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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="pemerton" data-source="post: 8321667" data-attributes="member: 42582"><p>I'm hoping to play Agon 2nd ed this coming weekend. It has four "domains" of conflict: Arts & Oration; Blood & Valour; Craft & Reason; and Resolve & Spirit. By default, each character has a d8 in one Domain and a d6 in the rest.</p><p></p><p>The game anticipates that some conflicts will be initiated by the players (<em>We try to persuade the Queen of Nimios to let us in</em>) and that some are initiated by the GM, either as consequences (<em>The Queen, outraged by your presumption, orders her guards to take you to the dungeons!</em>) or as an aspect of moving things along (<em>The volcano erupts, and lava is running down its side threatening to engulf you. Can you run to safety?</em>) In the former case, the players should have more control over which Domain the conflict takes place in; in the latter cases, the GM should, though ultimately it is still a matter of what approach the players adopt, and what their goal is. (Slightly separately, Agon also has a mechanic for establishing the <em>leader</em> for each session - the leader gets to decide any disputes about goal and approach, unless another player spends a resource - a Bond - to persuade the leader to agree with their hero.)</p><p></p><p>Not every character is equally good at talking to NPCs, but every character can meaningfully contribute, and the players have a fair degree of control over responding to framing. There is also a <em>support</em> action - the character lends dice to another PC, and earns a Bond point with them, but gets fewer XP from the conflict.</p><p></p><p>This is not the only way to do things, and not the only example of a relatively universal resolution framework in a contemporary game. It's just one instance of what can be done.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8321667, member: 42582"] I'm hoping to play Agon 2nd ed this coming weekend. It has four "domains" of conflict: Arts & Oration; Blood & Valour; Craft & Reason; and Resolve & Spirit. By default, each character has a d8 in one Domain and a d6 in the rest. The game anticipates that some conflicts will be initiated by the players ([I]We try to persuade the Queen of Nimios to let us in[/I]) and that some are initiated by the GM, either as consequences ([I]The Queen, outraged by your presumption, orders her guards to take you to the dungeons![/I]) or as an aspect of moving things along ([I]The volcano erupts, and lava is running down its side threatening to engulf you. Can you run to safety?[/I]) In the former case, the players should have more control over which Domain the conflict takes place in; in the latter cases, the GM should, though ultimately it is still a matter of what approach the players adopt, and what their goal is. (Slightly separately, Agon also has a mechanic for establishing the [I]leader[/I] for each session - the leader gets to decide any disputes about goal and approach, unless another player spends a resource - a Bond - to persuade the leader to agree with their hero.) Not every character is equally good at talking to NPCs, but every character can meaningfully contribute, and the players have a fair degree of control over responding to framing. There is also a [I]support[/I] action - the character lends dice to another PC, and earns a Bond point with them, but gets fewer XP from the conflict. This is not the only way to do things, and not the only example of a relatively universal resolution framework in a contemporary game. It's just one instance of what can be done. [/QUOTE]
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