I've also been working on creating my own TTRPG and I love Cortex. It's tied with Alternity for my favorite system to play. I've been playing it since Marvel Heroic now more than ten years ago. Right now I'm running a Legacy of Kain game in Cortex with mostly newbies to the system. It's been a blast.
When you're rolling against your opponent, only the winner's roll gets to apply their effect die. If your roll beats your opponent's roll by 5 or more (or more than 5, if I'm mistaken), you get to upgrade your effect die to the next highest die type (d6 -> d8, etc.) You would want to concentrate on generating a higher total than your opponent more than going for a big effect die. If you want to have your cake and eat it, too (higher total & big effect die), that's when you want to use those Plot Points that you've been banking (most likely from getting hitches), so that you can add a third die to your total (excluding 1s).
THanks for that! I really want to try a game of this one day. I feel like this game figured out how to make dice pools a lot more fun. Adding up a huge dice pool is a pain, but quickly scanning for the biggest dice and the highest # roll seems much more intuitive. I like those explanations of also the details of what you are looking for.
The choice in the narrative dice/effect dice roll is an interesting way to work rolling a bunch of dice. I think it might be a bit cumbersome in a more crunchy system, but I can see it working in the system as you've described it. ~ Adam
I think its a fascinating way of using lots of dice. How you quickly just recognize the highest roll and the highest dice size and then disregard the others. Speeds up potentially the dice roll
Hm, I always see Cortex Prime as being a spiritual successor to FUDGE (heck, I think it's Fudge, nowadays), closer in spirit than Fate (which inherited the dice mechanics and even renamed fudge dice as fate dice), and a tad crunchier.
So Cortex Prime is a more a toolkit for building RPGs -- all with the same base core mechanic -- rather than a specific RPG itself (like 5E, Star Wars, etc). Even compared to a multi-genre game like Savage Worlds, or to some degree FATE; those are relatively complete systems that you add setting too, and maybe a few rule variants (but not needed) and off you go. With Cortex Prime, there is nothing pre-assembled, it is a core mechanic (dice pools) plus a bunch of modules that you need to assemble yourself. ... so, if you are building an RPG, why not just use the Cortex Prime toolkit; which is what it is designed for (building RPGs)?
Solid question, but my biggest issue with Cortex Prime is that I’m currently not sold on the base dice mechanic that they utilize. I love the idea that its a toolkit!
I like Cortex Prime, but I would not call it narrative dice, but well I would not say that the dice in Star Wars are narrative either. Since in the end they both are just about the same old ableism that most games are build around, on the capabilities of the character. I would say narrative dice are things that do not look at what the characters can do, but shape the narrative independently from their chances to succeed or fail at tasks or conflicts. I would describe it as a roll and keep system (like L5R which I mentioned at another video), but with the possible dilemma of choosing an effect die it sadly also can slow the game. But since at least there is always just two dice one keeps at least that is means it remains reasonable to do that in a hurry. Those considerations have hugely impacted my own design, since I also went with roll and keep, I also wanted my dice to be narrative (not just as easy to read, but also away from the ableism and more about letting the dice create the dilemma the characters are facing), I wanted the game not slow down and the dice drawing too much attention away from the fiction of the game. And after quite some trial and error I think I got a system that manages to do all those things.
Appreciate that nuance in terms of what constitutes “narrative” dice and not. I agree. I might have to look more into L5R. It sounds like you have a nice system going
Instead of building my on game, I modify the heck out of my games, but use Cortex Prime at the core. If I like ideas from other games, I just add them in as needed. For example, I was playing TMNT and Other Strangeness, and I used the character building process from that game, but used Cortex for everything else. I have been solo playing a Bat Mutant with Radar Senses, like Daredevil
I would really enjoy hearing your experience of actual combat in Cortex Prime. Was it pretty fast and much more descriptive? Or did it ever feel tactical in a way. Was it all theatre of the mind, or did you use minis or zones? Just curious overall
@@jfacegames7354 Believe it or not, it almost completely depends on your players. You can get as in depth or loose with the rules as you need to in order to tailor the session to your player. Combat can go pretty quick, but I have a ranger in one of my campaigns, and the player is very detailed. I added "tactics" as his skill specialty, and he makes the most out of that by setting up traps, ambushes, and it can help add bonuses to player rolls. On the other hand, gameplay with people who prefer combat classes can be a bit different, and as expected when you have a player rushing into combat. The rules aren't really in Cortex for a complex map and mini's. So, if you want that you will have to borrow from other games. It's more theater of the mind, but it's fun, and easy to adapt. Combat is quicker though. A huge part of the reason I learned Cortex is because I had players complain about how long D&D combat could take. When you have rules to work with like the Boss and Mob rules, it makes combat go very quickly.
Agreed that D&D can be a bit longer in the combat. But that’s the nice thing about the diversity of RPGs is that hopefully people gravitate to the games that match their playstyle. I have a tough time with design because I want to be able to do it all in 1 system….but that’s probably unreasonable, haha
@@jfacegames7354 Even when running in a single campaign I rarely use one system exclusively. For example, I am currently running a sword and sorcery campaign in Cortex Prime, but I am also using the Mythic Game Master Emulator. I am also researching things like the alignment tracker from Dragon Lance, because If I decide to use in game alignment, I want to be able to have players role for some things, and see how likely their character is to take certain actions due to their alignment. I have also read that Ironsworn has a fun mechanic that tracks character process to see how well the characters do during their retirement. Keep in mind, I am still an active player in a D&D campaign, but when it is time for me to run a game, I prefer to mix it up
That’s awesome. I have not gotten to the place yet as a DM where I totally mix up different systems. Usually its just a sole system I use with mods or home brews to it. That’s awesome. Love that
Working on a coming of age, romantic teen, high school based, comedy-drama using the 'He's All That' formula, where a hot, and popular, social princess is dared to prank the geeky outcast into thinking she wants him as a prom date. He realizes it's too good to be true, and openly rejects her. Irritated that someone of his social class, would refuse her, she sets out on a mission to 'convince' him that she's the real deal, and in the process falls for him. I'm calling it: "It Only Just Pretends To Rain" . I conceived it originally as a low-budget, slow-burn, character study, independent film. Then, as a young adult novel. But, alas, being an old, bitter, homeless guy, with little resources, no connections, or contacts, in the desired field, I'm simply going to release this campaign setting idea to the masses for free, as a twenty-page pdf. But, I need some help fleshing it out. What are the cliches, stereotypes, and tropes ? What's the standard package for a generic, awkward teen movie ? And, should I add a little sci-fi, fantasy, supernatural elements to spice it up ?
This is a LOT to chew on! You have a excellent task to work on to get this off the ground. Could be a LOT of fun once its up and running. My first two thoughts that come to mine are: 1) I’d go SCI-Fi, and love the idea of it being similar to an Ender’s Game style school system 2) Look at the board game Fog Of Love. I did a quick video on it, but you should watch Shut Up & Sit Downs review on it. You could get some ideas from that system for sure
I've also been working on creating my own TTRPG and I love Cortex. It's tied with Alternity for my favorite system to play. I've been playing it since Marvel Heroic now more than ten years ago.
Right now I'm running a Legacy of Kain game in Cortex with mostly newbies to the system. It's been a blast.
that sounds awesome. What a cool setting to run! If you are making a TTRPG then you should join our discord channel. Later videos have links
When you're rolling against your opponent, only the winner's roll gets to apply their effect die. If your roll beats your opponent's roll by 5 or more (or more than 5, if I'm mistaken), you get to upgrade your effect die to the next highest die type (d6 -> d8, etc.)
You would want to concentrate on generating a higher total than your opponent more than going for a big effect die. If you want to have your cake and eat it, too (higher total & big effect die), that's when you want to use those Plot Points that you've been banking (most likely from getting hitches), so that you can add a third die to your total (excluding 1s).
THanks for that! I really want to try a game of this one day. I feel like this game figured out how to make dice pools a lot more fun. Adding up a huge dice pool is a pain, but quickly scanning for the biggest dice and the highest # roll seems much more intuitive. I like those explanations of also the details of what you are looking for.
The choice in the narrative dice/effect dice roll is an interesting way to work rolling a bunch of dice. I think it might be a bit cumbersome in a more crunchy system, but I can see it working in the system as you've described it.
~ Adam
I think its a fascinating way of using lots of dice. How you quickly just recognize the highest roll and the highest dice size and then disregard the others. Speeds up potentially the dice roll
Hm, I always see Cortex Prime as being a spiritual successor to FUDGE (heck, I think it's Fudge, nowadays), closer in spirit than Fate (which inherited the dice mechanics and even renamed fudge dice as fate dice), and a tad crunchier.
That’s a cool observation! I never thought of it that way
It all kind of goes back to the old Ghostbusters D6 system, to be honest.
Open d6 is very modular as well and is more intuitive than what you are describing
I will check that out for sure!
@@jfacegames7354 Plus its totally OGL so you can use it to make your own game.
So Cortex Prime is a more a toolkit for building RPGs -- all with the same base core mechanic -- rather than a specific RPG itself (like 5E, Star Wars, etc).
Even compared to a multi-genre game like Savage Worlds, or to some degree FATE; those are relatively complete systems that you add setting too, and maybe a few rule variants (but not needed) and off you go.
With Cortex Prime, there is nothing pre-assembled, it is a core mechanic (dice pools) plus a bunch of modules that you need to assemble yourself.
... so, if you are building an RPG, why not just use the Cortex Prime toolkit; which is what it is designed for (building RPGs)?
Solid question, but my biggest issue with Cortex Prime is that I’m currently not sold on the base dice mechanic that they utilize. I love the idea that its a toolkit!
Fun vid idea. Cheers
Thanks TinyPirate. Love to hear any feedback on any of the other videos also! Glad to have you at the channel
I like Cortex Prime, but I would not call it narrative dice, but well I would not say that the dice in Star Wars are narrative either. Since in the end they both are just about the same old ableism that most games are build around, on the capabilities of the character. I would say narrative dice are things that do not look at what the characters can do, but shape the narrative independently from their chances to succeed or fail at tasks or conflicts.
I would describe it as a roll and keep system (like L5R which I mentioned at another video), but with the possible dilemma of choosing an effect die it sadly also can slow the game. But since at least there is always just two dice one keeps at least that is means it remains reasonable to do that in a hurry.
Those considerations have hugely impacted my own design, since I also went with roll and keep, I also wanted my dice to be narrative (not just as easy to read, but also away from the ableism and more about letting the dice create the dilemma the characters are facing), I wanted the game not slow down and the dice drawing too much attention away from the fiction of the game. And after quite some trial and error I think I got a system that manages to do all those things.
Appreciate that nuance in terms of what constitutes “narrative” dice and not. I agree. I might have to look more into L5R. It sounds like you have a nice system going
Cortex seems rather interesting
Yeah, i cant wait to try it. Just started a game of Cypher, so I’m pumped
Я зритель из России. Я ничего не понял, но желаю удачи. Удачи тебе начинающий творец.
?
Lovely video!
#cortex4life
Appreciate it :)
Instead of building my on game, I modify the heck out of my games, but use Cortex Prime at the core. If I like ideas from other games, I just add them in as needed.
For example, I was playing TMNT and Other Strangeness, and I used the character building process from that game, but used Cortex for everything else.
I have been solo playing a Bat Mutant with Radar Senses, like Daredevil
I would really enjoy hearing your experience of actual combat in Cortex Prime. Was it pretty fast and much more descriptive? Or did it ever feel tactical in a way. Was it all theatre of the mind, or did you use minis or zones? Just curious overall
@@jfacegames7354
Believe it or not, it almost completely depends on your players. You can get as in depth or loose with the rules as you need to in order to tailor the session to your player. Combat can go pretty quick, but I have a ranger in one of my campaigns, and the player is very detailed. I added "tactics" as his skill specialty, and he makes the most out of that by setting up traps, ambushes, and it can help add bonuses to player rolls. On the other hand, gameplay with people who prefer combat classes can be a bit different, and as expected when you have a player rushing into combat. The rules aren't really in Cortex for a complex map and mini's. So, if you want that you will have to borrow from other games. It's more theater of the mind, but it's fun, and easy to adapt.
Combat is quicker though. A huge part of the reason I learned Cortex is because I had players complain about how long D&D combat could take.
When you have rules to work with like the Boss and Mob rules, it makes combat go very quickly.
Agreed that D&D can be a bit longer in the combat. But that’s the nice thing about the diversity of RPGs is that hopefully people gravitate to the games that match their playstyle. I have a tough time with design because I want to be able to do it all in 1 system….but that’s probably unreasonable, haha
@@jfacegames7354
Even when running in a single campaign I rarely use one system exclusively. For example, I am currently running a sword and sorcery campaign in Cortex Prime, but I am also using the Mythic Game Master Emulator. I am also researching things like the alignment tracker from Dragon Lance, because If I decide to use in game alignment, I want to be able to have players role for some things, and see how likely their character is to take certain actions due to their alignment.
I have also read that Ironsworn has a fun mechanic that tracks character process to see how well the characters do during their retirement.
Keep in mind, I am still an active player in a D&D campaign, but when it is time for me to run a game, I prefer to mix it up
That’s awesome. I have not gotten to the place yet as a DM where I totally mix up different systems. Usually its just a sole system I use with mods or home brews to it. That’s awesome. Love that
Working on a coming of age, romantic teen, high school based, comedy-drama using the 'He's All That' formula, where a hot, and popular, social princess is dared to prank the geeky outcast into thinking she wants him as a prom date. He realizes it's too good to be true, and openly rejects her. Irritated that someone of his social class, would refuse her, she sets out on a mission to 'convince' him that she's the real deal, and in the process falls for him. I'm calling it: "It Only Just Pretends To Rain" . I conceived it originally as a low-budget, slow-burn, character study, independent film. Then, as a young adult novel. But, alas, being an old, bitter, homeless guy, with little resources, no connections, or contacts, in the desired field, I'm simply going to release this campaign setting idea to the masses for free, as a twenty-page pdf. But, I need some help fleshing it out. What are the cliches, stereotypes, and tropes ? What's the standard package for a generic, awkward teen movie ? And, should I add a little sci-fi, fantasy, supernatural elements to spice it up ?
This is a LOT to chew on! You have a excellent task to work on to get this off the ground. Could be a LOT of fun once its up and running. My first two thoughts that come to mine are:
1) I’d go SCI-Fi, and love the idea of it being similar to an Ender’s Game style school system
2) Look at the board game Fog Of Love. I did a quick video on it, but you should watch Shut Up & Sit Downs review on it. You could get some ideas from that system for sure