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<blockquote data-quote="pemerton" data-source="post: 8064306" data-attributes="member: 42582"><p>Cortex+ is (in my view) less complicated/clunky than a system like 5e D&D. It is more complicated than a system like Cthulhu Dark or Prince Valiant.</p><p></p><p> [USER=6779310]@aramis erak[/USER]'s long chart is basically right for the MHRP/Cortex+ Heroic version I'm familiar with, but doesn't set out the <em>decision procedure</em> for the various outcomes - eg for an active <em>player</em> to succeed with complication, the <em>GM </em>has to either have an established SFX at work on the opposition s/he is managing, or to spend a resource that creates that complication. (Eg if you punch a fire giant, you might get a burned hand even though you knocked it down.)</p><p></p><p><em>The story</em> can sometimes be used to mean <em>the fiction</em>. In Cortex+ everything flows from the fiction.</p><p></p><p><em>The story </em>can sometimes be used to mean <em>the pre-esetablished plot</em>. Cortex+, at least as I have experienced it, doesn't work well with such a thing. The game is heavily scene-based, and the GM has a lot of authority in establishing the starting state of scenes. But the players have a lot of capacity to establish outcomes which (as they cumulate) yield the plot. Eg it is quite feasible in Cortex+ Heroic to start a scene with the PCs all prisoners in their enemy's castle - much moreso than in (say) D&D - but <em>only if</em> the previous scene ended one way rather than another. And the GM doesn't have unilateral control over that ending.</p><p></p><p>In my (non-LotR) fantasy Cortex+ game, for instance, the PCs all got teleported to the middle of the dungeon, but only because they were confronting a Crypt Thing and I built up 2d12 in the Doom Pool, and so spent it to end the scene with the Crypt Thing teleporting them away (this was how I modelled its ability as found in various versions of D&D - I'm familiar with the old Fiend Folio version). When - after wandering lost for a bit - the PCs met some dark elves (GM-framed scene), one of them was able to trick the elves out of their gold and escape with it to the surface while the other PCs were left to fight there way out. Mechanically, this involved creating complications on a NPC and establishing assets (such as the gold in his possession), and was the result of player of that PC playing his PC as he wanted to within the rules of the system.</p><p></p><p>I would expect this sort of system to support MotU hijinks pretty well, but it generates a lot of player-side input into the unfolding fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8064306, member: 42582"] Cortex+ is (in my view) less complicated/clunky than a system like 5e D&D. It is more complicated than a system like Cthulhu Dark or Prince Valiant. [USER=6779310]@aramis erak[/USER]'s long chart is basically right for the MHRP/Cortex+ Heroic version I'm familiar with, but doesn't set out the [I]decision procedure[/I] for the various outcomes - eg for an active [I]player[/I] to succeed with complication, the [I]GM [/I]has to either have an established SFX at work on the opposition s/he is managing, or to spend a resource that creates that complication. (Eg if you punch a fire giant, you might get a burned hand even though you knocked it down.) [I]The story[/I] can sometimes be used to mean [I]the fiction[/I]. In Cortex+ everything flows from the fiction. [I]The story [/I]can sometimes be used to mean [I]the pre-esetablished plot[/I]. Cortex+, at least as I have experienced it, doesn't work well with such a thing. The game is heavily scene-based, and the GM has a lot of authority in establishing the starting state of scenes. But the players have a lot of capacity to establish outcomes which (as they cumulate) yield the plot. Eg it is quite feasible in Cortex+ Heroic to start a scene with the PCs all prisoners in their enemy's castle - much moreso than in (say) D&D - but [I]only if[/I] the previous scene ended one way rather than another. And the GM doesn't have unilateral control over that ending. In my (non-LotR) fantasy Cortex+ game, for instance, the PCs all got teleported to the middle of the dungeon, but only because they were confronting a Crypt Thing and I built up 2d12 in the Doom Pool, and so spent it to end the scene with the Crypt Thing teleporting them away (this was how I modelled its ability as found in various versions of D&D - I'm familiar with the old Fiend Folio version). When - after wandering lost for a bit - the PCs met some dark elves (GM-framed scene), one of them was able to trick the elves out of their gold and escape with it to the surface while the other PCs were left to fight there way out. Mechanically, this involved creating complications on a NPC and establishing assets (such as the gold in his possession), and was the result of player of that PC playing his PC as he wanted to within the rules of the system. I would expect this sort of system to support MotU hijinks pretty well, but it generates a lot of player-side input into the unfolding fiction. [/QUOTE]
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