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How much control do DMs need?
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<blockquote data-quote="Imaro" data-source="post: 8997390" data-attributes="member: 48965"><p>I needed to actually find my Agon book and re-read some of it before fully addressing this... You've selected one principle and tried to present that as how the book defines exploration.</p><p></p><p>P.66</p><p></p><p><em>When the group is ready to play, read the island description, signs of the gods, and the arrival out loud to establish where the heroes are and what they first encounter. This introduces the key problem on the island - its strife- which the heroes may overcome to win the aid of the gods for their journey home...</em></p><p><em></em></p><p><em>After the intro, game play begins. Each arrival section lists a few contests for the heroes to tackle right away. You can use those or create your own.</em></p><p><em></em></p><p><em>After that, the Hero Players decide what to do about the strife on the island and face trials to address it. Each island has a set of trials the heroes may face - <strong>they'll explore</strong>, make discoveries, contend with villains, and make tough choices...</em></p><p></p><p></p><p>P. 66 (In reference to the play loop)</p><p><em>Follow these three steps</em></p><p><em><strong>Reveal</strong> the situation to the Hero Players</em></p><p><em><strong>Ask</strong> questions and build on the answers to drive the game</em></p><p><em><strong>Judge</strong> contests and resolve the outcomes into new situations</em></p><p></p><p>P.68 </p><p><em><strong>REVEAL</strong></em></p><p><em>Reveal the situation by telling the players what their heroes know and what they might suspect. Each island begins with an introductory passage you can use as the first reveal upon arrival, to get the ball rolling.</em></p><p><em></em></p><p><em>Reveal what the heroes know by describing what they see and hear (and other senses as you like)...</em></p><p><em></em></p><p><em>Reveal what the heroes suspect by describing the overall impression they get, including insights they might have...</em></p><p><em></em></p><p><em>When a hero player asks a question about the situation either:</em></p><p><em>-Reveal the answer if it's something they know or suspect.</em></p><p><em>-Propose a contest to see if the hero can overcome an obstacle to discover the answer...</em></p><p><em></em></p><p></p><p>How is this play loop not exploration. there is a map (The writeup of the island)... there is secret/hidden knowledge that you sometimes have to discover through asking, sometimes through a roll concerning the strife . </p><p></p><p>As for prep... the only thing missing from prep as I understand how you use it are lists of monsters (and then only because the system doesn't use traditional monster stat blocks. But there are entire pre-constructed islands with strifes, opening scenes, npc's etc. alll pre-created.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8997390, member: 48965"] I needed to actually find my Agon book and re-read some of it before fully addressing this... You've selected one principle and tried to present that as how the book defines exploration. P.66 [I]When the group is ready to play, read the island description, signs of the gods, and the arrival out loud to establish where the heroes are and what they first encounter. This introduces the key problem on the island - its strife- which the heroes may overcome to win the aid of the gods for their journey home... After the intro, game play begins. Each arrival section lists a few contests for the heroes to tackle right away. You can use those or create your own. After that, the Hero Players decide what to do about the strife on the island and face trials to address it. Each island has a set of trials the heroes may face - [B]they'll explore[/B], make discoveries, contend with villains, and make tough choices...[/I] P. 66 (In reference to the play loop) [I]Follow these three steps [B]Reveal[/B] the situation to the Hero Players [B]Ask[/B] questions and build on the answers to drive the game [B]Judge[/B] contests and resolve the outcomes into new situations[/I] P.68 [I][B]REVEAL[/B] Reveal the situation by telling the players what their heroes know and what they might suspect. Each island begins with an introductory passage you can use as the first reveal upon arrival, to get the ball rolling. Reveal what the heroes know by describing what they see and hear (and other senses as you like)... Reveal what the heroes suspect by describing the overall impression they get, including insights they might have... When a hero player asks a question about the situation either: -Reveal the answer if it's something they know or suspect. -Propose a contest to see if the hero can overcome an obstacle to discover the answer... [/I] How is this play loop not exploration. there is a map (The writeup of the island)... there is secret/hidden knowledge that you sometimes have to discover through asking, sometimes through a roll concerning the strife . As for prep... the only thing missing from prep as I understand how you use it are lists of monsters (and then only because the system doesn't use traditional monster stat blocks. But there are entire pre-constructed islands with strifes, opening scenes, npc's etc. alll pre-created. [/QUOTE]
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