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.
I fully understand what you mean and this goes into the direction I meant with that I rather would have them make a good game (like Tales of Xadia) as the product than a "System".
The Cortex Prime book may be cool, but its way too hard to use for someone new to Cortex and too complex. Its a lot easier to start with a good Game like Tales of Xadia and then start homebrewing from there like starting from this primer:
https://www.talesofxadia.com/compendium/rules-primer
You have the values, like in your small ville example, which make sense and can be interesting. The attributes which are a bit boring, but also are the easiest to use when coming from D&D and are easy to guess which attributes help with which situation.
The distinctions are really cool because of the special abilities etc. so they are needed for the special abilities, but as you say when adding too many dice it just becomes less important what attributes etc. you choose.
Still the reason why I like cortex prime over other narrative games are the distinctions because they give you mechanically different special effects. If you are a water mage, you have different mechanic from a soldier, which in other games (like PbtA avatar game) only plays a role narratively.
One thing where number of dice (and also size) does matter a bit is getting 1s. The more dice and the smaller the dice, the higher the chance you gift the GM 1s which they can use as currency.
Also I think Tales of Xadia makes for me a lot of sense, because the way you progress (overcome stress, and have change of hearts (change your values)) just fits coming of age stories, and makes you really want to use specific stats, even if they are not the highest.
I understand. Cortex Prime is a toolbox, not a game you are expected to play out of the box.
Yes and I think this is the problem/error with it. It should be game first and toolbox second. Games are easier to sell than DIY kits.
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.
But as developers often do, they underestimate how much more complex something is for others. He still thinks "toolkit first". He overestimates how important a toolkit is / how easy it is to use. I bought Cortex Prime to support the system, but honestly I find the book pretty useless. I get soo much more value from Tales of Xadia. Even if I would make my own game, I would choose Tales of Xadia as a starting point, and not the toolbox.
Thats what people make with 5E homebrews etc. Its a lot easier to start with a working game and tweak it than make a game by yourself.
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.
Yeah, the problem is that it might not sell with the Dragon Prince filed off.
Well Cortex Prime did also sell to some degree. What I say is that "Cortex Prime" should have just been Tales of Xadia without the Dragon Prince + some additional material about "how to homebrew it for different worlds" etc.
Dont waste effort to make a toolkit. Make 1 working game, call it Cortex Prime, and add material in how to homebrew it. This is how PbtA got popular, this is how 5E and all its homebrews work.