Review of Underworld Sourcebook

Underworld Sourcebook Review Summary

Reviewed
June 30, 1997
Edited: August 28, 2017


by: David Davenport


Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)



David Davenport has written 8 reviews, with average style of 4.25 and average substance of 3.75 The reviewer's previous review was of Bastet.The reviewer's next review is of Conspiracy X.

This review has been read 920 times.

 

Underworld Sourcebook Product Summary

Name: Underworld Sourcebook
Publisher: FASA Corporation
System: Shadowrun (2e)
Setting: Shadowrun
Author: Steve Kenson
Category: RPG

Year: 1997

SKU: 7123
ISBN: 1-55560-315-7


Review of Underworld Sourcebook


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The Underworld Sourcebook, originally to be done by the late Nigel Findley was picked up masterfully by Stephen Kenson, writer of several of FASA's recent Shadowrun releases. The book itself is rather sparse on art (and some of it is substandard for a FASA release, but this is more than made up for with the sheer amount of information included.

The Underworld Sourcebook is made up of three major sections. The first is a basic primer on the mechanics of different crimes in general, including everything from computer crime to smuggling and even a lesson on money laundering and organlegging. The second is a in-depth discussion on each member of "The Big Four" of crime: the Mafia, Yakuza, Triads, and Seoulpa Rings. The third is a nice little piece on the so-called Other Operations (gangs, policlubs and cults) that also skirt the edge of legality.

The crime list is a very good reference for GMs to expand on their descriptions when the PCs go to a fixer or a fence or get involved in a kidnapping.

The description of each of the syndicates is very lengthy and includes the history of each group, their organizational structure, their traditions, their major rackets (how they make their dough) and their recruiting practices. This is a wealth of information for the GM, allowing him/her to create a game campaign including multiple crime organizations with their own individual feel. Each group is very unique and this book gives a good feel for their differences (i.e., why the Yakuza isn't just a Japanese Mafia and why the Seoulpa Rings would frag over their own mothers to take down the Yakuza).

Mainly a GM resource, this book is chock-full of information on how to run a game involving organized crime syndicates (usually as foils against the players) but can be used to give players a good grounding in organized crime theory. Not very useful for players (except as reading material), but GMs should pick up a copy.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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