Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Design Masterclass: Smallville
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Corone" data-source="post: 7805943" data-attributes="member: 6806393"><p>Having taken a look at <strong>Pendragon</strong>, it should come as no surprise that I noticed plenty of other games out there that can teach us a lot of about game design. So it’s time to take a look at one of the most underrated games I’ve ever known - <strong>Smallville</strong>.</p><p></p><p style="text-align: center"><strong>[ATTACH=full]113896[/ATTACH]</strong></p><p></p><p>To a certain degree the license stands against <strong>Smallville</strong>, if you are not a fan of the series you probably let this one pass you by. Had it been based on <strong>Vampire Diaries</strong> (and I’d love to reskin it for that myself) it may have been far more successful. However, the license is part of the reason this game stands out, because it presented designer Cam Banks with a serious problem. How can you run a game where Superman is a character, but Jimmy Olsen and Lois Lane are equally viable? How does Superman not just take over the entire game?</p><p></p><p>The answer was to look at all the characters and see if there was a level playing field between them all. Clearly it isn’t anything physical, Superman wins every time there. He’s pretty clever too, but a game just about thinking wouldn’t work very well with action superheroes. But there is something that everyone is just as good as everyone else with, and that is relationships and reasoning.</p><p></p><p>In RPG characters spend a lot of time doing things without much reference to why, apart from it being what the adventure demands. <strong>Smallville</strong> ensures every single action is defined by why the character is doing it. It does this by throwing away any options for skills and attributes (strength, dexterity, etc) and instead bases every roll on a Value and a Relationship.</p><p></p><p>Values represent why you are doing something: Duty, Glory, Justice, Love, Power and Truth. Relationships are open ended with each person that is important to the character listed with a rating. Both Values and Relationships are rated by a die, which are the two dice you roll to beat the action difficulty.</p><p></p><p>So, let’s take a simple scene where Lois Lane is falling from a building and Superman has to save her. In most games Superman would make a Dexterity + Flying test to see if he gets there in time. But he makes the same roll no matter who is falling or what is going on around him.</p><p></p><p>In <strong>Smallville</strong>, Superman’s player first has to wonder why he is saving Lois. Does he feel Duty bound to save everyone? Does he enjoy the Glory of being seen to rescue people and reported in the papers? Is it just that he Loves people and wants them safe? Maybe he even enjoys proving he has more Power than anyone else. Having decided on this, we add Superman’s relationship die for Lois (a pretty high one) and he rolls to succeed. Now, he might get a bonus to save her as he has super strength and flight, but the base roll is about why and who. A different person, a different reason, his roll might be very different; despite the fact the action is basically the same. In <strong>Smallville</strong>, you make the most effort for the people who matter most to you.</p><p></p><p>With this focus on Relationships and Values, Jimmy Olsen is every bit Superman’s equal. He might even be better at plenty of things. It doesn’t really matter who put out the fire on the oil rig (spoiler - it was Superman) what matters is can Clark tell Lois he cares without screwing it up? Probably not, and so Jimmy needs to dive in to save him and explain to Lois he didn’t meant it the way it came out.</p><p></p><p>Now at this point plenty of you may be thinking ‘oh that sounds boring, I want action’. While a relationship driven game might not be your thing, I urge you to try it. You will find it draw you in quicker than you realize. This is because everything you do actually matters, both to your character and those around them. A conversation goes badly with someone you really like and your character takes a hit more hurtful than any wound. Get punched and you just need time to heal, screw up a relationship scene and time may not help, you have to get out there and fix it.</p><p></p><p>Either way, in terms of game design, take a look at <strong>Smallville</strong> as it elegantly solves the issue of how to make a relationship based RPG work and offers plenty of story and adventure. The system easily adapts to pretty much any setting, such as <strong>Supergirl, Stranger Things, Vampire Diaries,</strong> anything where relationships might matter. So give it a try, it is a gaming experience you won’t find in many other places.</p></blockquote><p></p>
[QUOTE="Corone, post: 7805943, member: 6806393"] Having taken a look at [B]Pendragon[/B], it should come as no surprise that I noticed plenty of other games out there that can teach us a lot of about game design. So it’s time to take a look at one of the most underrated games I’ve ever known - [B]Smallville[/B]. [CENTER][B][ATTACH type="full" alt="smallvillerpg.jpg"]113896[/ATTACH][/B][/CENTER] To a certain degree the license stands against [B]Smallville[/B], if you are not a fan of the series you probably let this one pass you by. Had it been based on [B]Vampire Diaries[/B] (and I’d love to reskin it for that myself) it may have been far more successful. However, the license is part of the reason this game stands out, because it presented designer Cam Banks with a serious problem. How can you run a game where Superman is a character, but Jimmy Olsen and Lois Lane are equally viable? How does Superman not just take over the entire game? The answer was to look at all the characters and see if there was a level playing field between them all. Clearly it isn’t anything physical, Superman wins every time there. He’s pretty clever too, but a game just about thinking wouldn’t work very well with action superheroes. But there is something that everyone is just as good as everyone else with, and that is relationships and reasoning. In RPG characters spend a lot of time doing things without much reference to why, apart from it being what the adventure demands. [B]Smallville[/B] ensures every single action is defined by why the character is doing it. It does this by throwing away any options for skills and attributes (strength, dexterity, etc) and instead bases every roll on a Value and a Relationship. Values represent why you are doing something: Duty, Glory, Justice, Love, Power and Truth. Relationships are open ended with each person that is important to the character listed with a rating. Both Values and Relationships are rated by a die, which are the two dice you roll to beat the action difficulty. So, let’s take a simple scene where Lois Lane is falling from a building and Superman has to save her. In most games Superman would make a Dexterity + Flying test to see if he gets there in time. But he makes the same roll no matter who is falling or what is going on around him. In [B]Smallville[/B], Superman’s player first has to wonder why he is saving Lois. Does he feel Duty bound to save everyone? Does he enjoy the Glory of being seen to rescue people and reported in the papers? Is it just that he Loves people and wants them safe? Maybe he even enjoys proving he has more Power than anyone else. Having decided on this, we add Superman’s relationship die for Lois (a pretty high one) and he rolls to succeed. Now, he might get a bonus to save her as he has super strength and flight, but the base roll is about why and who. A different person, a different reason, his roll might be very different; despite the fact the action is basically the same. In [B]Smallville[/B], you make the most effort for the people who matter most to you. With this focus on Relationships and Values, Jimmy Olsen is every bit Superman’s equal. He might even be better at plenty of things. It doesn’t really matter who put out the fire on the oil rig (spoiler - it was Superman) what matters is can Clark tell Lois he cares without screwing it up? Probably not, and so Jimmy needs to dive in to save him and explain to Lois he didn’t meant it the way it came out. Now at this point plenty of you may be thinking ‘oh that sounds boring, I want action’. While a relationship driven game might not be your thing, I urge you to try it. You will find it draw you in quicker than you realize. This is because everything you do actually matters, both to your character and those around them. A conversation goes badly with someone you really like and your character takes a hit more hurtful than any wound. Get punched and you just need time to heal, screw up a relationship scene and time may not help, you have to get out there and fix it. Either way, in terms of game design, take a look at [B]Smallville[/B] as it elegantly solves the issue of how to make a relationship based RPG work and offers plenty of story and adventure. The system easily adapts to pretty much any setting, such as [B]Supergirl, Stranger Things, Vampire Diaries,[/B] anything where relationships might matter. So give it a try, it is a gaming experience you won’t find in many other places. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Design Masterclass: Smallville
Top