Bibliography for GURPS Metro of Madness
Bobrick, Benson. Labyrinths of Iron (Newsweek Books, 1981). A detailed and engaging history of the subway system. It makes fascinating comparisons with the chthonic expeditions found in mythology and literature, giving a mythic ambiance to public transit.
Howson, Henry F. The Rapid Transit Railways of the World (George Allen & Unwin Ltd, 1971). Informative overviews of the metro systems found in various parts of the world.
Middleton, William D. Metropolitan Railways (Indiana University Press, 2003). Excellent source for the development of the metro in North America.
Fiction and Comic Books
Barker, Clive. The Books of Blood (Sphere Books, 1984-1986). Six collections of short horror stories, many dealing with urban legends and the terror hidden within cities. Of particular relevance is "The Midnight Meat Train" (found in Volume One), where a serial killer murders his victims on subway trains (also available on Blu-ray).
Foster, Alan Dean. The Metrognome and Other Stories (Del Rey, 1990). In the titular story, the New York subways interfere with the mining tunnels of the gnomes, and vice versa. Complications ensue.
Gaiman, Neil. Neverwhere (BBC Books, 1996). The novel adaptation of his television mini-series of the same name. In this urban fantasy, the protagonist is drawn into "London Below," a magical society underneath London featuring characters and secret orders named after the stops of the London Underground.
Moore, Alan. From Hell (Eddie Campbell Comics., 1999). A graphic novel that tells the story of Jack the Ripper. The book devotes a lot of attention to the occult overtones of London architecture, exploring the occult symbols of its streets and buildings. The movie is necessarily more superficial.
Morrison, Grant. The Invisibles (DC Comics, 1996-2002). A comic book series that describes a millennia-old war between the Archons (demons who have invaded reality and infiltrated the government) and the Invisibles (a loose coalition of mystic freedom-fighters). The series is rife with Illuminated plots and explorations of the secrets within and underneath cities.
Ruff, Matt. Sewer, Gas & Electric (Grove Press, 2004). Mutated beasts in the sewers, conspiracies to take over the world, and ubiquitous androids come together for a satirical science fiction romp with plenty of ideas for adventures underground.
Findley, Nigel D. GURPS Illuminati (Steve Jackson Games, 2000). Full of conspiracies and paranoia, it is invaluable for any GM who wishes to run an Illuminated campaign. It includes detailed information on organizations and orders that would make intriguing and chilling forces behind Samuel Luke Station.
Hite, Kenneth. Suppressed Transmission 1 (Steve Jackson Games, 2000) and Suppressed Transmission 2. Steve Jackson Games has published two books of Kenneth Hite's discussions about conspiracies, urban legends, the paranormal, and various other connected topics (and how they can be used in roleplaying games).
Kenson, Stephen. GURPS Spirits (Steve Jackson Games, 2001). This supplement analyzes many different kinds of spirits. It also explores how they can be used in a campaign, different ways for characters to interact with them, and even how they can be used as player characters.
Masters, Phil, and Brooks, Alison. GURPS Places of Mystery (Steve Jackson Games, 1996). This book explores how different locations, such as the pyramids and Stonehenge, can be used in a campaign. It also has general advice about using mysterious locations, as well as detailed information on the development of ley lines.
Petersen, Sandy, and Willis, Lynn. Call of Cthulhu (Chaosium, 1998). A roleplaying game based on the writings of horror author H.P. Lovecraft. Filled with dark cults, blasphemous sorcery, and hideous demons, an excellent source of inspiration for GMs wishing to explore the occult possibilities of Samuel Luke Station.
Stolze, Greg, and Tynes, John. Unknown Armies (Atlas Games, 2002). A postmodern occult RPG where urban legends and fringe beliefs can be true. Two particularly relevant "magick schools" are urbanomancy (magic that links the adept to a city and its ambient energy) and geomancy (magic involving the submission of the natural environment).