I think I agree with most everything above except... the structure of Agon being about "inspiring participants" and the implied... "D&D isn't"... However before I comment further I'd like you to define more specifically what you mean by this.
There's no implication there. D&D's prep is meant to limit the players. It can also inspire, but a big part of what it does is it determines what is possible and what is not.
I'd say it's more restrained (very specific play structure), less specific (components are created at a higher level of granularity for the most part)... and not necessarily more simple (Tying it all together as a whole and making sure the interlocking components all tie to the strife And you follow the exact process... just seems more complex in a different way than a random D&D dungeon might be.
Look at the example islands in the book. They're three pages each, with the same format and components.
I would say that the D&D scenarios that have been prepared that fit in three pages or less are exceedingly rare. There are some one page dungeons out there, that's true, so it's certainly possible, though they tend to be very simple. But it's far from the standard.
I disagree that Mysteries are not hidden. They are specifically things the players don't know the answers to at the beginning of play. Unless hidden means something besides not having knowledge of... I'm not sure how you come to that conclusion. Whether they are revealed or not during play is does not somehow make them not hidden until that time.
They're not hidden in the sense that the answer is not known ahead of time. The mystery is a question that the Strife Player poses to the players and then the answer is determined through play. It's not something that the Strife Player knows and doesn't share with the players.
None of the information in an island entry consists of details known to the Strife Player that they will not share with the other players. There is no hidden information.
There's a reason that the Strife Player is designated as a player as well. All the players, including the SP, are playing to find out. There is no pre-existing story, it emerges through play.
Can you show me where in the book it explains the process for how exactly a mystery is resolved...how the actual truth is decided? You're saying it's decided in play but what does that mean. If the mystery is whether the hermit has been poisoning the villages water supply and my partial answer as GM is he has poisonous herbs in his garden... how is whether he did or didn't actually determined in this game?
From Page 137 of the physical book:
MYSTERIES
What questions do the characters and trials raise? Highlight a few for the Strife Player to answer in play. In an island write-up, we call these questions mysteries.
A good mystery is a loaded question. Include a partial answer with the question, and ask if maybe it's true. Infuse the questions with a strong point of view to help the Strife Player form their own thoughts- either supporting your hypothesis or rejecting it with it's easier to customize when you have something to work with.
This is all the book says about mysteries. Then it offers some examples in the islands included. Looking at them, none of them privilege information for the Strife Player.
Yes... so then structure/process. We've established this as a difference already but when the components of Agon's structure are taken individually they, t least IMO, very closely align with common components of D&D play.
Really? Your summary didn't really support that.
In Agon, pages 136 and 137, the text offers the following steps to "Creating an Island".
- Concept
- Characters
- Conflicts
- Mysteries
- Special Rewards
What five steps would you say these align with in D&D? And where can I find them laid out so plainly on a two-page spread? Once I determine all these details, will they all fit on one to three pages?
Let's just say I disagree you need this level of granularity to run a D&D adventure...and as I stated earlier I have run D&D with a majority of improv.
Sure, but then you're running D&D in a way that's not really supported.
All you need to run a 1st level adventure...
Resolution mechanic of D&D... attribute (+Skill) if applicable vs. DC of 5/10/15/20.
Base 1st level opponent stat block.
damage by level of traps.
That's all you actually need to run a simple adventure...
Generally, some kind of dungeon map and the contents of the five rooms and dimensions are needed because so many of the rules interact with that... ranges, area of effects, movement, etc.
You can come up with this on the fly, yes, but that's not really described at all in the texts. I can wing Agon to use even less prep, too.
I'd agree in how the books are structured, processes and procedures but when you get down to it you are prepping an "adventure" or an "island" with largely the same general components in both systems. Contrast this with something like the other game discussed earlier... In a Wicked Age and I totally agree there. There is no similar pre-prep between the two.
In a Wicked Age is one of the games that inspired Agon. Though it does use a different method to prepare for play, it's intentionally low-prep. It specifically states this in the text several times.
D&D is not a game people typically cite as low prep, and it's not claimed at all in the text. In fact, the opposite is true. They often cite how much work and effort the DM has to put in, but assure the reader that it can be very satisfying.
EDIT: And honestly it's AGON's similarities in prep to more trad games that has me wanting to try it. Outside of the vagueness I felt hung around resolving mysteries... it's a fairly easy game to grok.
Yes, it's very easy to grasp. It also seems very easy to prep and run. It was designed intentionally to be so.