
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couple of new cards, including a completely new card type, the object card. So it added some cards,
|
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and it also came out with, and so object cards are played after location cards. So you're in a
|
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location or your character goes to a location, and if you have an object card, then you can play
|
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that so that they can find an object and start carrying that around with them. Then in addition to
|
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that, it came out with a new, you know, a couple of mod rule mods that you can play if you want to.
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So the single-player mode, death is basically relegated to luck of the draw, although there are
|
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ways to mitigate that notably with a save card. So again, you can push your luck, but if you start
|
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feeling too nervous and you feel like your character is going to get killed, you can chicken out
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still. So the deck in a single-player mode gets split into different categories, and the gameplay
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revolves around the main story deck, which sets up the atmosphere in the locations and objects,
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and a couple, just a small percentage of possible threats. The cards themselves dictate which
|
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deck to draw from next, because again, remember the cards each tell you what you're allowed to play
|
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after that card has been played, which is why the main story deck has a few threat cards sprinkled
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into it, because that way you never go through a whole game without anything threatening ever happening.
|
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You know, it kind of forces that. The first time I played was with a short test printout that I'd
|
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done for my own deck, and I was bored, and I was waiting for like a car repair to be done, so I was in
|
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like the waiting lobby of a garage, and I happened to bring my little test deck along, and it was just,
|
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I mean, it wasn't even a full deck, I'm talking about like this was the test print, so it was like
|
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one A4 sheet of paper cut into I think nine cards. So I dealt them out one by one, just kind of as
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story prompts pretty much, and I started narrating in my head as I went along, and I have to say I was
|
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I surprised myself at how atmospheric the experience was, you know, like how emotionally sort of
|
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caught up in the story I was getting, as I followed this little, you know, made up protagonist
|
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along his night stroll. So to keep myself from reinventing the same character over and over,
|
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I decided to give myself prompts for those as well, so I printed out some character build sheets
|
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from OpenD6, which if you look online for OpenD6 system, you should be able to find the OpenD6
|
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books, which are it's sort of this open game license RPG system based obviously around a
|
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D6 meaning six-sided die, so a lot of RPG systems kind of expect you to have like 21-sided die
|
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and stuff like that, so this is like very specific like oh you will you know this RPG system will work
|
||||
with a D6, so look for that and it has really nothing to do with this except that in one of their
|
||||
books they had some printouts or they had some character build starters, and so there are like
|
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10 maybe 12 different characters, and so I just printed those sheets out kind of as prompts
|
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and made myself some cards with those characters on them, and that kind of gives you an idea of
|
||||
like oh here's some, here's a character that I'm going to play, and this is a bodyguard, so the
|
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character is going to be pretty, pretty tough, you know, pretty, pretty capable, and in fact
|
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that was the first time I tried this, you know, I shuffled the character deck, drew the bodyguard,
|
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and he was a bodyguard for a nightclub owner, so I figured you know he was pretty tough, he'd be
|
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able to defend himself pretty well, turns out the very first round I played, he went outside of his
|
||||
apartment, there was I think some fog, and then there was like some ooze, some tar like ooze,
|
||||
and then the next, and that was a threat card I think if I recall, and if I recall correctly,
|
||||
and the next card was this group of people who I had raising out of the tar ooze and totally
|
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killing him, because that's how the draw went, and I didn't have my character chicken out
|
||||
soon enough, you know, I thought I'll be able to take threats, well not how this one played out.
|
||||
Now my second time, the second protagonist I had, I drew, was a correspondent and a news
|
||||
correspondent, and she had this pinchant for sort of pushing her luck, and so I had her
|
||||
traveling around the city, and she ran into this forbidden tomb, this book, and she picked it up,
|
||||
and then people were following her, and she thought they were following her because she had this
|
||||
forbidden book, and at one point I mean these aren't, this isn't really a short game, like especially
|
||||
if you, if you, if you're really enjoying it, like you draw the story out, you know, because
|
||||
it's up to you, you're writing the story in your head as you play these cards, so with this,
|
||||
the second character that I was playing, I had to play it across two evenings, because it just
|
||||
went on too long, and I'm not exaggerating a bit when I say that I literally lost sleep that
|
||||
night over the anticipation of what was going to happen to this protagonist, like it's that good,
|
||||
it's that atmospheric if you, if you bet it'd be, and so to that end I want to give you a couple
|
||||
of tips that I've kind of discovered for myself, so depending on who you're playing with,
|
||||
it might help to impose a loosely judged minimum limit of sentences for each story card,
|
||||
with myself, I was finding, before I figured out, you know, this trick, I was finding,
|
||||
I would put the card down, and it would just be like, okay, broken down cathedral, or a crumbling
|
||||
cathedral, okay, my character goes in and is walking and comes across a crumbling cathedral,
|
||||
okay, next card, you know, and it just be, it's like, no, that's not going to build a story,
|
||||
like if I just take whatever the card says and make it into a complete sentence, that's not,
|
||||
a story that that does not make, so it's probably better to end on the card
|
||||
instead of opening with the card, you know, so if you play a card and it's a log cabin,
|
||||
then instead of saying the character approaches a log cabin, say the character goes, you know,
|
||||
decides to walk through the woods along the side of the town, he turns and starts down the path,
|
||||
some of the branches are knocking eerily above him in the wind, he continues through the moonlight
|
||||
and sees off in the distance what he thinks are glowing lights and maybe some smoke,
|
||||
a campfire, he continues through the path until he reaches a log cabin, it seems someone's inside,
|
||||
he knocks, and that already took like, you know, three or four sentences instead of like one sentence,
|
||||
so in other words make a card, make each card a punctuation mark rather than the opener,
|
||||
force yourself to do that, and then secondly impose a limit, you know, like if you've said one
|
||||
sentence, then you can't draw another turn yet, you have to, or you can't draw another card yet,
|
||||
you have to do at least three or you know at least five sentences or whatever you want to make it,
|
||||
and that kind of forces you to be a little bit more imaginative because on the surface,
|
||||
like the story prompt is obvious, it's like log cabin, okay your character's going to be in a log
|
||||
cabin, like that's it, well no, you have to get the character there first, so you know it forces
|
||||
you to be a little bit more verbose, so do that, do those two things, impose a sentence minimum
|
||||
on yourself, and I find it helpful to end on the card rather than open on the card,
|
||||
and that also helps you actually in your, in your construction of the story because it is,
|
||||
it's easier to lead up to something if you know where you're going rather than like if you just
|
||||
open up, oh they get to a log cabin, well then what do you do from there, like what happens then,
|
||||
like okay they're at a log cabin, then what, well you don't know, you have to, now you're panicking,
|
||||
you're like oh my gosh, I have no clue, they, I don't know, is the cabin inhabited or is it empty,
|
||||
I'm not sure, you know, well if you know where you're going, you know that the character's going
|
||||
to a log cabin, now your brain has to think of all the details up to that log cabin, and you sort
|
||||
of, you start inventing new stuff, so in conclusion, dark cults, it's a really fun game,
|
||||
it has been re-implemented by yours truly, not class two, on getlab.com slash not
|
||||
class two slash dark occult occult occult, dark occult, it is print and play, you can print these
|
||||
things out, I just went to the local New Zealand version of staples, which is called the warehouse
|
||||
stationery, got a big pack of cards stock, threw that in a printer, printed them out, cut the cards
|
||||
out, I wasn't even too worried about being even in terms of the cut, you know, like they're more
|
||||
or less the same size, but I didn't, I wasn't scientific about it, I printed a sort of a crosshatch
|
||||
pattern on the back just so you couldn't see through the cards, but it's, you know, it doesn't have
|
||||
to be complex, I just print them, cut them out, and then start playing, it's a lot of fun,
|
||||
if you enjoy RPG, you want a little bit of a less structured outlet than a proper RPG,
|
||||
because maybe you can't get an RPG group together, maybe, maybe you just want something light
|
||||
and quick, although this doesn't really end up being quick, but you know, it's less to coordinate
|
||||
than a proper RPG game, then this really might be ideal for you, it's a lot of fun,
|
||||
darker cult, print it, play it, and have a good time, and in fact actually print and play it
|
||||
at night, and play it by candlelight, that's really atmospheric, yeah, lots of fun, darker cult.
|
||||
You've been listening to Hacker Public Radio at Hacker Public Radio dot org,
|
||||
we are a community podcast network that releases shows every weekday, Monday through Friday,
|
||||
today's show, like all our shows, was contributed by an HBR listener like yourself,
|
||||
if you ever thought of recording a podcast and click on our contributing to find out
|
||||
how easy it really is, Hacker Public Radio was founded by the digital dog pound and the
|
||||
infonomicum computer club, and it's part of the binary revolution at binrev.com, if you have
|
||||
comments on today's show, please email the host directly, leave a comment on the website
|
||||
or record a follow-up episode yourself, unless otherwise stated, today's show is released on
|
||||
the creative comments, attribution, share a like, free dot org license.
|
||||
Reference in New Issue
Block a user