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<blockquote data-quote="timbannock" data-source="post: 4503258" data-attributes="member: 17913"><p>Maybe buggy's not the right word, but incomplete is. Serenity could be played as is, but the refinements that have shown up in Battlestar and Demon Hunters make all of the rules much clearer, and bring the focus on the Plot Points even more to the forefront, especially in terms of how they are generated by roleplaying your Complications and how they can concretely affect the story.</p><p></p><p>It's also interesting to note the subtle changes between Traits that can be found in both Battlestar and Demon Hunters. The two settings have drastically different genres, and the traits had a few minor tweaks here and there that help emulate the respective genre better, but without any sort of whackiness in balance or anything. It shows that Cortex can work in different genres with very little work.</p><p></p><p>I tend to find games either promote roleplaying a lot or do combat well, but rarely both. Cortex seems to do both really well.</p><p></p><p>Hate to sound like a fanboy, but I really haven't found anything bad about the system yet.</p><p></p><p>I've never read Savage Worlds, but from the reviews I've read and the times it comes up in discussion boards, it sounds like the two are very similar, but Cortex has the "Plot Points generated by playing your Complications" thing which improves on the RP aspect.</p><p></p><p>Not saying it's better because of this, but that seems to be the major difference.</p></blockquote><p></p>
[QUOTE="timbannock, post: 4503258, member: 17913"] Maybe buggy's not the right word, but incomplete is. Serenity could be played as is, but the refinements that have shown up in Battlestar and Demon Hunters make all of the rules much clearer, and bring the focus on the Plot Points even more to the forefront, especially in terms of how they are generated by roleplaying your Complications and how they can concretely affect the story. It's also interesting to note the subtle changes between Traits that can be found in both Battlestar and Demon Hunters. The two settings have drastically different genres, and the traits had a few minor tweaks here and there that help emulate the respective genre better, but without any sort of whackiness in balance or anything. It shows that Cortex can work in different genres with very little work. I tend to find games either promote roleplaying a lot or do combat well, but rarely both. Cortex seems to do both really well. Hate to sound like a fanboy, but I really haven't found anything bad about the system yet. I've never read Savage Worlds, but from the reviews I've read and the times it comes up in discussion boards, it sounds like the two are very similar, but Cortex has the "Plot Points generated by playing your Complications" thing which improves on the RP aspect. Not saying it's better because of this, but that seems to be the major difference. [/QUOTE]
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