Tell Me About Cortex Prime

Is ToX dead? It’d be nice if it was available on DTRPG.
That recent Kickstarter for the Dragon King, the follow up show, had a stretch goal with new content for ToX...so still a bit of life left there.

Not terribly confident in the future of The Dragon King, but would love to be proven wrong.
 

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I really hope they also revive tales of xadia, this is for me by far the best implementation of cortex prime and a lot easier to start with than the core book.

If Cortex has had one problem, it has been the reliance on licensed properties. Leverage, Marvel Heroic, Tales of Xadia - all Cortex's claims to fame are attached to licenses they didn't/don't own, and can/will/did expire, so the games have to go away.
 

If Cortex has had one problem, it has been the reliance on licensed properties. Leverage, Marvel Heroic, Tales of Xadia - all Cortex's claims to fame are attached to licenses they didn't/don't own, and can/will/did expire, so the games have to go away.

This may be, but the main reason I want tales or xadia update is because the framewoek itself is just not easy usable.


So the problem for me is more that the developer underestimate how important a working inplementation is and thus rely on the licensed implementations.


For me tales of xadia would work well even with the dragon peince filled off.
 

This may be, but the main reason I want tales or xadia update is because the framewoek itself is just not easy usable.

I understand. Cortex Prime is a toolbox, not a game you are expected to play out of the box.

So the problem for me is more that the developer underestimate how important a working inplementation is and thus rely on the licensed implementations.

What? I don't know who "the developer" is in this context.

Cam Banks, the design mind behind Cortex Prime, by no means underestimates the importance of a working implementation - he was also on the teams that did Leverage, Marvel Heroic, and Tales of Xadia. The game you like was his work. He also distilled the engine behind all these games into Cortex Plus.

And, I haven't asked him, but I think the decision to go with licensed worlds for the individual games was done on the leadership level of Margaret Weis Productions, not by Banks - so not actually the developer's fault.

For me tales of xadia would work well even with the dragon peince filled off.

Yeah, the problem is that it might not sell with the Dragon Prince filed off.
 

By its very nature, Fandom wasn't interested in non-IP games, sand same with Dire Wolf Digital.

But it's important to remember that when Cam did the Cortex Prime kickstarter, there were still games that used it since it hadn't been sold to Fandom at that time. And he recently on bluesky or discord acknowledged that it needs to have non-licensed IPs so that it doesn't drop out again in the same way.

The rights of Tales of Xadia is still with DWD and not something that Cam can bring with him to sell on Drivethrurpg.
 

I am extremely delighted that Cam was able to license/wrangle (for the third time now, I think it's been?) the system for release, distribution, and licensing. Having the book easily available on DriveThru is a great start, and the announced community/commercial license coupled with the digital and branded storefront could help even more.

It's unfortunate that the original licensed IP games are out, but with the storefront and a set of good metal files to scrape off the serial numbers, a number of pretty full implementations might be made that would give real good examples and premades for people to learn about Cortex. (Not to mention perhaps more complete implementations of the hacks on Tim Bannock's site.)
 


All this has taken me back to Cortex Prime and playing with the various toolkit bits for different games. A nice addition with the DTRPG version of CP is the Cortex Codex, which is basically a list of the common terms and tools (Attributes, Doom Pool, etc.) for reference and also so that your reference document doesn't have to be the 200Mb CP pdf, which is a lot.

And this reminds me inevitably about what I think doesn't work about CP, which is the dice balance issue and feel. You basically try and gather an appropriate handful of dice (say Attribute, Skill, Distinction, Ability) and get a decent result. Differences in levels of those stats don't feel very meaningful - you're rolling d6, d8, d8, d6, for example, which doesn't feel very different from d6, d8, d8, d10 for another combination - and it's hard to tell that you're actually better at one thing than another. And the number of dice matters - if you're only rolling Attribute + Distinction that is very different from rolling 4 or 5 stats, it's much more swingy. But if you have a lot of dice, they can all feel pretty samey. Does that make sense to anyone else?

The good bit about the system is what the dice are and how you choose them - that's what feels like agency. So in Smallville, you've got Drives and Relationships as your main stats. While it's tempting to choose your best stats (Glory d10, Lois Hates Me d10) you usually don't because they're not appropriate and they don't feel right. So you decide you're actually really motivated by Justice d8 and Clark is A Whiny @$$Hole d8 on this roll, which feels like a meaningful choice (even if it is less so on the dice expectation, as it were).

It's an interesting balance, but what it says to me is that you have to be pretty careful in choosing which stats to bring into your game. It's better if each stat choice feels meaningful, important to the character, important to the situation. That's what gives the feeling of choice and agency, and engages the players. So actually, Attributes and Skills are pretty boring - you are clearly directed to choose what's appropriate (Dexterity + Fix) rather than decide what matters to you in this conflict (Drive + Relationship). Similarly, Affiliation is as boring as hell - the situation decides whether you're alone or whether you've got your team with you, not you.
 

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