Two and a half years ago I wrote a series of posts about adapting Cortex Prime for Star Wars. I've had some sessions and learned some lessons since then, not just about StarCortexPrimeWars but also about what parts of the expansive Cortex toolkit work best for me. As usual, preferences vary, I'm not your dad, do what you like. Let's go.
Again with the car chases. After several attempts across multiple ad-hoc systems, I think I've twisted the excellent ttrpg toolkit Cortex Prime into something that'll run satisfying car chases.
Spaceships! Spaceships! Spaceships! Part of the reason I'm going with Cortex Prime for my Star Wars build is that I think it can avoid two of my main issues with previous games' takes on starships. The other reason is the Firefly rpg.
Last time I went through my thought process for how I'd model the Force with Cortex Prime. We'll wrap that up here.
Last episode I laid out how I'd build Star Wars characters out of Cortex Prime's robust toolkit. Now we'll mess them up real bad and see how that ties into using the Force.
I've made a lot of special modifications myself.Han Solo Welcome to the first installment of my foray into building a Cortex Prime system to use for Star Wars with my local group. With luck, some of what I'm doing might resonate with your own personal Star Wars and you'll get some inspiration from what I'm … Continue reading Star Wars with Cortex Prime, Episode IV
On a long enough timeline, everything gets used to run Star Wars. This time it's Cortex Prime's turn!
Sometimes playtesting lets you know it's time to stop!
Which system(s) are going to end up in my game meatloaf for this pulp action heartbreaker I'm thinking about? I've been reading up on a lot of the newer-hotness games as well as some older favorites. If I can just drift an existing game rather than Frankensteining something new out of parts, that'd be great. … Continue reading More Tightrope of Peril