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Cortex Prime - What are your ideas for custom made systems?
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<blockquote data-quote="Aldarc" data-source="post: 8385577" data-attributes="member: 5142"><p>Okay, so Cortex Plus/Prime moves the game more from the traditional TTRPG towards the more narrative Fate. (There are even several Cortex Plus-Fate hybrid games out there.) I could see it working well for your solo play. </p><p></p><p>It's a fun, and highly versatile system/toolkit, which is both its strength and weakness. One of the most frequent questions, for example, on the Cortex Discord is "How do I do magic?" and the follow-up question is invariably "Depends. What do you want magic to do in your game?" This is a problem that I have in several of my own game that I sporadically work on. </p><p></p><p>There are games/settings that come pre-assembled: e.g., Hammerheads, Tales of Xadia (WIP), Legends of Greyskull (WIP), etc. But Cortex Prime is mostly a build-a-bear toolkit system where you pick a lot of the dials and knobs that you want for your game, which can be overwhelming, depending on how strong of a grasp you have on the sort of game you want to make/play. </p><p></p><p>All that said, I think that it's highly enjoyable because of how players engage the fiction of their characters and the situation by the process of assembling a dice pool. That is also what can make Cortex daunting when using the full breadth of tools available; you are effectively being asked, "What fictional elements or aspects do I want my players to being engaging as part of the core game play?" For example, a game using Attributes + Skills will feel different than a game that uses Values + Relationships or even Attributes + Values.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8385577, member: 5142"] Okay, so Cortex Plus/Prime moves the game more from the traditional TTRPG towards the more narrative Fate. (There are even several Cortex Plus-Fate hybrid games out there.) I could see it working well for your solo play. It's a fun, and highly versatile system/toolkit, which is both its strength and weakness. One of the most frequent questions, for example, on the Cortex Discord is "How do I do magic?" and the follow-up question is invariably "Depends. What do you want magic to do in your game?" This is a problem that I have in several of my own game that I sporadically work on. There are games/settings that come pre-assembled: e.g., Hammerheads, Tales of Xadia (WIP), Legends of Greyskull (WIP), etc. But Cortex Prime is mostly a build-a-bear toolkit system where you pick a lot of the dials and knobs that you want for your game, which can be overwhelming, depending on how strong of a grasp you have on the sort of game you want to make/play. All that said, I think that it's highly enjoyable because of how players engage the fiction of their characters and the situation by the process of assembling a dice pool. That is also what can make Cortex daunting when using the full breadth of tools available; you are effectively being asked, "What fictional elements or aspects do I want my players to being engaging as part of the core game play?" For example, a game using Attributes + Skills will feel different than a game that uses Values + Relationships or even Attributes + Values. [/QUOTE]
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