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Cortex Prime vs WARDEN

Compare Cortex Prime and WARDEN side by side. See differences in complexity, dice, genre, cost, and more.

Cortex PrimeWARDEN
GenreUniversalUniversal
TagsNarrative, Modular, Collaborative, Toolkit, Roleplay-Heavy, Character-Driven, Tag-BasedCinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support
Core MechanicAssemble a dice pool from trait sets (attributes, skills, relationships, etc.) rated d4–d12. Roll the pool, keep the two highest for your total vs. opposition, then choose an Effect Die from the remainder to determine magnitude. Plot Points let players add dice, activate abilities, or alter the narrative. Every mechanical element is a swappable mod.Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. Natural 20s and 1s shift the result tier, while a result at least 10 above or below the difficulty is critical. In Conflict, characters have three Action Points and one Reaction each round.
Diced4–d12 dice poold20
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighMedium
LicenseCortex Creator LicenseORC License
Third-Party PublishingNot yet researchedCommercial publishing allowed — ORC License
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherDire Wolf DigitalGhost Spark
Year20202026
Best ForGMs who want to build a custom system from modular parts: homebrew designers, genre-mixers, and groups tired of forcing their stories into a pre-built framework.Groups who want a tactical, classless engine for genre-spanning sandbox campaigns. It suits Game Wardens who want campaign maps, setting alterations, and procedures for custom material.
HighlightsHighly modular: 18+ mods for core rules alone, clear writing with worked examples, Plot Point economy creates dynamic give-and-take, powered well-known licensed games (Marvel Heroic, Firefly, Leverage)Classless characters combine Proficiencies, Abilities, and Feats across their paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre.
ConsiderationsThe game is not playable out of the box and requires significant GM assembly. There is a steep learning curve to understand which mods fit your game. Every roll involves choosing which dice to keep plus an Effect Die, which slows resolution.Character customization spreads choices through multiple chapters, so players compare a large catalogue of Proficiencies, Abilities, and Feats. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens make choices about campaign maps and setting alterations when preparing a campaign.