Update 6-18-19

The blog’s been quiet for a little over a week and, as usual, I like to explain myself a little bit when that happens.

The Writing
I had planned to wait until NaNoWriMo to start working on finishing a novel again, but those plans have been happily dashed. What started as a short-story ended up as a twenty-thousand-plus-word text, one that needed a lot of work on pacing and a lot of filling in of details. So it just made sense to turn it into a novel. That’s been the bulk of my writing time in the past few weeks, both in the original story and now in plotting out the novelization.

Plotting is almost complete and I’ll begin the writing (and re-writing) proper shortly. If posts to the blog are sporadic over the next short while, that’s what’s going on.

This novel does not yet have a name, but I’ve also already got broad-stroke plans for three sequels; two of which will likely be part of an initial trilogy and the last of which (which also started as a short-story that expanded out of hand) will likely be the start to a second trilogy. The story is set in Avar Narn (of course) and is something of a noir story. Saying it feels in some ways like a bastardized mix of noir fairy-tale and dark fantasy is pretty close to the mark, I think.

If you’ve followed the blog for a while, you may remember that, in 2017, I began work on a different Avar Narn novel, tentatively called Wilderlands. I fully intend to finish that novel, potentially as part of a trilogy between the two trilogies discussed above (the characters in the current novel and Wilderlands are entirely different), but it’s on the proverbial back burner for now.

Kiddos
Any day now, K and I could get the call that brings kids into our lives again. We’re going a little crazy with the wait, to be honest. But, when it happens, you’ll see the Fatherhood section of the blog come to life again.

Shadowrun
If you’ve been keeping a weather eye out for RPG news, you’ll know that a Sixth Edition of Shadowrun has been announced for release this summer, boasting a “streamlined” ruleset.

Shadowrun: Anarchy disappointed me greatly in its failure to translate some of the most fun things about the Shadowrun universe into a more narrative-focused design. As such, while I’m excited to see a new edition, I’m not sure that it’s going to provide what I think the rules need to really present a modernized and excellent take on the game’s design. So, look out for two things: (1) continued posts for my Cortex Plus/Prime hack of Shadowrun (which may end up remaining the sweet spot for me for playing games in the Shadowrun universe), and (2) a thorough review of the Shadowrun Sixth Edition Rulebook when I get my grubby hands on it.

Theology
More to come and soon.

Cortex Prime Shadowrun, Part VII: Initiation, Metamagic, Magical Traditions, Mentor Spirits

While I’m on a roll, so to speak, another piece of the Shadowrun “puzzle” for my Cortex Prime hack. This time: initiation and metamagic, magical traditions and mentor spirits.

A General Note
In many ways, this rules hack makes the Cortex system more complex than it is intended to be, but I believe that this is required to capture as much of the nuance of the Shadowrun setting as possible. Additionally, it may be that I am pushing core Cortex ideas (SFX and Assets in particular) to or past their limits–this will be evaluated (and rules ultimately rejected or revised) when I get to playtest the completed material. In the meantime, most of the complication is in character design rather than in gameplay, and it’s my expectation and intent that this ruleset remain magnitudes less complex than the actual Shadowrun rules.

When all of the posts in this series are completed (meaning that I’ve completed the ruleset as a whole), I’ll post a PDF containing all of the rules to the blog so that readers can use, playtest and comment on the hack to help me improve it.

Initiation
Initiation is the process of being awakened to the higher mysteries of magic–to the extent that they do not remain forever mysterious. It is a strange hybrid of study and the revelation of truths which may only be experienced, never told. With initiation into the greater magical cosmos comes increased power in everyday spell-slinging.

The simple way to handle Initiation is to use it as a Signature Asset as described below:

Signature Asset: Initiation: By paying an Edge Point (see the Limit below), the character may add the Initiation die to a dice pool to resolve a magical task, even if a different Signature Asset is already in the pool (this is what differentiates Initiation from other Signature Assets and balances against the Ordeal requirement below).

Limit: Edge Point: Adding the Initiation die to a roll requires the expenditure of an Edge Point.

Limit: SFX: Initiation may only be used in ways permitted by metamagical SFX purchased by the character.

Limit: Ordeal: The initiate must complete an Ordeal (see below) for each step of the Intiation die to acquire that step. (One Ordeal per new step, not one Ordeal per step of new die).

Depending upon the type of game you’re running, you may or may not want to allow the purchase of the Initiation Signature Asset at Character Creation.

Metamagic
Metamagic represents the “superpowers” of magical ability. It is best represented as SFX for the Initiation Asset. I recommend allowing one SFX to be chosen for each die step of the Initiation die and allowing additional SFX to be purchased as normal. Here are the metamagical examples I’ve come up with:

Centering: Add your Initiation Die to a dice pool for a magical task that includes the Drain limit and step up the Effect Die assigned to Drain by one step.

Fixation: Add your Initiation Die to the dice pool to create an alchemical asset. The asset lasts for the entire session rather than the next scene.

Masking: Add your Initiation Die to the dice pool opposing an assensing test on you. You may force the opponent to reroll a single die in his pool.

Quickening: When you cast a spell to create an asset, you may pay an Edge Point for that asset to remain for the remainder of the Session without having to dedicate any resources to maintaining the asset.

Anchoring: You may cast a spell and anchor it to an astral construct overlaying a place or object. Make note of the dice pool’s result and the effect die, and define a triggering event for the spell. The spell remains dormant until triggered or until the end of the session.

Apotropaic Magic: When you assign your Magic die to defend a character from Magic, you may also add your Initiation Die. If the defense test result exceeds the caster’s test result by at least five points, the caster suffers the effect of the spell at the Effect Die chosen from his dice pool.

Geomancy: You may manipulate background mana and nearby mana lines to create Assets or Complications (adding your Initiation Die to the test) that apply to all magic tasks made during that scene and which can only be dispelled by another initiate with the Geomancy metamagic.

Necromancy: You may use ritual magic (adding your Initiation Die to the dice pool) to gain information from dead bodies, blood, and the residual mana in dead things.

Psychometry: You may assense objects (adding your Initiation Die to the dice pool) to gain information about the history of the object and/or its past owners.

Divination: You may use ritual magic (adding your Initiation Die to the dice pool) to gain glimpses of the future. You may ask the GM to answer one question for each step of the Effect Die from a successful task. Answers should be reasonably vague and subject to interpretation.

Channeling: Add your Initiation Die to the pool and gain a reroll on one die for rolls to invoke spirits (see Shadowrun rules; this requires an invoking magical tradition).

Exorcism: Add you Initiation Die to the pool and gain a reroll on one die for roles to banish spirits.

Cleansing: Add your Initiation Die to tasks to cleanse the astral pollution of a place, and step up your Effect Die by one step.

Sensing: Add your Initiation Die to astral perception tasks and step up your Effect Die by one step.

Notes on Metamagic
Those familiar with the Shadowrun setting will note that I haven’t included all of the metamagics described in the Shadowrun books. This is either because I feel that a particular metamagic doesn’t work well under Cortex rules or that one metamagic SFX described above covers multiple metamagics in the core Shadowrun rules (for example, Masking covers both Flexible Signature and Masking).

Ordeals
A character must complete an ordeal each time he or she raises her Initiation Die. Ordeals may be selected from the following, which I have placed into groups based on their general type.

Task Ordeals
Task Ordeals require the magician to complete a…task. The task may be roleplayed through, but it may be negotiated and described by the Gamemaster and the Player without playing through all aspects of the task. Regardless of which method is selected, the GM and Player should agree to change one of the Character’s Aspects based on how the experience affected the Character. Task Ordeals include metamagical quests, asceticism (which includes living as a Hermit as the ordeal) and the accomplishment of special deeds.

Limit Ordeals
As the name implies, these Ordeals involve taking on an additional Limit to the Initiation Asset. This includes both geas and oath Ordeals. Define the geas or oath and create a Shutdown Limit for the Initiation Die that occurs when the geas or oath is violated and that persists until the character can complete a recovery action involving atonement for the infraction.

Creation Ordeals
A creation Ordeal involves the completion of scholarly or artistic work. There must be a handmade original (or originals), each of which constitutes a material link to the creator (treat as an Asset for a possessor to take magical action against the creator or a permission for remote magic). This also creates a Limit on the Initiation Die: if the originals are all destroyed, step down the Initiation Die until new originals may be created.

Sacrifice Ordeals
Sacrifice Ordeals involve intentional maiming in pursuit of magical power. The character must take on a new d4 (or step up) Complication representing lasting physical injury that cannot be healed.

Familiar Ordeals
TBD.

Magical Traditions
A magic-using character will be required to take an Aspect declaring the type of magic-user that the character is and the tradition that the character follows (hermeticism, shamanism, Christian theurgy, Buddhist magic, chaos magic, Kabbalism, etc.). Quite simply, this definition should be used to determine what kind of spirits the character can summon (by reference to the Shadowrun material, and assuming that the character’s magic-using type may summon spirits), but it can also be used to add some mechanical nuance. For each tradition, choose two Approaches. For one, step up the Aspect die when the character uses that Approach. For the other, step down the Aspect die when the character uses the Approach.For instance, a hermetic character might apply their Aspect as an Advantage to rolls using the Deliberate Approach, but as a Consequence to rolls using the Dynamic Approach, whereas shamans might do the opposite. You can use the Shadowrun material to come up with patterns of use for the other traditions.

Mentor Spirits
Mentor spirits should be considered Signature Assets with the following nuances:
Core SFX: Spend an Edge Point to add the Mentor Spirit die to a magical task.
Defined SFX: Create an SFX for the Asset based on the bonuses provided by the spirit under the normal Shadowrun rules. See the Cortex “Core SFX” for this.
Behavior SFX: Gain an Edge Point by behaving in a (reckless or non-beneficial) way in line with the personality of the Mentor Spirit.
Core Limit: Shutdown the Mentor Spirit Asset to gain an Edge Point. The character must spend time communing with the Mentor Spirit to reactivate the Asset.

 

 

 

Cortex Prime Shadowrun, Part VI: Magic, Foci and Alchemy

Yes, it’s been a while since I’ve worked on this series. Yes, my writing work is unpredictable and jumps from topic to topic. The curse of the creative “free spirit” with too many interests, I guess (though I’m usually quick to say that “be interested in everything” was the best advice I ever got). All of that aside, I’m getting back to working on some Cortex hacks of various types to flex my RPG mechanics muscles again. I hope you find the work useful.

Foci
Foci are a big deal in Shadowrun, in many ways the magician’s equivalent of the street samurai packing the Panther Assault Cannon. Modeling them in Cortex is, on the one hand, relatively simple–each Focus is a Signature Asset. On the other hand, Shadowrun uses multiple types of foci and there are some specific attributes of foci in the world of Shadowrun that ought to be mechanically addressed as well.

The creation of foci is best handled in the same way as the acquisition of any Signature Asset: the player pays the requisite cost and a narrative explanation of how the Asset was acquired is given. There’s no need to go through complex creation rules.

Attributes of All Foci:

Limit: A focus may only be used by a character with the magical ability and the ability to take the specific types of actions to which the focus applies.

Limit: Binding: Until a character pays the cost to add a focus as a Signature Asset (whether at character creation or through advancement), a Focus is not bound to the character and cannot be used.

Limit: Active/Inactive: Foci must be powered by magic to be useful. When not powered, foci are inactive and can essentially be ignored altogether. When active, the following rules are in effect. Activation and the rules described below should be considered Limits on a Focus asset..

Astral Beacon: an active focus gives off a lot of astral energy, allowing others with the astral perception/astral projection abilities a benefit in finding, analyzing and targeting a magician with an active focus. When using astral perception to find or to gather information about a target with an active focus, add the focus to the actor’s dice pool as an advantage. A magician using Psychometry or other spells and abilities to analyze the astral signature of a place after the fact may, if the GM determines that the rating of the focus, its past use and the time elapsed since the use is reasonable under the circumstances, be added to the acting magician’s dice pool as an advantage.

Link: Because a focus must be bound to its user, it provides both a material link to the owner regardless of activity and a method for targeting its owner astrally when active. A magician in physical possession of another magician’s focus, or astrally viewing an active focus, may add that die to a dice pool to create an advantage for the purposes of targeting the focus’ owner with magic.

Specific Foci:

Alchemical Foci:
 Alchemical foci add their Rating to Alchemy tests.

Disenchanting Foci: These add to tests to disenchant artifacts, foci and other magical objects.

Spell Foci:
A spell focus adds its rating to Sorcery actions that match the category of spell and type of action to which the focus is attuned.
Limit: Category: A spell focus must describe one of the five categories of spells (Combat, Detection, Illusion, Healing and Manipulation) and may only be applied to Sorcery tests involving the category to which it is attuned.
Limit: Task: A spell focus must also describe one of the following magical tasks: Counterspelling, Ritual Spellcasting, Spellcasting. The focus may only be applied to Sorcery tests involving that task.

Sustaining Foci:
A sustaining focus allows a Magician to sustain a spell effect equal to or below its Rating without the Magician actively maintaining the spell. The spell may be cast at any time and “saved” into the focus to be used whenever the focus is activated.
Limit: Power: To add the stored spell effect to a dice pool, the focus must be activated and the Magician must pay an Edge point to use the effect for that Scene.
Limit: Counterspelling: Counterspelling may be used to reduce or obviate the spell effect maintained by the sustaining focus. To restore the functionality of a effect that has been partially or fully dispelled, the magician must cast the spell to be maintained anew.

Spirit Foci:
A spirit focus adds its rating to Conjuration tests of the task and category of spirit to which the focus is attuned.
Limit: Category: The focus must have a specific type of spirit (fire elemental, spirit of man, etc.) to which it is attuned. It may only be used for interactions with that type of spirit.
Limit: Task: The focus must be attuned to one of the following tasks: Summoning, Banishing, or Binding and may only be used for that type of task.

Weapon Focus:
A weapon focus adds its Rating to close combat tests in the physical or astral planes and allows its user to damage creatures and spirits normally immune to physical damage.

Alchemy:
Alchemy allows a character to store a spell for a one-time use later. This is simply handled: The character makes a test to cast the spell, but using Alchemy instead of Sorcery. The character resolves the test, including Drain, and pays one Edge to store the effect for later (the player should describe the form the alchemical device takes for narrative purposes).

Activation of the alchemical spell may require a test. If the alchemical device stores an attack effect, its rating should be added to an appropriate attack pool for close combat or a thrown weapon.

A spell that causes damage has an instant use. A spell that creates some other effect lasts for a Scene or until dispelled.

EDIT: You might be wondering why some of the classic foci (the Power Focus, for one) has no description here. Those foci that I haven’t listed are temporarily left out until I find a way to include them that satisfies me. As it stands, the Power Focus is just too powerful to add in–without the insane detail of creation cost inherent to the actual Shadowrun rules, I need to find some mechanisms within Cortex Prime that would allow some modicum of balance compared to the other, far more limited, foci.

Shadowrun Cortex Prime, Part V: Conjuration

For the previous post in the series, click here.

This should be a relatively brief post since it builds entirely upon the previous post in the series.

Conjuration
Conjuration is the practice of summoning, binding and banishing spirits. The types of spirits summoned depend upon the tradition of the mage doing the summoning.

Types of Spirits
I’m going to leave it to anyone using these rules to determine the types of spirits a particular character can summon by refernce to the Shadowrun rules. I will say that I find it unnecessary to create a list of abilities and powers for spirits–just allow what seems sensible for a spirit of that type. If you want to use the Shadowrun base ruleset as a guide for making any calls at the table, that’s not unreasonable.

Spirit Stats (Force)
Summoned spirits have a dice pool of three dice equal to the effect die used in summoning them.

Summoning and Binding Spirits
Summoning and binding spirits takes a single roll, thanks to the use of multiple effect dice.

Dice Pool: The dice pool consists of an Approach (appropriate to the method of summoning the spirit), the Conjuration skill, the character’s Magical aspect (to be discussed in a later post), any applicable assets, Signature Assets or Specializations.

Resistance Pool: The resistance pool should be determined primarily by the circumstances of the summoning: is the character pressed for time or under fire, does the character have adequate resources for ritual magic/summoning, etc.

Primary Effect Die: As mentioned above, the primary effect die from the caster’s pool is used to establish the “Force” or dice type in the pool of the summoned spirit.

Additional Effect Dice
Services: For each step in the die assigned to services, the Spirit will perform one task for the summoning character (giving a total of 1 to 5 tasks).
Drain: As per Sorcery.

N.B. – Yes, this means that it takes a minimum of four dice to summon a spirit (except in the case of a d4 Force spirit, in which you can have only three dice and use the “free” effect die for your primary effect die). In the games of Shadowrun I’ve run using the original rules, the sudden summoning of a spirit in the middle of a fight is a game-changing force-multiplier; I’ve had magicians summon spirits of air to down pursuing helicopters, spirits of fire to hold off massed security squads, etc. I do not want to eliminate those moments–they are part of the fun of the Shadowrun setting and create stories the players talk about long after leaving the table. At the same time, I want to make sure that such a feat is impressive not simply because of the effect, but also because of what it takes to pull it off. Summoning a spirit while minimizing Drain will typically require some preparation (i.e. the creation of preparatory assets) and a little luck (or an Edge Point).

Spirit Services
I want to intentionally leave this somewhat broad, in part because negotiating what counts as a service and what doesn’t can make for interesting roleplaying. I won’t leave you without any guidance, however: in general, a service is a discrete function provided by a spirit, such as attacking a target, using an ability to create an effect (asset or complication), sustaining a spell, etc. The biggest difficulty in determining services is in deciding whether a command constitutes more than one service. As a general rule, a single command counts as a single service unless that service is provided over multiple scenes, in which case the action is one service per scene (and requires the magician to spend a point of Edge, see below). A detailed command that consists of several discrete activities should require one service per discrete portion of the command.

For example, “Knock over that command vehicle and attack the people inside,” is two services in my reckoning.

Longevity of Spirits
A spirit stays with the magician long for one scene. The magician may spend an Edge Point for the spirit to persist for the rest of the session; otherwise, any unspent services are lost at the end of the scene.

Banishing
Banishing a spirit is simply an attack against the spirit using the Conjuring skill as the applicable skill. Results are factored like attacks against any character.

Shadowrun Cortex Prime, Part IV: Sorcery

For the previous post in this series, click here.

I’m admittedly skipping around here, but I thought that perhaps the next subject to tackle would be Magic in the Shadowrun/Cortex Prime hack. The way I figure it, some of you will determine whether the hack as a whole is worthwhile based on how I handle this topic (as well as the Matrix and Cyber-/Bioware). So I’ll try to save you some time in making that evaluation by somewhat frontloading that information (if Part IV can fairly be called frontloading).

Admittedly, I struggled a bit in figuring out what I thought was a good way to handle all of the aspects of Shadowrun magic (particularly sorcery and conjuration) in a single roll of dice, which is, of course, essential to the efficiency of the Cortex Prime system, one of the things that I love about it. In the end, I decided to resort to the following rule mod:

New Rule Mod: Multiple Effect Dice
Some tasks may require the use of multiple effect dice; these are marked with Limits denoting the additional required or optional uses of effect dice after the first. When additional effect dice are required or are optional, the failure to assign an effect die to one of those “slots” means there is no effect associated with that slot. In other words, effect dice that could be or must be assigned after the first do not get a free d4 effect if there is no die to assign to the slot. If the only effect die available is assigned to an optional slot, the character may receive the free d4 as the effect die for the primary slot.

This rule mod, I think, handles a number of issues, as you’ll see. It allows Drain to be addressed in the same roll that establishes the success of the spell (without resorting to Consequences, which I wanted to keep free) and gives those wizkids with plenty of dice to their pool something to do with those dice (while consquently putting some pressure on magic usage that has some mechanical “balancing” effect, I hope).

Sorcery
Sorcery is good, old-fashioned spell-slinging. Rather than resort to the categories of spells in the actual Shadowrun ruleset, I’ve elected a more flexible approach. Spells may be used to accomplish the following: make attacks, create/enhance/diminish assets or complications, or take actions to overcome obstacles. The following is always true of a use of Sorcery:

Dice Pool: The dice pool consists of an Approach (appropriate to the type of spell effect), the Sorcery skill, the character’s Magical aspect (to be discussed in a later post), any applicable assets, Signature Assets or specializations.

Inherent SFX/Limits:
Drain: A character using Sorcery takes either Stress or Trauma. If the primary effect die is equal to or less than the Magician’s Magic Aspect, the Drain is taken as Stress. If the primary effect die is greater than the Magician’s Magic Aspect, the Drain is taken as Trauma. The Magician may assign a second effect die to reduce the Drain suffered, reducing the Stress or Trauma by one step for each step in the die assigned (i.e., d4 = 1 step, d6 = 2 steps, etc.)
Additional Effects: Additional effects of spells should be created as Complications resulting from the defender’s roll. For instance, a fireball might set an enemy on fire.

Suggested Complications:
Auras: A magical afterglow remains in the wake of spells cast by a magician. Casting a spell can create an “Aura” Complication on the location that can be used by any character with Astral Perception to gain information about or track the character who cast the spell. The asset created is created in the usual manner of complications. The complication can be reduced by further sorcery or dissipates at one step per hour.
Side Effects: Unintended side-effects of spells–inspired by the spell’s true purpose, of course, make excellent Complications. Think of Harry Dresden accidentally setting fire to, well, lots of stuff when he uses combat magic (not the same setting, I know, but still a great example.)

Sustaining Sorcery:
          Without the intervention of some additional force, a spell’s effects (but not the complications it produces) dies after the turn in which it is cast. Whether a particular spell can be sustained (attach spells should not be sustainable under most circumstances) is up to the GM, but the following are ways to extend a spell’s effect:
Concentration: 
A magician can sustain a spell through focus, keeping the spell active for as long as the magician suffers a “Concentration” Complication equal to the spell’s primary effect die. When the spell’s effect ends, so does the Complication.
Foci: a Sustaining Focus Signature Asset will sustain a spell effect equal to its rating. See Signature Assets.
Metamagic: The proper Metamagic can be used to sustain a spell effect. See Signature Assets.
Spirit Aid: A summoned spirit may sustain a spell effect up to its rating as a service. See Conjuration.

Counterspelling: By spending a turn defending his comrades from magical harm, a magician may allow nearby companions to add the magician’s Sorcery die to their rolls to defend against magical attacks or effects directed against them.

Cortex Prime Shadowrun, Part III: Distinctions as Fate’s Aspects

For the previous post in this series, click here.

Distinctions in Cortex Prime already function in a similar manner to Fate’s Aspects. Both have the capacity to help a character: in Cortex Prime, an applicable Distinction that provides some advantage to a character is added to the player’s dice pool; in Fate the player may spend a Fate Point to “invoke” an Aspect and add +2 to a roll’s result. Likewise, both can provide a hinderance as well: a player in Cortex can use a Distinction to add a d4 to the opposing dice pool and gain a Plot Point; a player can compel an Aspect in Fate to have some inconvenient event occur to the character (or have the character make some decision that makes sense for the character but results in misfortune) to gain a Fate Point.

While I love the idea of Aspects in Fate, the use of the Fate Point Economy to drive them–the necessity of spending a Fate Point to invoke an Aspect in particular–has always irked me a bit. I must acknowledge that this is a personal issue and not really a design flaw of the Fate System. The Fate Point Economy provides some very desireable benefits: it gives some mechanical balance to the game, means that (as in conventional narrative) a character’s traits don’t always come into play, and, most important, it forces players to resort to compels to use their Aspects beneficially at later points. This last factor both helps the gamemaster in a narrative game by giving cues and assistance in driving the story forward with complications that are sensible and meaningful to the players and adds interesting, spontaneous and unexpected knots to the conflict that simply could not have been planned. It is this last factor, which meshes well with the Powered By the Apocalypse mantra that the GM should “play to see what the characters do” (or perhaps it’s “play to see what happens to the characters;” I don’t recall perfectly offhand), that I very much want to capture in my Cortex Prime Shadowrun ruleset.

By design, the Cortex Prime system sidesteps my complaints about Aspects and the Fate Point Economy–Cortex Prime’s Plot Points are used differently and are not required to invoke Distinctions under normal circumstances but still provide incentive for players to complicate the story by reference to their character’s Traits.

With a very simple modification, we can make Distinctions even more like Fate’s Aspects and underline a grittier tone for the game (perfect for cyberpunk, but probably at home in just about any setting I’d be wont to run a game in).

That modification is this: Instead of a d4, when a Distinction (which I’m going to go ahead and just call “Aspects” in the CP Shadowrun ruleset) is used to gain a Plot Point, that Distinction/Aspect adds its full die do the opposing pool. So, if I have the Aspect Street Samurai d10, it will sure give me that extra oomph to take down mooks like a hot knife through butter, but it also gives me an opportunity to make my supposed adherence to Bushido matter in the game.

I think that this practice also fits well with gritty fantasy (whether or not combined with cyberpunk a la Shadowrun). In fact, it reminds me greatly of heroes of Celtic myth–there’s always a weakness, always some downside that accompanies greatness. Players will (and should) think twice about whether they really want to have that Street Samurai d10 Aspect. Yep, it’ll help you be a combat monster, but is the cost ultimately worth it? This kind of mechanically-supported and inherent game balance goes a long way for me.

You’ll see more about how Aspects will be assigned (and change) when we get to conversations about character generation and growth. For now, though, I’d be curious to hear your thoughts on this relatively minor but far-reaching modification to the Cortex System.

Cortex Prime Shadowrun, Part II: FAE Approaches in Cortex Prime

For the first post in this series, click here.

Rather than use Shadowrun’s attributes, I’ve opted to use Approaches as introduced in Fate Accelerated. There are several reasons for this choice. First, Approaches are exceedingly helpful to a gamemaster running a fiction-first type of game—by its very nature an Approach suggests potential Consequences and results of particular actions. Second, I think that Approaches provide more guidance for players about the characterization of their in-world persona. That a character favors a “Dynamic” approach over a “Covert” one tells us more about a character than a high Strength attribute and lower Agillity attribute does. There is a versatility to Approaches that, at some level, tells us how a character views the world, or at least how that character prefers to solve problems. And rolls in narrative fiction should be resorted to for resolving actions intended to solve particular problems more than anything else. Otherwise, narrate a result and move on.

There is a much-discussed downside to the use of Approaches—that some players will “Approach Spam,” arguing for the use of their highest-rated Approach for every action. This is narratively appropriate and realistic: as rational beings, humans prefer the path of least resistance, choosing to employ their best skills and aptitudes to solve their problems and only resorting to their weaker abilities when forced to by circumstance.

And this suggests the remedy to players who resort only to their “best” Approach: show them that “best” doesn’t mean “highest-rated.” Remind them that, just because you have a hammer and everything is starting to look like a nail, not everything is a nail and treating a non-nail as a nail can easily result in catastrophic consequences.

“Yes, Player, your character can use Dynamic to try talk his way out of a Lone Star vehicle search. But what does that look like? The Dynamic Approach is about force, sudden action, and overwhelming the problem. In a social context, I bet that looks like screaming and yelling, pretending to be crazy, or trying to scare your target into submission. Is that really how you want to deal with these Lone Star officers?”

Whether you have this kind of conversation and give the player a chance to change his mind or you let it ride and narrate consequences the player never considered is a matter of the style of the game you run.

The specific Approaches I’ll be using are as follows:

Covert

The Covert Approach emphasizes stealth and subtlety. This could              include “Hacking on the Fly,” “Spoofing,” and other Sleaze-type Matrix actions, dissembling and verbal deceit, infiltration, etc.

Expedient           

An Expedient Approach focuses on speed above all else, favoring clever tricks and finesse over brute force (which falls under the “Dynamic” Approach). Use Expedient whenever you are trying to act before another character or in the quickest manner possible.

Dynamic             

The Dynamic Approach represents the application of direct force—whether physical, social, Matrix, magical, etc. When the action relies on strength or direct confrontation with an obstacle (or person), the Dynamic Approach prevails.

Cunning              

An action using the Cunning Approach focuses on outmaneuvering and outwitting your opposition. Where Covert represents the lie with a straight face, Cunning is the mixture of half-truths and misinformation to confuse the opponent into belief. Where Dynamic represents the hardest, most aggressive response to an obstacle, Cunning relies on applying force to the target’s vulnerabilities for maximum effect. Where Expedient operates with a concern for speed, Cunning focuses on maximizing the end result without concern for the time it takes to get there.

Deliberate          

The Deliberate Approach takes its time, considering possibilities, using awareness and focus to reduce risk. Deliberate actions take more time but result in more predictable outcomes and fewer mistakes. When there are a million ways a task could go sideways and the “slow and steady” strategy seems best, choose a Deliberate Approach.

Daring                 

The Daring Approach relies on audacity, surprise, unpredictability and more than a little luck. Feats of debatable bravery and stupidity and unorthodox tactics use the Daring Approach. Examples might include: fast-talking or intimidating a security guard, charging headlong into a room spraying gunfire wildly, or winning a race by taking the more dangerous (but shorter) route.

For the next post in this series, click here.

Cortex Prime Shadowrun, Part I: Initial Rules Summary

I’m finding that I’ve got a lot of work to do in putting together the coherent and comprehensive guide for using Cortex Prime to run Shadowrun games that I’m currently working on. Because of this, I thought I’d provide some teasers of what I’ve got going on to tide you over some before I post the entire document.

What follows is a broad-strokes summary of some of the major rules selections I’ve made so far. The text is mostly taken word-for-word from the draft document for the ruleset, though I’ve made a few adjustments for clarity.

This is a work in progress, so questions and criticisms will help refine the end product!

Cortex Prime Rules Selection Summary

The following is a bullet-point summary of rules (or mod) choices that underpin the game:

• Prime Traits Sets are Approaches, Skills, Aspects, Assets and Specializations. Of course, temporary or scene-related Traits will also be included.

• SFX (and Limits) will be used. SFX are most often attached to Aspects and Assets. As will be explained below, this ruleset will make a distinction between Inherent SFX and Limits, which are automatically a part of certain Aspect or Asset choices, and Permissive SFX and Limits, which may be selected by characters in character creation or character advancement. Additionally, this ruleset uses Hardwired SFX and Limits, which are SFX and Limits that are always in play and applicable to certain situations. Hardwired SFX are described below and used primarily to translate some of the important setting ideas of the Shadowrun Universe to the Cortex Prime System—things like the difference between Augmented Reality and Virtual Reality while hacking.

• Character Injury is tracked by stress (called Shock) and trauma (called, coincidentally enough, Trauma). Per the Prime rules, this supersedes the “High Stakes” action rules. See the “Damage and Injury” Section below for more information.

• Characters are created through the “Priority Chart,” described in “Character Creation,” below.

• Plot Points are referred to as Edge when in the hands of players and Threat when in the hands of the GM. Edge and Threat are generated per the standard Prime rules except that the “Using d4 in your roll rule” to gain Edge is changed to the “Use Aspect as Complication” rule described in the “Custom Rules” section.

• The Test-Created Assets Mod is used.

• None of the Prime “Plot Point Mods” is used. Plot Points are stored in the Bank.

• Characters improve through the “Session Histories” rules.

• The standard “Effect Die” rules are used.

• Standard “Random Difficulty” Opposition is used.

“Custom” Rules

• This ruleset uses Ryan Macklin’s ideas for “Dice Cracking,” mostly during character creation. Under this rule, a die may be “cracked” into two stepped-down dice, i.e. a d8 can be used as 2d6. During character creation, this allows for more highly-skilled but specialized builds, jack-of-all-trades, master-of-none builds, and a number of steps in between.

• As mentioned above, additional rules involving SFX and Limits are used—Inherent SFX and Limits allow the feel of certain aspects of Shadowrun to be incorporated inherently into certain power sets. Additionally, Hardwired SFX and Limits help to reinforce the setting.

• Rather than Distinctions, this ruleset uses Aspects. Aspects are treated much like Aspects in Fate RPG—they may be added to a player’s dice pool when the Aspect is beneficial, or the player may gain 1 Edge by adding the die to the opposition dice pool when the Aspect hurts the character. Aspects may have dice of any step rather than always being relegated to the d8 of Distinctions, but because the same die is rolled in negative situations (rather than a d4), having a higher Aspect cuts both ways. The intent of this rule is (other than using Aspects from Fate) to play up the gritty and noir-ish feel of Shadowrun (where characters are often their own worst enemies) and to mechanically reinforce the narrative description of a character’s important qualities. Aspects may have SFX associated with them, but none are Inherent.

Fiction & Fatherhood Update and Roadmap

Most of what I’ve posted about lately has been theological in nature, so I thought it might be good to give some of my readers more interested in other aspects of the blog an update and information about what to expect in the future. Here we go:

Fiction

I’m currently working on the following for my fiction:

Avar Narn Novel

By the end of NaNoWriMo last November, I’d put on paper what I estimate to be about 40% or so of the novel. I’ve been editing and slowly rewriting scenes and plot lines for this portion of the book and have the intention of attempting to finish the first draft during NaNoWriMo this year. I may be looking for early readers of drafts, so contact me if that’s something you’re interested in.

Short Stories

I’d like to put some more short stories on the blog to give readers a better feel for my writing. I’ve got one currently under way set in the world of the Worldbuilding Example Series. Not currently sure whether most of what I work on in the near future will fall into that setting or into Avar Narn; we’ll just have to see. I’m also not sure whether I’ll try to submit the short stories anywhere before posting them here–that may depend on how good I feel they are. Again, if anyone out there is interested in critiquing and helping to edit some of these, shoot me a message.

Dark Inheritance

I’m a pretty big fan of the Warhammer 40K universe. While the logic of the setting is highly questionable at times, it’s a science fantasy setting I spent a lot of time in while I was younger, I respect the depth of accreted material over the years since, and it’s just plain fun. Also, there’s a new 40K roleplaying game (Wrath & Glory) due out about August, and I’m excited about that.

Dark Inheritance will be an expansive campaign for Wrath & Glory. It will be posted here in PDF format for any gamemaster who wants to run it for their players. I’m excited about this project as a different form of writing (for public consumption) than I’m used to, and I’ve come to the conclusion that I need to be writing full story arcs for the RPGs I run rather than building stories on the fly in the last minutes before it’s time to game.

Since the ruleset won’t be out until August or so, the campaign won’t be published until after that. But I’m working now on the story arcs, flow of the campaign and locales and dramatis personae, so it hopefully won’t take me long to add the rules-based information after I have it in my grubby hands.

Cortex Prime Shadowrun Ruleset

As I’ve mentioned in other posts, I’m a big fan of the Shadowrun setting. Not so much the rules. I am, however, a big fan of the Cortex Plus system and its soon-to-be-released successor, Cortex Prime. So, I’m working on a ruleset for Shadowun using the toolkit that Cortex provides.

This has been done before by others, but I’ve never seen a conversion done that I really liked, so I’m doing my own. Cortex Prime has also not been fully released yet, but I expect that it has enough in common with Cortex Plus that only minor tweaks will be required after I have the new rules.

The Cortex Prime kickstarter said to expect a first draft of the rules in the next week or two nearly three weeks ago, so I assume I’ll be able to wrap this project up sooner rather than later.

Yes, that’s a lot of projects. Yes, if I focused on one at a time I’d get at least something to you faster. But that’s not how my creative side works, so it is what it is.

Fatherhood

Tonight, K and I begin several days of refreshing our training as foster parents. We are currently scheduled to renew our home study on July 5th. If all goes according to plan, we should be fully licensed for a new placement shortly after that.

We’re not yet decided on the timing of a new placement, but I would expect that we will take one sometime between late July and early September.

When there are kiddos back in the house, I’m sure I’ll have a lot more to write about in the currently-on-hiatus “Fatherhood” section of the blog.