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Agon 2nd ed actual play
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<blockquote data-quote="pemerton" data-source="post: 8742201" data-attributes="member: 42582"><p>To add to what [USER=1282]@darkbard[/USER] said:</p><p></p><p style="margin-left: 20px">*Compared to a "traditional" attribute + skill game like (say) D&D or RQ, resolution is focused on relatively high-level conflict rather than the details of each task. In Agon, examples that illustrate this are: sneaking into the palace was a single set of opposed checks (Craft and Reason vs the snake cult); cleansing the island was a single set of opposed checks (Resolve and Spirit vs the poisoned land); trying to mourn the forgotten dead was a single set of opposed checks (Arts and Oration vs the siren).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*While the GM preps important elements of the situation (or, in the case of these sessions, has had John Harper do the prep on my behalf!), key parts of the situation are expected to be established and emerge in play, reflecting connections made by the players or the "trajectory" their play gives rise to. In the example of Nimos, for instance, this included why the prince was poisoned (drinking the elixir) and what the Queen knew about the alchemist-cult relationship (that the elixir is made from the serpent venom).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The set-up, and the way the GM plays the opposition, is supposed to push the players into making value-laden choices. Examples from the Agn play I've written up include how to respond to the forgotten dead heroes on Tymisos; how to respond to the murdered prince, the alchemy-serpent nexus; what choices to make at the "threat" phase of the final battle; etc. And there's also the whole <em>pleasing or angering the fickle gods</em> aspect, which obliges the players to look at their choices through the prompt of the Signs of the Gods as well as their broader conception of what would please or anger the classic Olympian gods.</p><p></p><p>While there are mechanical choices to be made (in Agon, this includes how to spend the various player-side resources - Pathos, Divine Favour, Bonds - to boost dice pools) there is not the tactical or "move around the map" aspect of a lot of D&D play. And while there are mysteries to be unravelled, there is not "hunt for clues so as to work out what really happened" aspect of some D&D play and that characterises (eg) CoC play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8742201, member: 42582"] To add to what [USER=1282]@darkbard[/USER] said: [indent]*Compared to a "traditional" attribute + skill game like (say) D&D or RQ, resolution is focused on relatively high-level conflict rather than the details of each task. In Agon, examples that illustrate this are: sneaking into the palace was a single set of opposed checks (Craft and Reason vs the snake cult); cleansing the island was a single set of opposed checks (Resolve and Spirit vs the poisoned land); trying to mourn the forgotten dead was a single set of opposed checks (Arts and Oration vs the siren). *While the GM preps important elements of the situation (or, in the case of these sessions, has had John Harper do the prep on my behalf!), key parts of the situation are expected to be established and emerge in play, reflecting connections made by the players or the "trajectory" their play gives rise to. In the example of Nimos, for instance, this included why the prince was poisoned (drinking the elixir) and what the Queen knew about the alchemist-cult relationship (that the elixir is made from the serpent venom). *The set-up, and the way the GM plays the opposition, is supposed to push the players into making value-laden choices. Examples from the Agn play I've written up include how to respond to the forgotten dead heroes on Tymisos; how to respond to the murdered prince, the alchemy-serpent nexus; what choices to make at the "threat" phase of the final battle; etc. And there's also the whole [i]pleasing or angering the fickle gods[/i] aspect, which obliges the players to look at their choices through the prompt of the Signs of the Gods as well as their broader conception of what would please or anger the classic Olympian gods.[/indent] While there are mechanical choices to be made (in Agon, this includes how to spend the various player-side resources - Pathos, Divine Favour, Bonds - to boost dice pools) there is not the tactical or "move around the map" aspect of a lot of D&D play. And while there are mysteries to be unravelled, there is not "hunt for clues so as to work out what really happened" aspect of some D&D play and that characterises (eg) CoC play. [/QUOTE]
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