See also:There are two main ways to run the Smallville Roleplaying Game. First you can use the official setting; the main page is recommended if you are interested in for the TV series. Second, the life-path system in Smallville encourages you to create your own setting involving a coming of age drama with superpowers. The example of character creation in the rulebook shows you how you can create Smallville itself using the character creation rules in the role-playing game and the season nine protagonists,. Life Paths Character generation in the Smallville RPG is a collaborative process, with characters going through their lives together step by step and deciding how their histories are woven together.
The process starts with their (, Ordinary, Strange, and Alien or ), with each character establishing the very earliest statements of their values, and how important they hold them, how they to others, and any or powers they may have. This is all both written down and drawn by everyone on a large piece of paper, before everyone moves forward to their and develops their (, Glory, Power and ), their relationships, and their powers and resources accordingly. This process involves creating the most important NPCs and locations in the setting as far as the characters are concerned and indicating how strongly the various PCs value them.Each value and each relationship (with another or is given a replacement whenever the value is changed, as well as a value - two characters with equal values on Power are very different if one has the statement 'Power is a means to my ends' and the other has 'I need Power to keep myself safe'. The (known as Watchtower) is encouraged to create sessions through a process of 'Wedging'; creating adversaries that will put characters at odds with each other through their values or relationships.System Smallville was the first iteration of and is so far the only iteration of outside the generic Cortex Plus Hackers' Guide. This means that it's a roll-and-keep system where you roll the dice in the and keep your best two.
Almost invariably you are rolling one Value and one Relationship - and you may roll other dice from other factors like preparation and powers. The two sides roll off, highest wins - and the loser can choose to give in (and narrate how they are defeated) or they can choose to keep fighting and take (i.e. There are five different stress tracks (Afraid, and ) and too much in any of the stress tracks can overwhelm any character.The most powerful move you can make in the Smallville RPG is to challenge either one of your relationships, or one of your values. This means that you think that you were wrong and are coming to a new understanding; you get to roll the dice three times rather than once in your dice pool but are using a smaller dice for the rest of the session.Supplements There have been two published supplements for the Smallville RPG before lost the license at the end of February 2013. Those were Smallville: The High School Yearbook (for playing high school characters using Smallville) and Smallville: The Watchtower Report.History and Reception. The Smallville LogoxThe Smallville Roleplaying Game was the first of the new roleplaying games from utilizing their new system.
The game was co-designed by line developer and indie publisher.When it was produced the reception was positive but surprised, with RPGamer declaring ' The Smallville RPG is perhaps the most peculiar release of this year. Everything about its cover screams 'mediocre at best' — the cable television series license, the Margaret Weis productions and Cortex System logos, even the studio promo picture recycled as cover art would have led to plummeting expectations. But this volume proves that one should never judge a book by its cover.
You should instead judge a book by its inside cover, which features a crew of up-and-coming indie designers in the main credits and laundry list of Evil Hat veterans in the special thanks section. If covers aren't enough a read-through, will reveal that Smallville is a great story game ideally suited for teen drama that has been cunningly disguised as a cheap TV tie-in.' Was equally surprised; ' So I'll admit that when I saw the Margaret Weis Productions booth at Gen Con stacked with Supernatural, Smallville and Serenity RPGs, a small voice in the back of my head was saying, 'These could be pretty bad.'
I have tied the small voice up securely and locked it the trunk of my car, because it was very wrong. The Smallville RPG is a finely crafted game that understands the quirks of the show and the things about it that its fans love, then wraps the game around those core values rather than tying them on as window dressing.' See also.References.
Aye, by owning the post, I can update it more frequently. Having to poke a moderator every time someone suggests an entry was not effective, it also resulted in a lot of long delays between updates.I also try to make it a value added thing by including publisher/author URLs when I can find them.What do you all think of the affiliate links, too much or a nice tip of the hat to send a few coins towards site maintenance?-TAZOf course, as time permits, I'm going to look for more URLs and I want to add more RPGs from the Haiti bundle as I read/review them. And added a couple dozen more links.