the rules are designed to let you play through the episode in a single session. but they also provide enough room for players to have a longer game if they want to. if they want to, they can play the entire series in a single evening! its also easy to play, which is a good thing since most of the time is spent watching the tv show.
there are 13 episodes, each running an average of 30 minutes. its a little odd for a show like this not to have an over-arching story arc, but given the show is now a decade old, its been around for long enough to settle into its groove. however, the story is far from random. clark makes more of an effort to connect with martha kent this season, and theres no escaping the growing evidence of the world ending crisis that is slowly gathering in the background. there are some interesting turns, as well as some interesting twists, but with some of the best episodes already on the shelf, it didnt set the bar too high.
these are the good guys, and theyre never more complex than in season ten. clark is trying to balance his true nature with the demands of his new role as hero, and his relationship with lana is better than ever. theres some really good banter, but there are also some odd plot elements, some of which are realised in the long-running comic series. clark starts to feel like a bit of a hard sell, but its a compelling, if slight, finale. clark may be its star, but its the supporting cast that makes the series interesting.
there are no player characters in smallville. the only pc's in the show are the leads, which are the other players in the game. the players pick up the leads and assemble them into their story as they see fit. in the default rules, there are three leads for a game, and they are presented as a written list in a vernacular that resembles a mission statement. the leads have a number of traits, which can be any combination of 5 or 6 character traits (rounded down). the leads also have a number of skills and/or fighting skills. 3d9ccd7d82