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Chronicles of Darkness vs Smallville Roleplaying Game

Compare Chronicles of Darkness and Smallville Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

Chronicles of DarknessSmallville Roleplaying Game
GenreHorror, ModernSuperhero, Modern
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportLicensed IP, Superpowers, Character-Driven, Drama, Narrative, Collaborative, Worldbuilding, Roleplay-Heavy, Fear & Stress Mechanics, Strong GM Support
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.Roll a d4–d12 pool built from one Value and one Relationship, with an Asset die if applicable. Add the two highest dice. Dice showing 1 are Complications and never count. Plot Points can add dice to the pool before the roll or include more rolled dice in the total afterward. Tests normally pit your roll against the GM's Trouble pool. Ties go to the GM. Contests exchange action and reaction rolls until someone Gives In or fails to beat the previous total and takes Stress. Giving In concedes the opponent's demand but avoids Stress.
Diced10 dice poold4–d12 dice pool
ComplexityMediumMedium
AccessibilityMediumVery Low
RunnabilityVery HighMedium
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$Unavailable
PublisherOnyx Path PublishingMargaret Weis Productions, Ltd.
Year20152010
LanguagesEnglishEnglish
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups who want superhero stories driven by relationship drama, where the player characters' convictions and loyalties clash with each other as often as they face villains.
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Challenging a Drive triples its die for one roll but steps it back for the episode, turning a crisis of conviction into Growth. Group character creation builds a shared map of people and places that supplies material for later episodes. When an opponent fails to beat your action result, they take Stress rather than concede your demand, making Giving In a separate choice.
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.Creating an original cast through Pathways takes a few hours of group work before the first episode. Episode preparation centers on conflicts between player characters rather than a unified party's shared objective. Winning a Contest cannot kill a character by itself, because killing in a Contest requires that character's player to Give In and accept death.