Metropolos Sourcebook for Kult

Review: RPG

Reviewed by Matt Staroscik

Metropolis Lts
$19.95

This volume is almost a necessity for the Kult GM--not because the main book is lacking, but because of the strength of the marerial presented. Metropolis, the First City, is described in chilling detail as are many, many ways for the players to get there. This supplement does a superb job of evoking a mood, of deliverying the unique feel that Kult has. In the hands of a skilled GM, it can be a powerful tool for running some very memorable games.

Each domain within Metropolis described in great detail. GMs will terrorize players with the horrors that await within the Machine City, the Memory Banks, the l'rimal Sea and many other locales. Numerous encounters are presented which can be used as "wandering monsters" by GMs. There are detailed NPC profiles, too. As in the main rules reviewed on the previous page, this book is not for the squeamish. In fact, it may present more gore than any other roleplaying product on the market.

The one fault this product has is that is gives little assistance on the design of full-length adventures. Kult is a unique sort of game and even imaginative players could initially have problems creating campaigns for it. It would have been nice to see some more campaign ideas in the Metropolis Sourcebook along with the the myriad atmosphereenhancing "quickie" encounters presented. Luckily, Memipolis Ltd. is releasing Kult campaign books to help out.

Overall, the Metropolis Sourcebook is a great product for the Kult GM. If you liked the Kult main rules, you'll love this product. If you didn't like Kult at first, this will certainly not change your mind.

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