KMANT - Underworld Rulebook

Product Name
Underworld
Rulebook
Retailing at around
£13.99
Rating out of 10
6.9 / 10
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Product Blurb

Deep below the streets of New York City, there exists a world of wonder and adventure, unseen by those above. Magic courses like blood through veins made from steel tracks and transformers. The UnderWorld is home to the Homeless, to the Freaks, to the Junkmen, and more. Steely-eyed Bravos hunt their prey in dark tunnels far below the subways, while brave Taggers scout new paths between the varied Domains, and mark the trails for all to follow. Creatures of Legend walk the platforms below the city, and brilliant Artificers build inventions of bizarre science, borne of madness.

This is a world of heroes and villains...

of magic and romance...

of gods and monsters.

Unseen. Unknown. Unforgettable.

UnderWorld

UnderWorld is an adventure game, usable for either table-top or live-action play. All you need are the guidelines presented in this book, and a handful of coins.

- From the Underworld Rulebook -

Underworld Rulebook Review - By Matías Timm

The first thing that sprang to mind when I was trying to think of a way of describing UnderWorld's system, is “Steve Jackson’s Toon, but easier”. Yeah, you just toss some coins and that’s all. And the first thing I thought of when I was trying to describe it’s setting, was the 1987-1990 TV series “Beauty and the Beast”, starring Linda Hamilton and Ron Perlman, if you can remember it? Then you have Neil Gaiman’s “Neverwhere” novel and TV mini-series, from which this game draws a lot.

When you use your local subway have you ever noticed that the tunnel systems in your city don’t seem to be too constructed in any particular order? Do they seem, if looked upon in a roadmap, like an odd and arcane symbol of ages past? Well your powers of deduction are amazing little grasshopper. There’s a secret to be unveiled here.

Subways exist for more than just transportation. In fact, they draw magic from each passenger that rides them. A small quota from each one of the millions that ride the metro each and everyday. The subways all resemble odd runes from times past, powerful symbols that bring magic back into this world. The Industrial Revolution had almost drained the world of magic for good, but some visionary, or maybe something else, something more powerful, devised this trick to bring the magic back.

Now, below each city that has a subway system, an UnderWorld thrives. A place filled with magic and wonder, a place where modern technology and logic both cease to function. Each UnderWorld has its own set of rules, like London’s (in Gaiman’s novel), and New York’s (described fully in the UnderWorld rulebook). This book, as I’ve just said, focuses on New York (in fact, it’s sometimes self-contradicting as it refers to the Big Apple’s UnderWorld as the UnderWorld).

Below New York, many Breeds (a term that refers to a broad group of people that are united by certain common features) survive day-to-day, and night-to-night. Each of these people also belong to a certain Guild (an association of people that hold the same jobs, as with European Renaissance guilds). This allows you to create a wide array of character types. I’ll name a few, those that were most interesting to me.

First up are the Breeds. There are the Homeless, people that are bums in the UpWorld (our world) and live as upstanding citizens down below; the Ferals, animals given intelligence and speech by the magic under the surface; the Lost, people from past times that appear in the UnderWorld present; the Junkmen, robotic creations made of garbage, as their name implies, by mad scientists; and the Legendaries, beings born of humanity’s imaginations, fears and loves. Yes I know… it does sound very Mage: the Ascension like.

Secondly there are the Guilds. We have the Traders, the only people allowed to deal with wares, especially brought down from the upper world; the Bravos, the only Guild that is permitted to initiate and participate in combat and assassinations; the Librarians, those that keep the knowledge, like ‘Father’ in “Beauty and the Beast”; and the Taggers, explorers and graffiti maniacs that search for untouched spots to work their art. This is just a selection from a much bigger palette you can choose from, though and there are others, which are also pretty good.

The game’s self-titled genre is subterranean urban fantasy. It’s a lot like the World of Darkness, only less dark. The setting offers a lot more, since it’s deliberately open-source (yes, I call it like the software) so that you can weave your own creations into it. There are many ideas and examples, but no “this is like this, or your game’s not official” kind of stuff. That’s right, White-Wolfy friends, no canon!

In fact, the book claims to be a framework, not a game. The system is designed to be incredibly easy and open, but the designers have openly reasoned that we gamers may like to adapt the setting to another system (the first thing that comes to my mind is adapting this game to the Window RPG, which is an interesting multi-adaptable system with no setting).

As for the original system, it’s pretty easy to get the hang of. For everything you need to do, you toss one or more coins (referred to, by the book, as a Head Count) and count the heads. Each head is a success, and for each action you need a varying number of successes. If you scored them, you did it. You always have a default coin, and some of the immensely few traits (you have almost no “rule stuff” to pen down on your character sheet) add coins to your roll (or is it toss??). You have only four health levels (a.k.a. Hit Points), so combat is pretty deadly and not to be entered into lightly, which is just as the designers want it. Everything else is decided by good old role-playing, as it should be. Beautiful, is it not?

As for the book itself, there are some mishaps to account for, I advise you to explore the Errata section on the game’s website to look up the fumbles the designers spotted and the correct phrasings (I’ve spotted a few more, but only one of them is really annoying). The art is mostly okay, some of the images are good, and there’s an interesting piece of fiction at the beginning of every chapter. The “Conductor’s” (a.k.a. GM or Storyteller, in other games) section has something I’ve found both very interesting and original, which is the Intuitive Continuity. This consists of leaving a lot of loose threads and having a host of special NPC’s that you can later combine and re-use when necessary.

Another interesting idea is the COPP rating, a roll that determines stuff about characters the players encounter, like if they are cooperating or not, opposed or friendly towards the characters, of a good or bad personality and (this has set my mind in motion) are important to the plot or not. Was that paperboy just a newspaper delivery boy, or the main henchman of Dr. Madness? Was that oh so important-looking businessman just a schmuck with a lot of money? Determining these things at random seems both funny and surprising (I think I’ll adapt this to all my role-playing games).

There’s also a table to randomly generate plots for your adventures, just like in Steve Jackson’s Toon, for those times when you don’t want to think at all (not a good idea for a serious role-playing session, but could be useful for beer & pretzel gaming).

Next time you see a homeless person or wonder why the subway feels a little more claustrophobic than it usually does, think of the UnderWorld and what’s down there with you…

Reviewed by Matías Timm