This is pretty much my hang-up with Cortex Prime. It's a versatile kit and well-loved by its adherents, but I also find a lot of advice about grokking the system from those same fans to be a bit vacuous, vague, and mostly unhelpful, especially for newcomers who are looking to get into Cortex.I absolutely love Cortex Plus and Prime. MHR is my all-time favorite superheroes RPG. It worked like a charm. After running it for years, the massive dice pools for every action and reaction did begin to wear thin. I prefer Prime as you can build the system into something you want with ease. But that same flexibility seems to stop a lot of people from grokking the system.
Silver Age is a BESM system, and has effectively been replaced by Absolute Power - which arguably was a downgrade, but that's another subject completely. Sentinel Comics is a heavily modified version of Cortex and was largely written by Cam Banks. They're not even vaguely similar designs beyond being in the supers genre.I've never bounced off superhero games harder than Silver Age Sentinels or Sentinel Comics.
A more comprehensive version of that can now be found as a site at:Silly me, in my last post I should have linked to this database of fan-made games:
This has been solved with the release of Tales of Xadia, Keystone Fantasy, and most especially The Arcanist's Toolkit. You can find releases of that caliber here:Like one of the most requested things I have seen people ask advice about is how to do magic. But the usual truistic answer is "it depends on what you want magic to do." Which while true, generally doesn't help people who are trying to grok the system. So what usually happens, IME, is that those people throw their hands up in frustration and go play/grok some other system.
With Fate, people can point to relatively cheap published materials for examples. With Cortex, a lot of those potential examples are either out-of-print or were removed from DriveThruRPG due to publisher reasons.
Thanks Tim!A more comprehensive version of that can now be found as a site at:
cortexhacks.timbannock.com
Huh, that's interesting... that in taking all the purpose-built versions and smushing them together into a single book as a toolkit has perhaps made it feel bland/generic. I guess especially if someone new comes to it and doesn't immediately recognize (and personally I don't think it is as well explained in the book as it could be, nor are there enough overarching genre examples) that not every bit is intended to be used in each game. Hmm, now I'm pondering if a book on how to create/example campaigns for more broad/generic themes and genres (rather than the specific settings in the spotlights) might be a boon to the game's reach.I very much like the various Cortex Plus implementations. None were a generic catch-all implementation. Instead they were purpose-built to fit the various IPs they were bundled with (Smallville, for instance, is wildly different than Leverage in implementation). I'm not so hot on Cortex Prime. At the end of the day, it does what it sets out to do, but IMO it's just another generic system. There is a variant called Cortex Lite, though, that I love because I am smitten with rules-light games.
Yeah, that can be a big catch-22 of a starting system, with not enough examples/familiarity that is a barrier to people starting to play, which is then a barrier to creating more examples/familiarity since there's few playing, and the cycle repeats. Tales of Xadia is a big deal in that respect, and great to see the Directory that Tim posted starting to get populated with more material.Like one of the most requested things I have seen people ask advice about is how to do magic. But the usual truistic answer is "it depends on what you want magic to do." Which while true, generally doesn't help people who are trying to grok the system. So what usually happens, IME, is that those people throw their hands up in frustration and go play/grok some other system.
Huh, that's interesting... that in taking all the purpose-built versions and smushing them together into a single book as a toolkit has perhaps made it feel bland/generic. I guess especially if someone new comes to it and doesn't immediately recognize (and personally I don't think it is as well explained in the book as it could be, nor are there enough overarching genre examples) that not every bit is intended to be used in each game. Hmm, now I'm pondering if a book on how to create/example campaigns for more broad/generic themes and genres (rather than the specific settings in the spotlights) might be a boon to the game's reach.