Unhallowed Metropolis

25. July 2010

I recently added Unhallowed Metropolis to my collection, they had me when I read the setting was described as zombies in a post apocalyptic neo-victorian steampunk world. What is not to like about those sweet words, and the book itself with it’s attractive subtle artwork and sturdy hardcover oozes more style than I am capable of expressing. The idea is so original, yet so, in a sense stylistically centered in tradition.

Thus it is a disappointment worth no note that the actual book is 2/3th rules, only superficial treatment of the world. Near endless lists of dates and names which are never used. There is little stimulation to write exciting adventures in reading the book, nothing inspires. It all feels flat and as if you have to make up even the basic framework on your own in a world with great unknowns. Some people like it like that but I personally prefer a setting to inspire me, there should be loose ends but depth and justification. A world must feel fulfilling and Unhallowed Metropolis’s post zombie plague London of the 22th century manages to narrow down a vision so great it seems like random scribblings on a napkin. You don’t understand what the world is about.

Furthermore the gameplay is weighted down by a system that looks like it will work well on paper and when reading it but ends up slowing down combat with unneeded resolution requirements. It requires some time to become comfortable with but it is simple and elegant in theory, using it in any of my test sessions has as a GM to me felt to slow and like to many numbers to juggle. My players seems split on this with the more combat focused players liking the system for it’s ease on their part and it’s horrific critical damage table descriptors. I admit those are entertaining and do give some good ideas for future encounters of the painful kind but like the less combat focused I felt combats were to slow and didn’t give satisfaction.

The spiritual is addressed, despite the book being promoted as making the assumption that the great plague could give rise to people rising from the grave as zombies, it would stick to science. It does not to such an extreme sense it is sickening and its world is worse for it. What could have been as scary as Call of Cthulhu when it is best with ease is turned banal. Combined with the near non-existence of the setting gives one a feeling the authors gave up and went with the banality and familiarity of the ”magic man did it” theory of world creation. The system is far to loose and players with super powers quickly ruins any chance you as a GM have of having that compelling horror story going the settings premise so begs for. Keep it minimal at best, but I really think this world can stand on its own without resorting to cheap tricks.

The setting has so much potential but it is all undelivered. I love the idea and I would certainly buy a second edition if it addressed the rules in ore brevity and focus while dedicating most of the book to exploring the world. Show us the blight, show us those hard years, show us what lies beneath London, Inspire us. In short I will pay for zombies in a post apocalyptic neo-victorian steampunk world but nobody else should pay for Unhallowed Metropolis, lest to keep the company afloat till it can deliver our zombies.

Do you hear me Hallows Eve Designs, you can take my money, you can take my dignity but you will never take my dream of zombies, telsa coils and gasmasks.

Unhallowed Metropolis, you shall be avenged!

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