Thinking about Cortex Plus Action and Magic

Jack The Pumpkin King Avatar

In my free time, I’ve been playing around with the idea of translating Cortex Plus Action into other genres, and I have to say our motto that failure is interesting for the Firefly RPG made me think about how that would work for a dark fantasy or horror scenario. Of course, a Cortex Plus Fantasy system (and other fabulous hacks!) already exists, and that is available in the Cortex Plus Hacker’s Guide. For me, this line of thought is an exercise to bend the confines of Action. Why am I using that as the base? I’ve been neck-deep in the Firefly RPG for months, and my brain tends to be inspired by what I’m working on more than what I read.

Picture a scene where you and your cabal are attempting to perform rituals on All Hallows’ Eve due to the thinning of the veil between worlds. Maybe this grand ritual is to protect an entire town from malevolent spirits. Maybe the spell will unravel the laws of reality and you want to transport the town to the underworld.

In my worlds/settings, whichever world that happens to be, magic always comes at a cost. With this in mind, I was pondering what would happen in a Cortex Plus Action scenario where witches and warlocks collected various elements, tossed them into a cauldron, and the spell-of-their-design would either succeed or fail.

Dice-wise, using Cortex Plus Action as the base, here’s how I envision this would break down. It’s pretty rough since I haven’t playtested this at all, but hopefully you get the gist of where I’m going with this in its very basic form.

Your basic rolls remain the same: Attribute + Skill. Your Distinctions would be Traits D8 that shape the type of witch/wizard you are, and the triggers help you accomplish your goal in that vein. (e.g. You might be an Adept who’s keen on Elemental Magic who’s also an Herbalist.) However, to perform a spell you’re required to use Assets that are part of your stated intent for your roll. Mugwort. Hellsbane. Eye of newt. Etc. The more in line your Distinctions are with your Assets thematically, the more you get to use those dice. For this reason, I’d likely create categories of Assets to use as a guide that may work with various Distinctions representing schools of magic. That’s not to say that creativity shouldn’t be rewarded, but if dice are to be rolled that make sense for the fiction, then I feel the fiction needs to be clearly outlined–and there are a lot of variables to magic systems in general.

When you roll dice to perform a spell, you’re rolling against the laws/fabric of reality. So the GM would pick scene Traits that reflect how challenging it would be to accomplish your task. The scale for difficulty would remain the same, with D12 being the toughest. In some cases, you may also be rolling dice against an opponent of an opposite alignment. Going back to the iconic forces of good vs. evil, for example, you could be rolling dice to shield your entire cabal with a magical defensive barrier while another warlock is trying to set the group on fire with a supernatural form of dragon’s breath. I’ve got a very rough idea that GMCs could be supernatural or biological in nature to flesh out the setting.

Assets are important in my supernatural scenario, and right now I’m thinking they would be assigned to the elements in your spell, with a variable rating. Signature Assets would also have a variable rating, and they align with your goals as well. In a game like this, Assets would cost variable amounts to encourage Asset creation. Two Plot Points might get you one rare D4 Asset, while One PP might get you two D12 commonly found Assets. Similarly, I am also playing around with the idea that some spells yield new Assets when you succeed by 5 or higher, or that you could trade in your variable Assets for a new Asset with a higher die type once per scene. Maybe it’s a 2:1 scenario all the way through. 2D12 Found for 1D10 Common; 2D10 Common/4D12 Found for 1D8 Average and so on.

I imagine Complications that result from your rolls would likely be negative effects from failed rituals when you incorporate those Assets, but might scale more scene-or-setting based when you’re taking other actions that don’t require the use of magic. If you were to roll all 1s, that roll would end in the transformation of the spellcaster to an entity like a poltergeist or some other monster. Hint: I’m really keen on this idea, and want to playtest this further.

Once you’re no longer human, the Distinctions you chose at the start would continue to impact your actions in this state, and would shape how you interact with the living. Though botches might be rare, I’m considering what might happen if the positive aspect of your Distinction was only rolled when you were human, and negatively when you weren’t. Again, you can see how freeform this line of thought is, and why playtesting to work out the kinks would be important.

Now, here’s the tricky part: the Asset/Sig Asset rating. Right now, I’m leaning toward using D4s as rare, unstable, dangerous or poisonous items, whereas more common items come in at a D12. I realize that rating scale is counter-intuitive to how many die ratings normally work, but here’s my thought on this: when you add various elements to perform your spell, success should be easier when you use everyday, commonly found items. It’s only when you pick up and find the rare items that failure becomes interesting, and if you add the wrong element or the stars just aren’t right? Well, that’s when you have a greater chance of your proverbial luck turning sour.

Last but not least? I’d tweak the Lending a Die mechanic to encourage multiple spellcasters to try and pool together Assets and I’d also encourage group usage/creation/trading of available Assets as well. Signature Assets are, to me, something that you use as your lucky charm or part of your ritual that helps distinguish your character, and I rather like that those shouldn’t be shared at the same rating when they’re given to another player. A wand. A cauldron. An amulet. A phylactery. A familiar. Any resulting Complications from a lent die would be an area effect that would impact the whole cabal/coven/circle as opposed to multiplying Complications–with the exception of a botch. IF you are casting a master ritual AND you manage to muck it up so badly that all 1s are rolled? I think those townspeople might have to start running…

Anyway, with Halloween and my novel revisions on my mind this weekend (Can’t you tell I’m starting to hang art up on my walls…FINALLY?) I thought I’d throw out this off-the-cuff train of thought about using Cortex Plus Action in a dark fantasy game. I’m in the mood for magic. Don’t forget! For a finished, polished hack that uses Cortex Plus, be sure to check out the aforementioned Cortex Plus Hacker’s Guide and get thee to rolling!

    Mood: Creative!
    Caffeinated Beverages Consumed: I’m chemicalized.
    Work-Out Minutes Logged Yesterday: Um… I’d better get on that!
    In My Ears: Cat. Whining.
    Game Last Played: Age of Reckoning: Kingdoms of Amalur.
    Book Last Read: Re-reading His Dark Materials trilogy by Phillip Pullman
    Movie Last Viewed: Lucy
    Latest Artistic Project: Um…
    Latest Fiction/Comic Release: Last Man Zombie Standing. See also: need to write more flipping comics and exercise my art skillz again. Feh.
    Latest Game Release: Mortal Remains
    What I’m Working On: Primarily tie-in games work, original comics, and novels.


Progress Report #6: Thar Be Dragons

I’m firing myself when it comes to these progress reports, but for the love of the stars…there’s a good reason why I’ve been fairly quiet on the writerly front.

While the Firefly RPG has been the primary focus for my day job, other projects I lovingly refer to as “zombies” have come back from the dead. Plus? Dragons or more aptly named: a multi-headed hydra who answers to the name Reality. Moving, hospitals, friends…my routine got buggered. Everyone’s doing well, just altered a bit as Lord Lardbottom is beginning to lose his sight (Do they make bifocals for cats?) and other human parts were tinkered with. (Thankfully, not mine as I am not a fan of hospitals in general, but will suck it up if I need to and am able to attend…with vigor.) Still, that doesn’t excuse my lack of bloggery, and I’m beginning to think it’s more valuable for me to write for you here, than Tweet or FB anecdotes. Hrmm…

And now we pause for a moment of discovery. I’m listening to Good Omens in the background for the first time, and ZOMG THERE’S QUEEN IN MY STORY ZOMG!!! A-hem. Yes, *huge* Queen fan. And I’m not sorry about it! Though I should say that singing Fat Bottomed Girls at the top of one’s lungs while driving will entertain shockingly bizarre looks from other drivers.

Annnnnd back to the task at hand. Routine? Yeah, that got shot to hell in some kind of bullet-tested handbasket. Potentially made out of glass, but not sure. So, I’m back to setting goals, to-do lists (it is squamous), and taking it one day at a time. Slow and steady wins the race. Don’t ya love turtles?

The good news about changes in life, the universe, and everything is that my theme song has shifted to the opening sequences for Rawhide. Oh, if ever…I am rollin’, rollin’, rollin’…

Games

My work on roleplaying games since the last progress report which, if I remember correctly, was accessed via a TARDIS. Here’s a status update on where I’m at right now.

  • Firefly RPG – The print edition of the Firefly RPG corebook is now available at a friendly local game store near you. Shiny!
  • Echoes of War: Thrillin’ Heroics – We surprised fans with a print compilation of our first four Echoes of War Episodes, including “Friend in Low Places”, and the Serenity Crew. We sold out at GenCon!
  • Echoes of War: Bucking the Tiger – A digital version of this Episode went live in the month of May as promised!
  • Things Don’t Go Smooth – This book is currently in layout and is slated for a Q4 release. I have a blog post you can read about on the MWP website. Get the lowdown on Things Don’t Go Smooth.
  • Hunter the Vigil: Mortal Remains – This book went live in May. I wrote and designed the interstitial fiction for this supplement; I also edited this book.
  • Cortex Plus Hacker’s Guide – I wrote an essay geared for Cortex Classic fans interested in tweaking their sheets for a more cinematic style.
  • Unframed: The Art of Improvisation for Game Masters – I wrote an essay about worldbuilding by the seat of your pants. Sounds about right, eh? This was released in July.
  • World of Darkness: Dark Eras – Wrote the Hunter: the Vigil supplement for this book for 1690s Colonial America. Threw everything and the kitchen sink into this supplement! It is jam-packed with story.
  • Brandon Sanderson’s Mistborn RPG – I contributed to the Skaa supplement for this game and Logan Bonner is my developer. It’s still on the schedule; I hope to give you an update on this in the coming months.
  • Vampire the Masquerade: Red List – Working on it! We’re expanding the outline and dumping more into this supplement. Hang in there!
  • Vampire the Masquerade: Ghouls – I’m writing the fiction for this book, which will be edited by my developer. I’m also editing the main text.
  • …and more Firefly and soon-to-be-announced fun!

 

Comics

I am working on three original scripts, one of which I have a publisher for. I pitched to a few publishers and individual writers but haven’t heard anything back. (Yes, I’ve been depressed about the lack of responses.) Instead of waiting and pitching another five years to get a standalone comic published, I’ve decided to move ahead with a pair of scripts. From there, we’ll see. I’m in the project set up phase right now. More to come after some ink is dry! But yes, this is all on spec.
 

Fiction

Project set up for a pair of novels I need to finish by the end of the year. A light has opened for my Violet War novel, a possibility I cling to–and it’s rejuvenated me. Short fiction is on hold and I’m putting off revisions for a Lovecraftian novella in favor of my novels. Both are on spec.

My schedule will shift at the tail end of October, but I’m not waiting any longer to start working on these projects. Like Queen Bavmorda oh how I want the darkness to come so I can hibernate in my writer’s tower a touch, but the key word for me right now is finding a work-life balance that’ll support writing my own original work while I get these comics and novels done.

That’s all for now cats and kittens… Hope you’ve enjoyed this edition of “What Monica’s been up to!” and I’ll see you in a new blog post. I’ve got a Cortex Plus Halloween hack I’m mulling over and other hilarity of a funner (artistic) variety.

Because funner is totally a word. Funotally.

Cheers!
 

New Release: Mortal Remains for Hunter the Vigil

Mortal Remains Cover

As the Prey Evolves…

Everywhere you turn, a vampire eats some poor factory worker. Werewolves shred cars. Witches curse the innocent. Serial killers devastate communities.

But what about the stranger aspects of the World of Darkness?

Mortal Remains picks up where we left off with Night Stalkers, Spirit Slayers, Witch Finders, and Slashers. In Mortal Remains, we explore the Vigil as it pertains to mummies, changelings, prometheans, demons, and sin-eaters.

So Too Must the Hunter…

Inside Mortal Remains, you’ll find:

  • Fiction and ideas for bringing these strange monsters into your Hunter: The Vigil chronicle.
  • New Dread Powers to represent their fearsome arsenals.
  • New Compacts and Conspiracies.
  • Conversions to adapt Hunter: The Vigil’s rules to be compliant with The God-Machine Chronicle’s rules updates.

Mortal Remains is available in digital at DriveThruRPG.com. The print edition will be released soon! I got the chance to edit this supplement and write/design the interstitial fiction for it. WOO!

So About That Episode Guide…

Firefly RPG Front Cover

Phew! The feedback has started to roll in and, by far, one of the most-talked about aspects of the Firefly RPG corebook is the Episode Guide. At first, the reaction we get is one of dismay. “I already know these shows! I’ve met these characters!” Then, when fans start reading it, words like “brilliant” are tossed around. Ahem. That one made me blush. I don’t know if I’m all that smart…

Anyhoo, the decision to make the Episode Guide a little different than the normal fare was based on a series of key concepts. We also benefited from developing the Episode Guide twice. Two episodes were explored for the GenCon 2013 Exclusive, and that really helped us zero in on the presentation for the corebook. We designed the Episode Guide to:

  • Teach new players basic role-playing game concepts. For example, the “Serenity” Pilot shows a mini-scene between Mal and Bendis in Serenity Valley. Each rolls two dice — a very basic dice pool –and the reader is asked to imagine what Bendis might say when Mal tries to cheer him up. Narrating the outcome, after all, is what role-playing is all about. And, in our game? Rolling when failure is interesting is key.
  • Introduce the rules so we can reinforce them later. Some gamers really love crunchy books that they can dive into and read for hours on end. Others don’t have that much time, and prefer a book they can read through end-to-end or digest in shorter chunks. The Episode Guide allowed us to introduce the definition of a rule and then show it in action. By reinforcing key concepts in a different way, we hoped we would make all those fiddly bits less intimidating: character creation, ship-building, and, most importantly, what dice to roll and when. It definitely helps that fans already know the Serenity crew and the show!
  • Offering multiple examples by applying the rules to scenes. One of the more popular examples I’ve heard about, is the duel we lay out in “Shindig.” Written by Dean Gilbert, we take that duel and go, beat by beat, showing how the rules can be used to facilitate a cinematic scene. We also cover various actions that could happen in a game like single player vs. one antagonist, player vs. player, player vs. ship, ship vs. ship, players vs. antagonists, etc.
  • Be faithful to each show. For us, the Episode Guide had two audiences: a Firefly fan interested in rolling dice for the first time and gamers who know the difference between a d100 and percentile die. (Okay, I’m really not funny… But I did try!) Though some fans may not like an Episode Guide, and we did recognize that up front, there are others who expect to see one provided for a game based on fourteen episodes. Once we had a foundation, we then expand on the setting so our ideas are firmly planted in Whedon’s vision. I had a post-it note taped to my monitor when I was writing this game that had these four letters: WWWD. What Would Whedon Do? Did I mention the Chinese? Hee. Remember, we can only cover the show, not the film or the comic books, so our sphere — especially for the corebook — has boundaries. Having said all that, I do want to point out that there are easter eggs. Many. We jammed everything we could into the Episode Guide. We even list the fake Ident cards Wash, Zoe, Mal, and Jayne used in “Ariel”.
  • Expand the setting with rules and sample jobs, characters, ships, and locations. As I alluded to above, we also incorporated a setting expansion to put show elements into a gaming context. Someone asked me if the Firefly RPG has enough material to get new ideas for jobs. At last count, there are well over 50 adventure ideas, many of which were provided by Brendan Conway, 75+ GM characters, and dozens of story ideas seeded throughout the book. We also have the benefit of a system that compliments the setting. Cortex Plus, the story-driven rules Firefly RPG employs, is tailored to the show. Asset and Complication examples are names a Browncoat would expect to see, the Distinctions, many of which were designed by P.K. Sullivan, do as well, ships, which were initially created by Dave Chalker and then expanded upon by Dean Gilbert, zero in on the science fiction aspect of this space western, and the sample characters and Episode ideas are all tied to (or inspired by) what happened in each episode.
  • Ground the game in story, which is perfect for our rules. Most television shows (Firefly included) don’t have a setting bible right out of the gate. The world is built on-the-fly, per the director’s (e.g. cinematic god’s) needs. (This is also why scripts sometimes change after they’ve been written.) There are no hamsters slaving away, running across thousands of keyboards, adding up mathy bits and ensuring the science is solid. Most of the time, that level of detail is recorded after the fact — when viewers fall in love with a show, as a series continues, or as more content is provided. Firefly, in particular, isn’t “just” a space western. It’s also Whedon’s commentary on the Western genre, and he can get away with that because a) he’s Joss Whedon and b) the ‘Verse is a faraway place and the stories are set 500 years in the future. Our job was to explore what was provided to help fans tell stories of their own.

Phew! Good thing I type fast. I had planned on a shorter post, but hey. It’s Firefly, and it’s totally worth it. Hopefully, this clears up what the Episode Guide is all about. When you see any of my teammates online — past and present — be sure to give ’em a shout! Let me know if you have any questions.

Edit: If you like the Episode Guide, be sure to ALSO thank Amanda Valentine and Philippe-Antoine Menard, who were instrumental in formulating the first iterations of this approach. The layout was designed by Daniel Solis, both times.

Keep flyin’!

Thank You!

FireFly Montage by John S

Montage created by Firefly fan John Stavropoulos.

Yesterday, the Firefly RPG corebook hit Electrum status, which is the highest sales threshold. I am overwhelmed with fan squeeing; so happy you can enjoy this game! I can’t thank my team enough for all their hard work!

Putting an RPG of this magnitude together is a team effort and I’m very appreciative of everyone that’s part of the Firefly RPG line: past, present, and future. I plan on doing a blog series with my team in the future, so you can get to know each person on the team and their amazing efforts. Hopefully, time will allow in their busy schedules to do this! After all, we’ve got more deadlines to conquer!

    Mood: SHINY!
    Caffeinated Beverages Consumed: I lost count.
    Work-Out Minutes Logged Yesterday: LA LA LA
    In My Ears: Midnight on the Water by Jay Ungar
    Game Last Played: Eternal Sonata
    Book Last Read: Reading Love is the Law by Nick Mamatas.
    Movie Last Viewed: Despicable Me
    Latest Artistic Project: National Craft Month
    Latest Fiction/Comic Release: Last Man Zombie Standing
    Latest Game Release:Firefly RPG corebook
    What I’m Working On: Primarily tie-in games work and novels.


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