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Grading the Cortex Plus and Cortex Prime System
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<blockquote data-quote="Kannik" data-source="post: 9267276" data-attributes="member: 984"><p>For myself, I unabashedly love the Cortex Prime system. Pretty much every single game/campaign I think of running these days I would run in one of three systems, and Cortex Prime is one of them (D&D is another, for D&D games, with my own system being the third). I first gave Cortex Plus a try through Firefly, and it was intriguing enough for me to support the Prime Kickstarter, and I've run 3 different games/campaigns with it. </p><p></p><p>What do I love so much about this system? Several things, but the most important of them is the character/narrative focus of the game. Every aspect of your character influences the rolls, and every roll reflects who the character is. And because of this, every roll has the potential to further develop, complicate, and enrich your character’s as well as the campaign’s story. </p><p></p><p>(When comparing it to FATE, the main difference is that while in FATE your Aspects only play a role when you spend a FATE point, every one of your rolls in Cortex will involve one of your Distinctions, either by supporting or hindering you.) </p><p></p><p>In addition, the game is set up such that each character has plenty of latitude to accomplish things in their own way which helps make them feel distinct, interesting, and opens up more avenues for RP, as does the fact that each character is given equal ability to move and affect the narrative forward (playing styles of campaign with characters of different ‘power’ levels or based on different power sources is very possible in Cortex). </p><p></p><p>Other bits of the game that I really love are the various resolution systems for different types of obstacles or encounters (action order vs challenges vs contests vs tests), the way the dice pool system allows for some nifty/interesting mechanics, and the variety of different modules and mods to build the game to suit what’s important to that campaign, whether action, community, relationships, caution, gonzo, psychological, sociological, or combinations thereof. </p><p></p><p>If there’s one aspect that is a niggle for me, it is that same die pool system. While it allows for neat things and is also great for allowing many factors to come into play without overpowering things (or needing to do complex math), those very things also can make it tough as a GM to get an easy grasp on probabilities and the character’s capabilities when choosing/designing opposition and task difficulties. But that’s but a minor thing that should become less and less of an issue as we gain more experience in playing/running. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 9267276, member: 984"] For myself, I unabashedly love the Cortex Prime system. Pretty much every single game/campaign I think of running these days I would run in one of three systems, and Cortex Prime is one of them (D&D is another, for D&D games, with my own system being the third). I first gave Cortex Plus a try through Firefly, and it was intriguing enough for me to support the Prime Kickstarter, and I've run 3 different games/campaigns with it. What do I love so much about this system? Several things, but the most important of them is the character/narrative focus of the game. Every aspect of your character influences the rolls, and every roll reflects who the character is. And because of this, every roll has the potential to further develop, complicate, and enrich your character’s as well as the campaign’s story. (When comparing it to FATE, the main difference is that while in FATE your Aspects only play a role when you spend a FATE point, every one of your rolls in Cortex will involve one of your Distinctions, either by supporting or hindering you.) In addition, the game is set up such that each character has plenty of latitude to accomplish things in their own way which helps make them feel distinct, interesting, and opens up more avenues for RP, as does the fact that each character is given equal ability to move and affect the narrative forward (playing styles of campaign with characters of different ‘power’ levels or based on different power sources is very possible in Cortex). Other bits of the game that I really love are the various resolution systems for different types of obstacles or encounters (action order vs challenges vs contests vs tests), the way the dice pool system allows for some nifty/interesting mechanics, and the variety of different modules and mods to build the game to suit what’s important to that campaign, whether action, community, relationships, caution, gonzo, psychological, sociological, or combinations thereof. If there’s one aspect that is a niggle for me, it is that same die pool system. While it allows for neat things and is also great for allowing many factors to come into play without overpowering things (or needing to do complex math), those very things also can make it tough as a GM to get an easy grasp on probabilities and the character’s capabilities when choosing/designing opposition and task difficulties. But that’s but a minor thing that should become less and less of an issue as we gain more experience in playing/running. :) [/QUOTE]
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