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Agon 2nd edition
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<blockquote data-quote="Gorgon Zee" data-source="post: 8306495" data-attributes="member: 75787"><p>When I roll for the opposition, I set the d20 to that number so the players can see what they need to achieve. it’s not rolled — just used to mark a number. It was actually a little small and numbered cards would have been better, but I don‘t have any.</p><p></p><p>(typo by me in the above — I meant roleplay, not roll-play. Hope that wasn’t a source of too much confusion)</p><p></p><p>This is an easy game to minimax; it won’t work with players who like to get every strategic advantage possible. They can add their good domain to every roll, make sure they can maximize aid for tough fights and so generally, if they want to ensure victory every time, it will be hard to run a challenging game. So it needs the players to buy into the roleplaying aspect. If you are trying to persuade a lover to return to his estranged family, you want to use domains and other modifiers that make sense. Mechanically, you can pay to add the fighting domain, invoke the help of Ares and win the conflict. But when the Minotaur (one of my players’ characters) has to roll oration, and none of his gods will help, it makes the challenge both trickier and more real. Of course, if they have a clever idea on how to use a different domain, or they invoke a god in a subtle way, that’s even better! But the game needs that to be the way that challenges are approached for it to be really fun.</p><p></p><p>For me, it was a simple call. For each island I looked at which gods had any interest in the island, and if they would be happy with the outcome. So, early on, the players reunited a pair of lovers and stole things from birds sacred to Zeus; they also supported one leader who reduced the power of a temple to another god. Pretty obvious.</p><p></p><p>I think once when I stated what I thought the gods’ reactions were, that the players disagreed and I changed my mind, but mostly it was pretty clear. In fact most often the players would state that they expected it as they took action.</p><p></p><p>For me, the trickiest part of the game was deciding when something was a contest or not. I’d usually have a few definite contests in my notes, and by default most other situations were resolved without contests. But I like contests and so would add them occasionally, which inflated XP rewards per session and so escalated the game faster than I intended. I thought of some form of “trivial contest” rule, but the point of the game is for any contest to be consequential, so that’s probably a bad idea. Maybe adding situations where spending a favor or check or something would solve a minor issue would work. Or maybe (and likely) I just took some time to get used to the flow.</p><p></p><p>hope that helps!</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8306495, member: 75787"] When I roll for the opposition, I set the d20 to that number so the players can see what they need to achieve. it’s not rolled — just used to mark a number. It was actually a little small and numbered cards would have been better, but I don‘t have any. (typo by me in the above — I meant roleplay, not roll-play. Hope that wasn’t a source of too much confusion) This is an easy game to minimax; it won’t work with players who like to get every strategic advantage possible. They can add their good domain to every roll, make sure they can maximize aid for tough fights and so generally, if they want to ensure victory every time, it will be hard to run a challenging game. So it needs the players to buy into the roleplaying aspect. If you are trying to persuade a lover to return to his estranged family, you want to use domains and other modifiers that make sense. Mechanically, you can pay to add the fighting domain, invoke the help of Ares and win the conflict. But when the Minotaur (one of my players’ characters) has to roll oration, and none of his gods will help, it makes the challenge both trickier and more real. Of course, if they have a clever idea on how to use a different domain, or they invoke a god in a subtle way, that’s even better! But the game needs that to be the way that challenges are approached for it to be really fun. For me, it was a simple call. For each island I looked at which gods had any interest in the island, and if they would be happy with the outcome. So, early on, the players reunited a pair of lovers and stole things from birds sacred to Zeus; they also supported one leader who reduced the power of a temple to another god. Pretty obvious. I think once when I stated what I thought the gods’ reactions were, that the players disagreed and I changed my mind, but mostly it was pretty clear. In fact most often the players would state that they expected it as they took action. For me, the trickiest part of the game was deciding when something was a contest or not. I’d usually have a few definite contests in my notes, and by default most other situations were resolved without contests. But I like contests and so would add them occasionally, which inflated XP rewards per session and so escalated the game faster than I intended. I thought of some form of “trivial contest” rule, but the point of the game is for any contest to be consequential, so that’s probably a bad idea. Maybe adding situations where spending a favor or check or something would solve a minor issue would work. Or maybe (and likely) I just took some time to get used to the flow. hope that helps! [/QUOTE]
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