Underworld: An Adventure Game of Subterranean Urban Fantasy

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Gareth-Michael Skarka "Underworld: An Adventure Game of Subterranean Urban Fantasy"
Synister Creative | 2000-12 | ISBN: 0970082177 | 164 pages | PDF | 32.2 MB


(PART 1)
I'm always looking for something new and fresh in the world of tabletop RPGs. I have been gaming around 20 years, and I love finding something that puts a fresh spin on things. Underworld satisfied that need.I was a bit dubious about the "head count" system that is the core of the game. I've been rolling dice all these years, and now somebody wants me to flip coins instead? However, upon reading the system, I was like "Wow!" Very innovative, extremely easy to use. So simple, yet so flexible. This system alone makes the game worth taking a look at. How about setting? I had visions of the old CBS series Beauty and the Beast when I first purchased this book. That series is mentioned as inspiration in the credit, and it has an element of that. However, some things are a bit...wierd. Some of the creatures and ideas, and even some of the character races, just spoil my perceived mood of the game. Dinosaurs that live underground that grow natural wheels? Not my cup of tea.However, the author encourages you to make what you will out of the game. So, you don't like it don't use it. It is a very flexible system. In fact, it is even stated in the book, it is more of a framework than a full game. For me that is great. I love tweaking game systems.However, that is both the greatest strength and greatest weakness depending on the kind of games you like to play and run. I admit, I feel comfortable encased in a set of cumbersome rules, that is how I learned to game. But as I get older, I find I have a growing taste for games that free me from the boundaries erected by such rules. Underworld is the ultimate in that genre.How about artwork? The cover is cool, a nice, dark piece by Christopher Shy. However, I would just as soon that have been the only piece of art instead of some of the stuff that clutters the rest of the book. Varying from moderately good to deplorable, I can't say that it really enhanced the game at all.As for value, I think a price of 19.95 may be a little steep, but I got a great deal on mine used from a marketplace dealer. But, you are buying a cutting edge piece of RPG technology here. I'd pay the full cover price now knowing what I know. It is an awesome system.Underworld is best described as a loose rules system set in a dark underground urban fantasy realm, where, quite literally, anything can happen. Magic is real. Your dreams can come true here...and so can your worst nightmares.

(PART 2)
I am writing this second part of my review several months after my purchase of this game. After "playtesting" it with the "guinea pigs" in my group. I think now that it is all said and done, we will write this system off as a grand experiment, a wonderful ideal that upon execution was less than satisfactory. The "head count" system was clunky overall in combat especially. It seemed to take too long to resolve a combat, and it was difficult to acquire the proper amount of successes to accomplish feats. Character generation on the other hand is smooth and fun. Wide open to the imagination, and the best part of the system. I love making up characters in any game, and it was especially fun here. The experience point system was vague at best, however. I guess in retrospect, you could call Underworld a half baked game. Maybe with some effort you could iron some things out. I am not a fan of the "head count" system after playing it. I want my dice back. For now, and probably for the forseeable future, Underworld sits on my bookshelf amidst other failed gaming experiments. I would say it is a good read, but I doubt you will have a continuing campaign in it. Something fun to try on a night when you have nothing better to do.



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