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<blockquote data-quote="pemerton" data-source="post: 8732957" data-attributes="member: 42582"><p>Agon is mechanically much lighter than D&D, although it has some intricate elements (if you know Marvel Heroic RP, there are some resemblances at a high level, in terms of players spending resources to build their dice pools, with the result of the pool being "keep the best two", and all checks being opposed ones).</p><p></p><p>For players, they can invoke a Bond with a god (add a d12 to their pool) or Divine Favour (add a d4 to their pool that <em>adds</em> to their best two dice). Divine Favour requires that the action be within the god's sphere. The rules are explicit that the player has the final word here (and also that table consensus should be typical).</p><p></p><p>Each island begins with Signs of the Gods, which are oracles/omens that the players have to interpret. There is no <em>correct</em> interpretation - rather, the players, via their interpretation, set their own "success conditions" for how they relate to the gods. (And of course a good island is designed so that you can't please all the gods all the time.) When the PCs leave the island, the GM discusses with them how they pleased and angered the gods, and this is all marked on a chart (the Vault of Heaven). Pleasing the gods both (i) replenishes Divine Favour and (ii) brings the campaign towards an end, as when a certain number of constellations are filled (by pleasing the same god three times) the PCs reach their homeland. And angering a god accrues Wrath, which gives the GM a bonus die to put into their pool when they roll to oppose the PCs.</p><p></p><p>It's a nice design because it uses the notorious fickleness of the gods as the fictional overlay for a nice distribution of authority between players and GM over how resources are accrued and spent by the players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8732957, member: 42582"] Agon is mechanically much lighter than D&D, although it has some intricate elements (if you know Marvel Heroic RP, there are some resemblances at a high level, in terms of players spending resources to build their dice pools, with the result of the pool being "keep the best two", and all checks being opposed ones). For players, they can invoke a Bond with a god (add a d12 to their pool) or Divine Favour (add a d4 to their pool that [i]adds[/i] to their best two dice). Divine Favour requires that the action be within the god's sphere. The rules are explicit that the player has the final word here (and also that table consensus should be typical). Each island begins with Signs of the Gods, which are oracles/omens that the players have to interpret. There is no [i]correct[/i] interpretation - rather, the players, via their interpretation, set their own "success conditions" for how they relate to the gods. (And of course a good island is designed so that you can't please all the gods all the time.) When the PCs leave the island, the GM discusses with them how they pleased and angered the gods, and this is all marked on a chart (the Vault of Heaven). Pleasing the gods both (i) replenishes Divine Favour and (ii) brings the campaign towards an end, as when a certain number of constellations are filled (by pleasing the same god three times) the PCs reach their homeland. And angering a god accrues Wrath, which gives the GM a bonus die to put into their pool when they roll to oppose the PCs. It's a nice design because it uses the notorious fickleness of the gods as the fictional overlay for a nice distribution of authority between players and GM over how resources are accrued and spent by the players. [/QUOTE]
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