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Agon 2nd ed actual play
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<blockquote data-quote="Manbearcat" data-source="post: 9236205" data-attributes="member: 6696971"><p>Just figured I'd throw this brief review out here in your thread [USER=42582]@pemerton[/USER] (you've already seen this!).</p><p></p><p>Final Agon session just ended. Fun session. Fitting end. The heroes decided to brave the climb of Cyanean Rocks to recover the winged sandals and mirrored shield to confront Medusa in her sky enclave (rather than braving the transit through The Pass of Clashing Rocks, going back in time, facing the Wrath of the Gods, and undoing her Poseidon/Athena-centered curse in the first place).</p><p></p><p>I think 15ish Islands (same # sessions) in total? Fun game overall. I think my primary issue is less about its (lack of) complexity and widgetry. The game is plenty complex. My primary issue is more about that the game's maths just produce stacked success (and again, and again, and again) on the whole. This is great for the trajectory of heroic Greek Myth (which is the point of play of course...so well-designed). Its basically the story of these Greek Heroes success (while Wrath of the Gods and other costs/toll accrued and heroes' stories accreted labors and glory, assuming 15 islands, only 1 of the 15 ended with a Finale gone awry and terrible fallout/woe). But the engine (again, by design) doesn't generate the snowballing effect of failure/setback/mixed success which infuses dynamism and intense fallout upon play that most other Narrativist systems do.</p><p></p><p>Good design for what its doing. Fun in moderation. Really requires vigorous players and interesting action declarations and very well-considered scenario design by the GM (every individual session is extraordinarily sensitive to scenario design). This is not a Gamist engine at all so do not play this game seeking tactical and strategic overhead/demand married to Greek Myth tropes/themes (play D&D 4e for that!). This game has less consequential/impactful/invigorating Gamism than does Dogs in the Vineyard (which is very much not a challenge-based engine...Dogs is very much "Big N, very small G"). Net, my assessment:</p><p></p><p>10/10 for what the game engine is trying to do. </p><p></p><p>6/10 for my tastes in Narrativist play/GMing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9236205, member: 6696971"] Just figured I'd throw this brief review out here in your thread [USER=42582]@pemerton[/USER] (you've already seen this!). Final Agon session just ended. Fun session. Fitting end. The heroes decided to brave the climb of Cyanean Rocks to recover the winged sandals and mirrored shield to confront Medusa in her sky enclave (rather than braving the transit through The Pass of Clashing Rocks, going back in time, facing the Wrath of the Gods, and undoing her Poseidon/Athena-centered curse in the first place). I think 15ish Islands (same # sessions) in total? Fun game overall. I think my primary issue is less about its (lack of) complexity and widgetry. The game is plenty complex. My primary issue is more about that the game's maths just produce stacked success (and again, and again, and again) on the whole. This is great for the trajectory of heroic Greek Myth (which is the point of play of course...so well-designed). Its basically the story of these Greek Heroes success (while Wrath of the Gods and other costs/toll accrued and heroes' stories accreted labors and glory, assuming 15 islands, only 1 of the 15 ended with a Finale gone awry and terrible fallout/woe). But the engine (again, by design) doesn't generate the snowballing effect of failure/setback/mixed success which infuses dynamism and intense fallout upon play that most other Narrativist systems do. Good design for what its doing. Fun in moderation. Really requires vigorous players and interesting action declarations and very well-considered scenario design by the GM (every individual session is extraordinarily sensitive to scenario design). This is not a Gamist engine at all so do not play this game seeking tactical and strategic overhead/demand married to Greek Myth tropes/themes (play D&D 4e for that!). This game has less consequential/impactful/invigorating Gamism than does Dogs in the Vineyard (which is very much not a challenge-based engine...Dogs is very much "Big N, very small G"). Net, my assessment: 10/10 for what the game engine is trying to do. 6/10 for my tastes in Narrativist play/GMing. [/QUOTE]
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