The first topic I'm
going to tackle is analyzing Cortex Plus, by Margaret Weis Productions, in an attempt to both
better understand it myself and to help move myself towards a place
where I can hack together a, for lack of a better term,
“setting-less” version of the game that I can adapt to use in
various different games in the future, in all sorts of settings.
I'm going to look at
all the current applications of the Cortex Plus system that exist:
Smallville, Leverage, Marvel, and the Dragon Brigade Quick start.
Fair warning, the Dragon Brigade one is a short one short quick start
product, so there isn't much meat to work with there. Also, I have
not played either Smallville or Leverage; so my knowledge of them
will be purely book knowledge, not applied knowledge.
The above links are mostly to RPGGeek.com pages for the games, because the current MWP website doesn't have much content on it, and what is there is basically for Marvel. About the only content on the site for other games are the forums and a downloads page.
I'm going to start off
at the place that most people start when they are looking at a RPG:
Character Creation. Let's take a look at how each system handles
creating characters, and then I might talk about what I want
character creation in my version to look like.
Dragon Brigade –
The quick start uses pre-made characters. Nothing really to say
there about the process of creating characters. The actual Dragon
Brigade game is not out yet; just the one PDF(which you can get ahold of here). I'll analyze the
various traits and things that make up the character sheets in each
game in a later post; so I'll have more to say then.
Marvel – This
one does not really have any sort of organized or codified character
creation system in the book. Margaret Weis Productions basically
provides you with all the various pieces of characters in the GM
section of the book. They basically say, decide in your mind what
you think a character and his power level would be like, then assign
dice and powers to fit that, and just don't be a jackass about
min-maxing. Oh and MWP's download page has a PDF of a random character generator if you want to just roll random dice to make your hero.
Leverage – To
create your Crew member in Leverage you are basically picking various
items from lists or groups and assigning them at each of seven
distinct steps. The first thing you do is detail your Background.
This is open ended, you basically write down various bits of info
about your past, personality, experience, and the like. Then you
pick your Primary and Secondary roles from the list of crew member
types; and assign a d10 and a d8 to them respectively.
Next you take a pool of
die types to each of your Attributes, which are things like Agility,
Strength, and Willpower. After that you come up with a Distinction,
which is a short phrase that describes your character. Then you play
through and introductory session called the Recruitment Job. In this
you end up assigning the rest of the character traits, like
Specialties, which are kinda like extra bonuses in focused skill
areas and Talents, which are kinda like powers/feats.
There is also an option
for skipping the Recruitment Job and just assigning all that as well.
I do like the idea of the Recruitment Job, it plays in to another
RPG concept that I'm working on. This also really feels as close to
old school RPGs as any of the Cortex Plus games; in that you do a
step by step process and pick from lists and the like.
Smallville –
I'm just going to go ahead and say that this is one of my favorite
character creation systems.....EVER! It is really cool, tons of fun,
and makes great, interconnected characters. The system is dubbed
Pathways. You use a big sheet of butcher paper, or a white board, or
a battle mat or something like that and end up drawing out this big
diagram that shows how the PCs, NPCs, locations, etc. are all
connected. It is a lot of fun to do and makes a very useful tool
both for characters to connect to each other and the GM to build
future plots.
You start off by making
a few decisions. Where is your setting, at least initially for the
character creation? What time period are you in? How far along the
Pathways are you going to go when making characters? The last one is
a kinda Rookies vs. Veterans feel determiner for the game.
You then consult a
chart that is basically a 5x5 table (or 5x9 if you go all the way to
the Identity lifepath stage by going for more of the Veteran feel).
Each row represents a different stage of development that you
characters (called Lead in Smallville) goes through. The first five
that you will always go through are Origin, Youth, Focus, Road, Life
Changing Event. The remaining four that are optional at this point
are Priority, Modus Operandi, Motivation, and Identity. The columns
represent different groupings of backgrounds, priorities, and social
stratum that your character will be in and move through. For
instance the options on Origin are Rich, Ordinary, Gifted, Strange,
Alien.
Moving through the
Pathways chart is a fairly easy to understand method. You go down
one row and can choose to slide left or right one column if you
desire to do so. This has both positives and negatives in my
opinion. The positives are that you have easy guidelines to follow,
your choices will fit thematically together fairly well, and you
won't be jumping into something that will give you random bonuses
that you don't need. But it can also come across as limiting; where
you literally may find it impossible to choose 2 or 3 of the options
at the next step below you. (Side note: The book does say that you
can jump to any column if your group decides that's how they want to
do things; but they suggest doing it the normal way)
Looking ahead to
wherever you have determined your stopping point to be and planning
backwards before you build forwards can definitely be a big help if
there is a specific goal you are shooting for. Also, the names of
the different stages you will pick are usually quite descriptive; but
not all encompassing. Sure according to the chart you can't go from
Rich to Outsider mechanically; but that doesn't mean you can't work
those themes into your roleplay.
At each of these stages
you will also be doing two things. One is drawing and making
connections on the Pathway Map, which was that big diagram you draw
on the butcher paper. The second is adding and increasing mechanical
stats and abilities on your character sheet. An example of adding to
the Pathway Map is that at the Origin step everyone draws a square
and puts their Lead's name in it. Then all the squares are connected
to all the other squares with arrowed lines. Then each player
connects their Lead square to a new Circle with a line; the Circle
represents an NPC. You'll keep doing this at each step; adding in
new NPCs, Locations, and Assets; connecting them all to each other,
and defining the nature of the connecting relationships.
You also increase the
various traits on your character sheet at each step. For instance
the Geek lifepath step lets you add in a new Distinction, step up a
Distinction, and step up a Relationships, Asset, or Resource.
Stepping up means raising the die type associated with it, i.e. from
a d4 to a d6. Don't worry that you don't know what any of these
different types of traits and things in game terms means, I'll be
analyzing what is on each of the character sheets for each game next;
and then going into talking about my ideas for a setting-less
character creation system that uses the best of all of them.
Till next time, thanks
for reading and happy gaming.
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