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Etherscope: The Great Metropolis
 
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Etherscope: The Great Metropolis
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Etherscope: The Great Metropolis
Publisher: Goodman Games
by Nathan C. [Featured Reviewer]
Date Added: 07/11/2006 00:00:00

Etherscope: Metropolis is an impressively written book with sprawling detail equivalent to the massive size the urban setting it describes. This book details the Etherscope world in detail with all of its boroughs and factions within this new Liverpool Manchester mega area. With one of the biggest flaws from the original Etherscope book being its lack of a campaign setting, Etherscope: Metropolis?s biggest flaws is that it attempts to overcompensate and can be too detailed from time to time.

Etherscope is set in 1984 with a Victorian feeling akin to a Dr. Who episode. As you read the book, you know that it should be modern times, but there is something quite not right. Despite its old English feel, the setting is without a doubt Steampunk. The gothic descriptions are filtered with enhanced technological descriptions. Fantasy characters such as

The layout did not suit my cup of tea.. The bookmarked table of contents needs a tad more work in the tree department. None of the bookmarks worked in my copy and the trees were not even. The font is also a little hard on the eyes so take breaks while reading this book. The old style is great for the feel of the book, but I learned in layout school that its not the easiest font on the eye.

There are six chapters in the makeup

Chapter 1: Covers the History of the Great Metropolis

Chapter 2: Talks about the different sections of the Metropolis

Chapter 3: Features Factions and Organizations

Chapter 4: Discusses Politics and Current Events

Chapter 5: Reveals Character Options

Chapter 6: Has adventures in the Great Metropolis

For the Dungeon Master

I love alternative time lines. If you read through alternative future science fiction for story ideas in your modern campaign world, you will love the way Etherscope: Metropolis is written. It takes itself very seriously and there are adventure ideas on just about every page. The imagery feels very dark final fantasy. Technological advances are met right alongside with 16th century adventure. The factions are equally impressive. With a little work, any can be taken as friends or foes.

This book is primarily a DM?s campaign resource. It is packed with useful goodies such as campaign history, foes and most importantly adventures. The adventures are the best part as most DMs may find a lot of the prose a bit too lengthy. The adventures uses a lot of the material previously discussed in the book. The first adventure, Triple Cross, is a bit of an industrial espionage caper. I enjoyed Sin a bit more, with its open ended plotting. Sin is a murder mystery with a common thread. Both are excellently written, but what would you expect from Goodman Games.

For the Player

You have to go deep into the book to find player information. There are some neat new Combat Styles that fit well into the dynamics of the Etherscope world. Scoundrel type characters will really like rat fighting adding a new series of dirty tactics. I enjoyed the Streetgunner as well. If your character is on e for heavy artillery, you will want this feat especially if your DM is combat heavy.

The Iron Word

Layout problems aside, this Etherscope: Metropolis fleshes out the world and gives it the depth it deserves. The authors obviously heard the fans cry for a detailed campaign resource and delivered. I only wish they had put a bit more time into making all the information accessible in this PDF form.

<br><br><b>LIKED</b>: LIKED: - good detail and DM crunch

  • Its certainly a unique niche in the modern market. Im' a fan. <br><br><b>DISLIKED</b>: - text is lengthy at times
  • the tree structure in layout was a bit off as well as my links didnt work in one of the pdfs

<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
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