Tag Archives: Cortex Prime

System Hack: Colony Sim Cortex Overworld

While the focus in RimWorld is on the stretch of land that you’ve claimed for your base, the entire planet is available to you to explore. You can see the spread of different biomes and factions when you select your landing site at the beginning of the game, but really exploring and interacting with the broader world is dependent on either sending out risky caravans or developing later-game technologies like drop pods and (now with Odyssey) gravships. For our System Hack, the base site is likely to feel a bit smaller, and venturing out onto the world map is something that happens sooner. Luckily, we have decades of wilderness exploration in TTRPGs to help us out. When looking at our overworld map, we want to make sure that exploration and venturing beyond the base site both provides interesting decisions and helps us populate a world with people and places that our players will want to explore.

The overworld is also where we start considering some of the setting assumptions of RimWorld, and deciding where we converge or diverge. RimWorld’s implied setting is fascinating, but the place where all of the setting ideas fail to emulsify is in the overworld. Beyond the dispersion of settlements being a clear game contrivance, the lack of any population buildup or agglomeration is just not how any planet would look after years of colonization. There is a line to be walked here; a ‘RimWorld’ would likely self-select for individualists who may want space and to be left alone, but there’s simply too many personal and economic benefits for larger settlement to assume there wouldn’t be any.

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The Endie Awards 2025 – Aaron Edition

This post is brought to you thanks to Lady Tabletop, who prompted folks to write about their own gaming experiences of the year and give out their own fun awards. Like Seamus I thought this was a neat idea, and was also glad (and relieved) that ‘The Endies’ weren’t trying to be yet another award given out because someone disagrees with the ENnies. Thinking back on the year and giving your own awards is more useful (and more fun!), anyway.

I had a much more constrained gaming year than Seamus in part because I had a very busy year; in the middle of this year my partner and I moved, which involved buying a condo, selling two condos, moving one person once and another person (and a cat) twice. In a way I’m surprised I got as much gaming in as I did, and also surprised I was able to write anything from May to August. Still, the difference in absolute number hides the point that Seamus made to me that, due to the number of campaigns I’m in and how often I run, I probably ran and played more sessions by absolute count than Seamus did.

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System Hack: Colony Sim Cortex Base Building

If any one topic is ‘the core’ of this System Hack, this would be it. Base building is the underlying gameplay loop of RimWorld and it is also a topic du jour in RPG circles, with the (admittedly poorly detailed) stronghold building from the D&D days of yore coming back into focus as more gamers want broader storyline opportunities. For our purposes, of course, if we’re making a colony sim we need to make a colony. But what exactly is the best way to do that?

Base building from my perspective is sandwiched between two examples which effectively bracket the space we have to work in. On the heavy end is RimWorld itself, a computer-assisted colony manager where everything is measured out in five foot squares and the player has complete power to place elements as they want them, as long as everything fits. On the light end is the new generation of stronghold building rules, most effectively typified by Free League’s games, notably Forbidden Lands and Twilight:2000. These games add a strong layer atop their roleplay frameworks, but the actual mechanical existence of a Forbidden Lands stronghold is merely a list of buildings with requirements and effects. We know the first item is too much, but we know the second is not enough. So what will base building in our System Hack actually look like?

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System Hack: Colony Sim Cortex Tasks and Work

When you boil it all the way down, RimWorld is a game where you assign tasks to your colonists and optimize how they get performed. Every time you place down blueprints, place a zone, or add a ‘bill’ to a production structure, you’re effectively communicating a specific task. When it comes to our tabletop colony sim, these sorts of tasks are going to be a cornerstone of the gameplay loop just like how they are in RimWorld. The actual implementation, though, is going to be quite different.

Structured time in RPGs is seen as something to be avoided, at least outside of combat. In most trad games, the passage of time is something either tracked closely in increments no more than a few seconds, or glossed over entirely. We have started to see games, especially games using Free League’s YZE system, paying more attention to the passage of time, while Edge’s new DPS mechanics used in Arkham Horror are assigning a mechanical bounding to the typically loose definition of a ‘scene’ by anchoring characters with a dice pool that exhausts over the span of one scene. It’s useful to consider rules like these for our game, but a Colony Sim is going to require something different. With productive tasks being primary, constant and consistent time tracking is going to be needed to fairly assess what’s going on in the colony.

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System Hack: Colony Sim Cortex Characters

Characters are the key unit of play in any RPG, and our system hack is going to be no different. For a game modeled after RimWorld, though, we’re going to have to strike a balance between emulation and ease of use, especially considering how many characters may be at play.

Cortex Prime allows for a range of different options for modeling characters, collectively called Prime Sets. Different combinations of Prime Sets lend themselves to different genres, and each one has different rules mods that can be attached to it. Only one Prime Set is required, Distinctions, but luckily it works well for certain traits within the RimWorld framework.

After some consideration, the two core Prime Sets we’re going to use outside of Distinctions are basic ones, Attributes and Skills. Attributes may not be directly used in RimWorld, but giving each character a rating in Physical, Mental, and Social can also be used for stress tracks, recreation type preferences, and other underlying RimWorld properties that wouldn’t fit with other Prime Sets. We’re also going to look into Resources and Relationships, Prime Sets that will be important for the game but perhaps limited at character creation.

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System Hack: Colony Sim Cortex Foundation

Let me tell you, I’ve been playing a lot of RimWorld over the last month. The new Odyssey DLC adds a whole dimension to the game that was previously fairly difficult to access: Exploration. With a gravship, it’s possible to go to so many more places on the map, and thankfully they added more things to see on that map as well. Odyssey adds to and enhances the gameplay loop of RimWorld, but thanks to the gravship’s function as a mobile base, that gameplay loop is largely maintained even with the changes.

Thinking about how the gameplay changes and doesn’t change with the addition of the gravship proved to be a good way to start thinking about the gameplay loop of this System Hack. When I’m playing RimWorld, what are elements I want more of that the game isn’t really going to provide? What pieces of the game, on the other hand, are best left to a computer? The trouble with developing an approach to a colony sim RPG is that the genre and its best examples are fairly broad, and you need to make some narrowing decisions very early on.

As I said earlier when discussing my design goals, I’m not trying to emulate RimWorld. Rather, the goal of the game is to provide a similar conceit that leads to storytelling. We are going to be using a few setting concepts from RimWorld to ground the setting of the game, and we are going to be focusing at least notionally on the idea of a colony, a homestead of a handful of people who are trying to make their way on a new world. There are going to be things we want to lean into, like relationships, that can be given significantly more depth at a game table than on a computer. There will be others, like tile-by-tile building layout, that are probably best left on the PC. Ultimately the three elements we want to build from are going to be creating characters, building the settlement, and exploring the world.

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System Hack: Colony Sim Cortex Design Goals

It’s been a while since we’ve seen an extended System Hack at Cannibal Halfling Gaming. Genesys Mecha concluded in September of 2019 and Cyberpunk Chimera concluded in May of 2020. And yes, neither of them were ever expanded into standalone products; while writing did continue behind the scene the scope of the ambition of both of the projects was simply too high to be completed in the spare time of one or even two nerds who also had jobs (and in one case, kids).

With all those caveats out of the way, I’m trying it again anyway. Both Genesys Mecha and Cyberpunk Chimera provided great deep dives and game design ideas, and with that in mind I wanted to set my sights on something that’s both been a personal quest of mine for a little while as well as something that will add to the game design conversation in a positive way (whether or not the article series leads to anything more). Cortex Prime is, in my opinion, one of the most flexible and powerful rules toolkits on the market. It’s also a toolkit that takes some effort and consideration to set up, which has prevented it from taking off in the same way as the similar but much simpler Fate. Cortex Prime also has many fewer worked examples than Fate, which has the exemplary Fate Worlds series as well as a number of Fate System Toolkits; instead, Cortex only has Tales of Xadia as a fully implemented Cortex game outside of its three in-book examples which are too short and a bit too unconventional to be accessible demos (their genres are police procedural, rescue team, and neo-classical fantasy). A good system hack will walk through the various mechanics, mods, and character options and discuss why each choice is made and how they’re going to work in the final product.

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Weekend Update: 10/26/2024

Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, something from the archives, and discussions from elsewhere online.

DriveThruRPG Top Sellers for 10/26/2024

  1. Traveller: Traders and Gunboats
  2. Tales from the RED: Hope Reborn
  3. WH40k Imperium Maledictum: Inquisition Player’s Guide
  4. Warhammer Fantasy Roleplay: Dwarf Player’s Guide
  5. The Mutant Epoch RPG Expansion Rules

Top News Stories

Dire Wolf Digital closes books on Cortex Prime Kickstarter: Perhaps a niche bit of news, but Dire Wolf Digital put out a statement on the long-running Cortex Prime Kickstarter. Cortex Prime funded on Kickstarter seven years ago, and over that time the system has changed owners twice; Dire Wolf Digital acquired the game from Fandom. Here in 2024 there was one outstanding element of the Kickstarter rewards, print copies of the Cortex Spotlights, and Dire Wolf decided to officially not pursue printing the spotlights given the costs. For the several hundred people who backed at that level, they’re out a potential reward. On the other hand, thanks to the game changing ownership, Dire Wolf never received any money from the Kickstarter campaign.

I think this is worth discussing because it shows the third outcome of a Kickstarter, one that (unlike failing outright) is more common in large, corporate-backed games. The core product of the Kickstarter is released, but due to the post-campaign sales lagging, the money to get the rest of the goals over the finish line never materializes, and the campaign drags on 90% fulfilled. With Cortex, unfortunately, you can see this happen: A very late campaign, for a system with enough promise that not one but two different media companies see it as worth buying, that for multiple reasons is not really selling.

I am a big fan of Cortex Prime. I also think it’s been saddled with some terrible business decisions, including the decision to try and sell the game in a closed ecosystem (which not even Marvel is truly getting away with). While Dire Wolf will likely at least break even continuing to support Tales of Xadia, the real way for them to make a return on this investment and get Cortex Prime the attention it deserves is to nut up, kill their dead storefront, and get PDFs on DriveThruRPG. 30% of nothing is nothing, and that’s how much the Cortex Prime distribution strategy is earning them.

From the Archives

Cortex Prime suffered and may die at the hands of boneheaded distribution, but the game is a truly fascinating set of mechanics that, with some good supplements, could outperform GURPS as a generic system for a lot of gamers. From the archives we’re looking at Aaron’s review of Cortex Prime.

Discussion of the Week

One of my biggest weaknesses is struggling to improv: While you’re not going to learn how to improv solely from a Reddit thread, this discussion does set down some good ways to think about improv, and things you can do to improve your skills.

Have any RPG news leads or scoops? Get in touch! You can reach us at cannibalhalflinggaming@gmail.com, through Mastodon via @CannibalHalflingGaming@dice.camp, and through BlueSky via @cannibalhalfling.bsky.social.

Generic RPGs: What’s Out There

There’s a world of games out there, but they still just scratch the surface. Maybe your favorite book series or movie hasn’t caught the eye of anyone making RPG adaptations. Maybe you have your own spin on a popular genre that you just can’t pull off with an existing game. Or maybe you just want to run something wild and straight from your own head. No matter the reason, if a game off the shelf doesn’t quite do it for you, you’re looking for a generic RPG.

We’ve talked a bit about generic RPGs before, reviewing Cortex Prime and Everywhen, discussing Fate, and even using GURPS as an example text for looking at how to use generic games. This article is less about what to do with generic games, though, and more about how to find the right one for you. We’re going to discuss three broad types of generic games: Engines which are designed to model as many situations with as few rules as possible, Codexes which use a simple base ruleset and then expand it with a wide library of additional mechanics, and Chassis which take more traditional setting-driven RPGs, strip out the specific parts, and then (hopefully) build back up to something useful. The ‘Chassis’ generic RPG is the most common and popular, but the other two design modes may very well have more to offer the prospective game master.

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Cortex Prime Review

Imagine for a moment that you’re back in May of 2017. Cannibal Halfling is six months old, and I’m still tagging all of my articles “Level One Wonk” because I felt more like a guest writer than a co-founder. I hadn’t started doing regular coverage of Kickstarter campaigns yet, so one week I decided to write an article about one that excited me: Cortex Prime. The campaign was about halfway over when the article was published, and I said some enthusiastic and somewhat hyperbolic things, like how Cortex Prime would be the next big thing after PbtA. What I’m trying to say is that I jinxed it. Cam, I’m so, so sorry.

Joking aside, this week is a special week for all of us who backed the Cortex Prime Kickstarter back in May of 2017: As of yesterday (October 20, 2020), Cortex Prime is done, it’s released, the campaign is actually over. After a number of roadblocks and obstacles, we have books in our hands and the game is actually on sale. And you know what? It was worth it. Like many other backers, I was already familiar with the Cortex system and its potential; in my case it was from Marvel Heroic Roleplaying. What Cortex Prime does is take that system and turn it into an immensely powerful toolbox, laying all the switches and dials bare in a way that GMs can actually use.

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