Something that trips up players and GMs new to the Cortex RPG — and a lot of games described as “narrative” or “fiction-first” — is interpreting  traits that are purposely vague. This comes up when choosing what traits to use in a dice pool, as well as describing the outcomes of those dice rolls. Players and GMs may hold different expectations of what a trait means when it’s no more than a word or short phrase plus a die rating. Strength D8 might be fairly self-explanatory to an experienced tabletop gamer, but Liberty D8 or Divided We Stand D8 are probably far less so.

Let’s look at ways to define traits by taking a look at the concept of “narrative permissions” in game design, as well as the Statements mechanic in Cortex games, and see how they can help us out!

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