I believe that many folks judge a product based on their experiences with it filtered through the looking glass of expectation. If we expect X and get Y, we are often upset and our reviews of it tend to reflect that. I think the expectations of the Smallville need to be straight up front else the experience will suffer. This year there are other “Supers” RPGs being released. Smallville is considerably different in favor from the others in focus and vibe.
To get an idea of what the Smallville RPG is about consider the tele-drama it is based upon: young adults and all the weird social issues young people have. Add to these a variety of secrets and plots surrounding exceptional people and you almost have it. Make those exceptional people super-human…and it hits the mark.
While super heroes and super powers are a factor, I think it’s safe to say that they are flavor and useful as tools to deal with social issues and complications rather than the fix-all. This isn’t Mutants and Masterminds, Champions or DC Adventures.
Flames Rising recently had the chance to talk to Editor & Developer Cam Banks from Margaret Weis Productions about the Supernatural RPG, as well as upcoming games like Leverage and Smallville. Cam told us about some of the recent products like Supernatural’s Guide to the Hunted and we talked a little about some of the more interested elements of working on licensed properties as RPGs.
It’s a big year for Supernatural. The tv show has been renewed for an unexpected sixth season (the original story arc only called for five), they are flirting with the GhostFacers webisode series, novel tie-ins are seeing print, and the rpg license remains strong. The newest addition to the line, Supernatural: Guide to the Hunted, is one of those supplements players need to complete their series. The corebook possesses plenty of material for game masters; however, this book adds flavor for those wanting to run something straight from the television series. I’ll get back to this later in the review.
The layout and artwork to this book understandably follows the format of the corebook, which is a clever look matching John Winchester’s monster bible. The fake Post-It notes, sketches, photos, and scribbled notes make for an eye-catching read.
Everybody knows rock salt keeps out ghosts and silver kills werewolves. That’s just Folklore 101. But when you need to get rid of a crocotta, banish a tulpa, or deal with an Angel of the Lord, you’re going to need a really good guide.
Each monster is fully detailed with Cortex System game statistics and plenty of lore, ready to drop into any campaign. With extra material on how to play monsters as hunters and create your own supernatural threats, the Guide to the Hunted is an indispensable resource.
If you are already a fan of the Supernatural TV show and want to play out the kind of adventures that happen to its protagonists, this book will come as a real treat. If you don’t know the show, or are just looking for a game in which present-day heroes deal with supernatural menaces, this probably is not the game for you.
Written throughout in a casual style (almost as if written by Dean Winchester) and laid out in full colour with lots of (uncaptioned, alas, and rather dark) shots from the show as well as evocative collections of items that might rest on a hunter’s desk, the work begins with an Introduction by Sara Gamble, one of the show’s writers. Clearly, she’d quite like to join in, and it ought to get you into the right mood for this game from the outset.
The television show Supernatural may not be a holy experience for me; however, I hold it in high regards. While critics may pan its “model factor,” I hold that it’s one of television’s brightest shows about darkness. Being one of my favorite shows, I was ecstatic when the corebook was released. While it took awhile for that to happen, Supernatural Adventures followed in a timely fashion. A book of adventures proves to be a tall order for me. I like running my games, not the games somebody else created. Also, I love the series and find myself inspired by it regularly. These two factors play a huge role in my review for this book.
Let’s start with Digger Hayes graphic design. I think Hayes approach to the Supernatural line is the only approach to it. Just about all the hunters we see from the show seem to be a disorganized, messy lot.
Demon Hunters, published by Margaret Weiss Productions in conjunction with Dead Gentlemen Productions, is a comedy-meets-demon-hunting experience unlike any other. Integrated with video, the Demon Hunters RPG is billed as a “field training manual” instead of a game, where you train to be part of the Brotherhood by taking part in Tabletop Combat Simulations.
Margaret Weis Productions, Ltd. has reached an agreement with Warner Bros. Television and DC Comics to produce role playing game products based on the hit television series, Supernatural.
“We like role playing games that feature a great mix of character, action, and story,” says Margaret Weis, New York Times best-selling author and game publisher. “Supernatural delivers on all three, and the show’s premise is perfect for games. The show is like a new horror movie each week, and now we’ll be bringing that experience to the game table.”
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