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Review of Companion

Another campaign helper for the Underground dark future/supers/cyber RPG. Its four chapters provide the following information:

Chapter 1, details the conflict firms that create and employ boosteds and firms that employ them when they muster out. Each firm gets an overview and there is detail provided for specific units within the firms. This is the most useful chapter for non-Underground players/GMs. The information on each organization can be applied to other game worlds enmass or just used as creative idea seeds.

Chapter 2, expands on the use of cybernetics in the world of Underground. It's an option that brings the game closer to other dark future campaign worlds.

Chapter 3, reviews campaign building. This is the second most useful chapter to Underground or other system GMs. Campaign types discussed include: superhero, commando, rock band, underground rebel, activists, TV stars, etc. Provided are some frameworks on motivations and adventures for each campaign possibility.

Chapter 4, provides adventure hooks, not complete adventures, but enough to get the juices flowing.

Underground players will find this book helpful in expanding the detail of their campaigns. Any dark future campaign player will also find some great background stuff, but at $18 it is hardly worth it unless you are deep into the Underground game world.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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RPGnet Reviews1999-05-30 Papyrus's Summary: Go to the full review for more information.

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