Showing posts with label Smallville. Show all posts
Showing posts with label Smallville. Show all posts

Thursday, January 5, 2012

The Honorable Mentions

After compiling Tommy's Top Six, I did have a few other books that I felt needed special mention, so I'm going to do that here.

In alphabetical order:

Agents of Oblivion by Reality Blurs: This horror-espionage mash-up gives you the tools to run almost anything from James Bond to the X-Files to Men in Black. You can even amp it up further, making the PCs mutant super agents. It even meshes easily with Realms of Cthulhu for as much, or as little, crossover as you like.

WHY IT DIDN'T MAKE THE TOP SIX: Timing. If I had reviewed this in a separate year than Realms of Cthulhu, this would almost certainly have made it into the Top Six, but I have a "one book per publisher" limit that I impose on the Top Six, and at the end of the day, I feel Realms just brings more to the table.


Caladon Falls by Savage Mojo: Caladon Falls is a fantasy setting/campaign for Suzerain, taking a grittier and more warlike approach than you typically see from fantasy games. In fact, it is largely Band of Brothers meets Lord of the Rings, and it's a very impressive campaign that takes full advantage of the Savage Worlds strengths, namely the ease in PCs commanding NPCs and the Mass Combat rules.

WHY IT DIDN'T MAKE THE TOP SIX: Timing. Fact is, I had to choose between this and Savage Suzerain and as great as THIS book is, THAT book lays all the framework for the awesome twist on Savage Worlds that is Suzerain.



Hellfrost by Triple Ace Games: One of the coolest (no pun intended) fantasy settings that I was very much "late to the party" for, Hellfrost is a dark fantasy setting for Savage Worlds in a world that is freezing quickly. With some great setting rules and a gorgeous bestiary, Hellfrost won me over nearly as soon as I sprang for my copies.

WHY IT DIDN'T MAKE THE TOP SIX: Notice that I said "Hellfrost", which isn't a single book, but three books: The Hellfrost Player's Guide, The Hellfrost Gazetteer and the Hellfrost Bestiary. Honestly, I came very close to nominating both the Player's Guide (because the bulk of the setting is right there) and the Bestiary (because I love monster books, and this is a very well done monster book), but I ultimately split the difference and went with the Top Six that you saw on January 1st.

Horror Show by Bedrock Games: Bedrock Games impressed me with Terror Network and Crime Network, their anti-terrorism and mafia RPGs, neither being subject matter I'm particularly enthusiastic about. In 2011 they took their skill based system and applied it to cinematic horror, in a combination that probably shouldn't have worked as well as it did. In fact, Horror Show wound up being a very pleasant surprise for me, a well-researched horror RPG with a tested system and a lot of love behind it.

WHY IT DIDN'T MAKE THE TOP SIX: The biggest reason is that it is essentially a horror toolkit, and there are horror toolkits out there. It came THISCLOSE to making the Top Six, but I ultimately decided that Ghostories had the more unique hook that would sway someone into trying it even if they already had a go-to horror game, whereas Horror Show seems less likely to sway someone who is already pleased with their horror options.

Part-Time Gods by Third Eye Games: The third corebook by Third Eye Games covers all new territory for the small, but impressive, company: Playing Gods. Sure, this isn't unheard of in RPGs, at all. Where this one is unique from those is that the Gods are still bound to their mortal lives, and have to strike a balance between being Gods and being humans. Utilizing a simplified version of the Dynamic Gaming System to bring the over the top powers of the Gods to life, Part-Time Gods is a worthy addition to the Apocalypse Prevention Inc. and Wu Xing line-ups.

WHY IT DIDN'T MAKE THE TOP SIX: Part-Time Gods was a HUGE success on Kickstarter, which led to a few top tier donors making it into the back of the book as characters. The "vanity buy-ins" just kind of annoy me. I'd prefer the page count being used for things I'll actually use...but I did only pay cover for the book, while they shelled out more. The other thing was that, for maybe the first time, I read an RPG that has multiple PC "factions" (Theologies in this game) and not one of them really GRABBED me. I can usually find a clan, tribe, group, whatever that "speaks" to me, but not this time. Kinda left me feeling like the White Wolf-esque clan approach worked against the game instead of for it this time.

Smallville High School Yearbook by Margaret Weis Productions: A fantastic resource for not only refocusing your Smallville games for a high school setting, but a great snapshot of "TV American High School". In fact, if you have the extra money and are running any kind of game set in modern American high school and need a refresher on things, I'd recommend picking it up.

WHY IT DIDN'T MAKE THE TOP SIX: In this case, I think the focus was specialized enough that if it were a complete game (like Tough Justice), I would have given it a nod. I couldn't quite do that given that it's a very specific (though well written) sourcebook for another game. Fantastic book, limited in scope, but incredibly useful for that scope.

Saturday, December 17, 2011

Tommy's Take on Smallville Watchtower Report



Last year, Margaret Weis Productions released Smallville, which turned their Cortex system on its ear. This year, they released the first supplement for it, the High School Yearbook, which turned out to be a fantastic resource for high school games in general, and Smallville High School games in particular. Now, we get the Watchtower Report which, as far as I know, is the last scheduled book in the line-up.

WHAT YOU SHOULD KNOW: The Watchtower Report PDF is $14.99 and 150 pages, focusing mostly on the "Metropolis Years" of the Smallville TV series. You can also get the entire set in a bundle for $34.97 at RPGNow. It is full color and photo heavy, as one expects from a licensed MWP book.

The book opens with a foreword from Justin Hartley, who played Oliver Queen on the show, in a nice, classy touch (although the Gold Standard of Celebrity forewords - Bruce Campbell's from Deadlands - is still untouched).

The first chapter of the book, Expanding Antagonist, covers villains (not surprisingly). A number of villain archetypes are presented, with tips on how to create them in the system, as well as story uses and examples of the character type. For instance, Killer Machines (like Metallo), with Assets like GEARHEAD and INVULNERABILTY and Resources like CONSTRUCTED MINION. Another thing this chapter does that other TV Shows into Games like Buffy the Vampire Slayer skips over, is using Villains as Leads. This, obviously, is a delicate balance as it puts players in a situation where someone wins, someone loses, and usually someone ultimately has to go away (although redemption is often an option in these situations). This chapter also includes Minor Features, which are less important villain types that don't get fleshed out quite as completely, using Defining Values (rather than the full values list) and Depth.

Next, we get the first of six prisons/facilities from the show, stats for them, as well as a list of relevant character sheets. First up is the Belle Reve Sanitarium, which includes stats for characters like the Sandman-esque Tim Wescott, the shapeshifting Tina Greer and the nameless Twins.

The Expanding Pathways chapter begins with a discussion on adding new players to the mix, either by letting them take over an existing Feature (important NPC) and turning them into a Lead, writing out a Feature and replacing them with a Lead who fills a similar role, or adding a new Lead altogether. They also provide tips on making your own Pathways chart, including using Checkmate as an example. Finally, they add an index of Distinctions from the first two books.

Next up is Black Creek, Montana, a facility owned by Lex Luthor. Stats here include "memory thief" Sebastian Kane.

The Expanding Play chapter is a lot of GM advice, really, such as scene framing techniques and when - and how far - to push the Leads. This chapter also gets into "Sideliner" episodes. That is, playing characters who AREN'T the Leads or even *directly* connected to them...but their Episode has an impact on the overall arc of the game. A similar idea, called Parallel episodes, is also introduced. Doubt any group I've ever had would go along with these, but they are an interesting idea.

Level 33.1, another operation of Lex Luthor's, is presented next, along with characters like Chloe's mom and Mikhail Mxyzptlk, Smallville's version of Mr. Mxyzptlk.

Expanding Drives is particularly useful for folks looking to take the system and make their own setting, as it covers using different Values than the ones presented, including an option for Iconic Values, in which each character shares five of the six values, but the sixth value is unique for each character. Along those lines is Owned Values, in which each Lead stakes their claim to one of the values, and are the only ones who can have the Value at d12, and also get a free re-roll with it. Relationships aren't excluded, either, as variations such as relationships with groups, as well as Titles (Editor-in-Chief is specifically named) are also discussed.

LuthorCorp Projects are up next, beginning with Project 1138 (vampires...inlcuding one named Buffy Sanders), Project Ares (super soldiers), Project Gemini (closing), Project Intercept (invasive interrogation), Project Mercury (medicinal), Project Prometheus (a suit that granted people superpowers), Project Scion (which turned out to be Brainiac) and Project Starhawk (meant to watch aliens).

Expanding Assets includes a slew of new Distinctions, Martial Arts styles and Heritages (including Wraiths) that you can use or adapt for your own new Distinctions. Additionally, new Abilities and Gear are also included. While there's not quite hard and fast guidelines for making your own Abilities, there are some pretty good benchmarks to go off of.

The Veritas Society, complete with its members, are given next.

Expanding Resources covers Extras and Locations, including a sidebar on Locations that are inside other Locations. This chapter also covers elevating Extras to Features and vice versa.

Zoners and Aliens include folks who aren't from around here, like Bizarro, Zod's wife Faora, and Zod himself.

The Story So Far finished what the Smallville corebook started with its coverage of seasons 1-9 by providing an episode by episode breakdown of Season Ten. This also includes Season 10 updates for all of the Features that were presented in the Smallville Corebook. A slew of new Features are also present, such as Booster Gold, Desaad, Deadshot, General Slade Wilson, Granny Goodness and The Blue Beetle.

WHAT WORKS: A lot of great advice on how to get the most out of the Smallville version of the Cortex Plus System, and a whole slew of NPC stats. The production values, as usual, are fantastic, and the book does a lot to really open up the system for people who like the base, but not the setting. The rules and guidelines for allowing players to play both villains and heroes is something that is often overlooked, but can be rewarding in the right group.

WHAT DOESN'T WORK: Minor complaint, but I could have used more pictures of some of the lesser known characters. I'm not a huge fan of the show, so some of these folks are lost on me.

CONCLUSION: As far as I know, this is the conclusion of the Smallville game line, which has proved to be a very effective three back adaptation of the source material, while also opening the game up to more than just the TV show. Of the two supplements, I prefer the Smallville High School Yearbook, just because it has some very useful advice that is applicable to more than just the Smallville game, while this one has some system-agnostic advice, most of it is about the setting or the rules. Great purchase for anyone running - or planning to run - Smallville. Now if the new Leverage supplements would ever come out...

Thursday, July 14, 2011

We Have A Winner!

That didn't take long!

Devin Curtis correctly guessed that the most read RPG review on this blog is...Smallville's Cortex Plus sister game (and one of my Top Six picks): Leverage!

Congratulations Curtis!

Tuesday, July 12, 2011

Free Copy of the Smallville RPG!

Because I haven't done a giveaway in a while.

A free PDF of the Smallville RPG to the first person who e-mails me the name of the most read RPG review on this website (according to my data). The e-mail is tommyb(a)sstelco(dot)com.

Contest is open immediately, and ends when either someone answers correctly or August 15th comes and goes without a correct guess.

Sunday, May 15, 2011

Tommy's Take on Smallville High School Yearbook


Since Smallville just ended its historic ten-year run (crossing from The WB to The CW) this past week, it seemed like as good a time as any to review the Smallville High School Yearbook. Smallville is, thus far, the most successful Superman-related TV show in history, and was turned into a pen and paper RPG last year by Margaret Weis Productions. I've caught parts of the show here and there and was never a big fan, but I'm going to give it another go on Netflix now, since the whole thing is wrapped up and all.

WHAT YOU NEED TO KNOW: The Smallville Yearbook is the "high school" sourcebook for the Smallville RPG, requiring the Smallville rulebook to use. It is currently available in a 130 page PDF format for $14.99, with some nice, full color production values.

MWP does a good job with the "yearbook" feel, including Lexcorp "ads", in-character "special thanks" from the Senior class and a foreword by Lois Lane. The High School Yearbook introduces a new, high-school themed Pathways chart that is compatible with the same chart in the Smallville rulebook, just geared more towards making High School a much bigger part of the game.

Additionally, the six Values (Duty, Glory, Justice, Love, Power and Truth) are re-written from a high school perspective, making it easier to relate the Values to a High School setting. New High School-themed Distinctions are also given, for both kids and adults, such as Down With The Kids (for the "cool" teachers), Teacher's Pet or License to Drive. An interesting addition is the Award Distinctions, such as Best Body, Best Smile, Cutest Couple and Most Likely To Succeed. Interestingly, these can only be given to Leads, and only one Lead can have such a Distinction at a time.

The Cliques chapter covers Cliques, Clubs and Stereotypes, and the MWP Crew wisely made this an all-purpose book and not just a "Smallville High" book. The relevant Cliques get Values, Relationships and Assets, but also get Hangouts and Hangers-On and "Depth", an extra comment or two that doesn't quite fit in anywhere else. We also get an example of turning a Clique into a Lead or Feature, specifically turning the Football Team into Lana's ex-boyfriend Whitney.

We get an *impressive* listing of every department in the school, complete with stats, and "Game Time" sidebars on how to use each club in a game (such as how the Football team might approach a Math whiz for some TV-Geometry in the decisive moments of the big game). Similar write-ups are given for various levels of the Administration as well as Clubs separated by Cliques. For instance, The Drama Club falls under "Geeks", but there are exceptions listed such as Popular Kids joining for the exposure, or the Techie and Actor stereotypes in the group not getting along.

From the Booster Club to Stoners to The Math Club, The PTO and the Administration, pretty much anything you need for a Smallville-powered High School game is laid out with Values, Assets, Relationships, Steroetypes, Exceptions, etc.

The High School Drama chapter is more of a "how-to" chapter, broken down by eras, such as playing in the 50s, 60s, 70s, 80s (with a shout-out to John Hughes), 90s and 2000s, as well as other TYPES of schools, like a School for Budding Wizards, an Elite Space Flight Training Academy or a Victorian Girls' Boarding School (I assume a shout-out to the BBC series HEX).

We also get (YES!) a Situation Generator for randomly rolling up situations...and yes, I'm gonna do that right now because I love random tables.

Setting: Math Olympics
Classmate: The Big Man on Campus (interesting)
Problem: Dumped (Hmmm)
Pressure: Sent Letter/E-mail/Text to Wrong Person AND Locker Won't Open
Classmate's Plan: Perform
Classmate's Vulnerability: Learning Disability
Who Else Is In Play?: Gym Teacher
The Issue: Mental Illness

Okay...so I'm not 100% sure how to handle this one. Doesn't flow quite as easily as my go with the Leverage generator did...got an idea or two for a few of the elements, but not ALL of them. Ah, well, that's the fun of random!

Next we get a listing of big, High School Events from Field Trips and Prom (and the After Party) to SATs and Senior Skip Day. This is followed by a "counselour's" examination of teenagers, with sidebars on how Smallville's ever-popular meteor rocks might affect each area of development.

The Smallville High School chapter is pretty much an exhaustive breakdown of the people and places from the TV show's early seasons, interspersed with sidebars addressing characters like Lex who aren't high school age, but don't fall into the same "adult" category as Lionel Luthor or the Kents, or taking a High School age game out into summer vacation. There's even a sidebar addressing inserting new Leads into an ongoing game, which is apparently meant to tide us over until the Watchtower Report (which covers the later seasons - where this became a bigger issue) covers it in greater detail. Lastly, we get a list of "Hangers-on"...high school themed extras.

A handy indexed chart and high school character sheet wrap up the book.

WHAT WORKS: Pretty much an indispensible resource for running any high school era Smallville game, not just for one actually set at Smallville high. If there is a group or department that they failed to put in the book, they gave enough examples to work it out yourself. They tossed enough cute "yearbook" touches in to get their point across, but kept it from getting annoying.

WHAT DOESN'T WORK: Not much, really. Top notch production values, affordable price (the $15 PDF is half off of the $30 book, which is impressive for a full color, licensed sourcebook). There aren't a lot of complaints that are actually relevant to the book (if you gripe about the High School focus, for instance, that's kinda silly given what the book IS).

CONCLUSION: You probably have some idea as to whether or not Smallville is a game you'll like or not, and if you don't, then this book isn't going to convince you otherwise. It is a nicely done take on high school storytelling in general, so you could well get some use out of it even if you're running, say, a Mutants & Masterminds high school game or even a Buffy game still set in high school. Now, if you're into the Smallville RPG and only have an interest in the "adult years", I can't give this a glowing recommendation (due to content, not presentation), but they have a whole book designed for that coming soon. Great work, must-buy for Smallville High School Games.

Monday, July 26, 2010

Tommy's Take on Smallville RPG



Apparently I review a lot of supers games these days, and the latest in that field is the Smallville RPG, newly released in PDF for $20 at RPGNow, and available in hardcopy at GenCon for $40.

I'll be honest...I'm not a big fan of the show.  I tried watching it in the early seasons, but got turned off by a mix of “Freak of the Week”, Tom Welling's one facial expression and how seemingly every episode ended with the same overwrought scene between Clark and Lana where she went on at length about how people can't keep secrets from one another and Clark, well, had his one facial expression.  I sure did enjoy Lex and Lionel Luthor, though.

That being said, it's not the license that brings me to the game, it's the system.  Smallville was released by Margaret Weis Productions, who are handily taking over the slow once occupied by Eden Studios as the cult license company, previously releasing Serenity, Battlestar Galactica and Supernatural.  All of their games use their own in-house system known as Cortex, which ranks any abilities, perks and what have you in die types, and you roll the relevant dice together.  In Smallville, you virtually always roll three dice (unless you spend Plot Points to roll more), taking the highest two results and adding them together.

One of the major areas where Smallville departs from the other Cortex games is that your characters don't have ability scores in the classic sense.  Instead, they have Values: Duty, Glory, Justice, Love, Power and Truth.  What's more, each Drive is further defined with a sentence.  Clark Kent, for example, believes that Power Corrupts, and ranks that Drive with d4.  Zod, on the other hand, ranks it at a d10 with the tag on sentence “Kneel before Zod!”  Again, every character has the six Values, ranked from d4 to d12, and every character has a sentence describing their connection to the Values.

The next thing they are ranked on are Relationships...which includes relationships with the other PCs (PCs are called “Leads”), as well as major NPCs (Features) and minor NPCs (Extras).  Relationships can grow and change over the course of the game, getting stronger, weaker or even changing dramatically (rivals slowly becoming friends, or lovers drifting apart).  Just as with Values, every Relationship is ranked with a die type and a descriptive sentence.

Distinctions are descriptive qualities, often positive and negative, that are triggered with Plot Points, or grant Plot Points.  The negatives are often choosing to do something in character, but detrimental, in exchange for a Plot Point.  Lionel Luthor's Family Reputation allows him to gain a Plot Point and give his opposition a d6 whenever his reputation precedes him, or he can add a d6 to the GM's (Watchtower's) “Trouble Pool” (dice the Watchtower uses to add opposition to a situation, beginning with 2d6 and changing over time) in exchange for a “get out of jail free card”, that is, buying his way out of a sticky situation.

Abilities are things like superpowers, and Smallville provides a good number of them, plenty enough to add in your own.  As it's not a heavily “balanced” system, there's not nearly as much tinkering involved in inserting new Abilities (or Distinctions, for that matter).  You can use the die type of Abilities for relevant rolls, or spend Plot Points to do amazing stunts.

Gear is a lot like Abilities, just mainly for the non-powered types.

Lastly are Resources, such as Extras and Locations, which can be tapped up to twice in an Episode for aid.  You can even tap someone else's Resources...you just have to pay them a Plot Point for taking away their Resource.

Also, as mentioned, Leads have Plot Points which are used to trigger Abilities, call in Resources, roll extra dice, include extra dice in your final result (instead of just the two highest), tag a Useful Aspect in a scene that gives you an extra d6 to call on in the scene, or add a Relationship on the spot.

For someone who is generally a pretty traditional gamer, like me, there are a lot of concepts and philosophies in Smallville that confound me a bit, such as Relationship Maps, Stress Pools, and so forth.  Character generation, in fact, is a group session that also entails basically creating the world, because each player adds important NPCs and Locations to the game as they build up their characters.  Luckily, the book is filled with examples, including a step by step walkthrough of character generation, complete with diagrams of the Relationship Map. 

Smallville  uses a Lifepath system called Pathways, and you build your characters in steps, starting with Origin (Rich, Ordinary, Gifted, Strange and Alien/Metahuman) which guides you on the initial adjustments to your characters.  From there, each Origin has an “exit” to three of five Youth options: Jock, Average, Geek, Outsider and Paragon.  From Youth you get your Focus options: Money, Life, Status, Technology and Paranormal, which in turn opens your Road: Risky, Straight and Narrow, Lofty,  Underground and Ethical.  This all sets up your Life-Changing Event, be it Advancement, Tragedy, Power Manifestation, First Contact and Destiny.  These are the minimum steps to create “rookie” characters.  Throughout this, the Pathways system is also giving you instructions on modifying the Relationship Map, so it is growing and changing as the character generation progresses and the game world is taking shape.

If you choose to continue After The Event, you get to move through the steps of Priority, Modus Operandi, Motivation and Identity...and then, if everyone really wants to keep on moving, the book provides handy guidelines on advancing even further, to have some truly seasoned characters.

This would all really throw me except, as mentioned, they use excellent examples in the book.  Though the Pathways system encourages you to follow certain Paths, the book does mention that it is perfectly viable to skip around a bit, if it's really suitable for your character concept.

Once this is all finished (using the Season 9 Leads of Clark, Chloe, Oliver, Lois, Tess and Zod), handy character sheets are provided for each Lead, matching the example just used.

Lots of advice is provided for scene framing, as well as Contests (complete with examples).  If you're losing a Contest, you can Give In and let the winning side get what they wanted from the Contest or you can run the risk of taking Stress (and possibly becoming Stressed Out).  There are five types of Stress (Afraid, Angry, Exhausted, Injured and Insecure), and the types of Stress can be influenced by certain Distinctions and Abilities.  If a Lead becomes Stressed Out, they gain a Plot Point, are basically removed from a Scene, and step all their Stress back one step.  Giving In is not without risks, though.  If you've rolled any dice, then Giving In costs you a Plot Point, either straight up, or gained by lowering one of your Values or Relationships.

One area I would have appreciated an example for is Advancement, as you use your Growth Pool (which includes healed Stress, or dice from Values that you have challenged through the course of the episode) to roll against the Watchtower to try to boost Relationships, Resources, Abilities, Gear and Distinctions.  I think I've got it now, but it took a few re-readings.  This makes for an interesting game, too, as it basically forces you to fail in order to improve your character.

Some good guidelines are given for making Episodes, starting by making an Episode Map with your leads, pinpointing Relationships to highlight and then finding Wedges (adversaries, generally) to provide conflict for them.

A whole chapter is also devoted to online play, although that one veers a bit into pretentiousness, in my opinion, and that's not a good thing.  (Asking for writing samples?  Really?)
The remainder of the book is just an in-depth dissection of everything that makes up your characters and how they are used in play,

A massive list of Distinctions are present, as well as useful guidelines on making your own Distinctions to fill in any blanks you might have.  The same is done with both Abilities and Gear.

Resources are the big exception to the rules, as they are rated as 2dWhatever, and each have a couple of tags, which basically indicate how they are used by the Leads.  For instance, Lex Luther has LuthorCorp Security with (Security, Retrievals) at 2d6...he can call them in and add their D6 to a die roll when trying to locate Lana, who has gone missing.

Every major (and a lot of minor) characters are included, with the notable exception of Pete Ross (who will surely show up in the High School Yearbook), full statted out for use as you see fit.  This section is one of the few parts that doesn't use screencaps, instead using art pieces that I wasn't a big fan of.  Among the heroes and villains present include Doomsday, John Jones (Martian Manhunter), Amanda Waller, Doctor Fate and Lex Luthor himself. 

The game material concludes with an extensive listing of locations from the TV show, but the book isn't done yet as it provides extensive overviews of the first seven seasons, followed by episode breakdowns of seasons eight and nine.

The book is gorgeous, laid out in red and blue, with tons of screencaps from the show and it is just filled full of Smallville Stuff.  I mean, I quit even trying to follow the show a couple of seasons in and I feel comfortable about running something in canon based off of the book.  Combine that with the helpful guidelines to go along with the extensive examples of Abilities and Distinctions and they give you everything you need to expand the game as you see fit.  I also have to applaud the MWP crew: Smallville Season 9 ended in May....this book released at the end of July...and is up to date from the end of Season 9.  From my experience in following licensed RPGs, that is some really impressive stuff and speaks to the level of cooperation MWP had from someone on the Smallville crew.

Tremendous game with top notch production values...the best release I've seen from MWP yet and the best licensed DC RPG I've read, hands down.