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How much control do DMs need?
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<blockquote data-quote="Imaro" data-source="post: 8998637" data-attributes="member: 48965"><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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? </p><p></p><p> </p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p>All you need to run a 1st level adventure...</p><p>Resolution mechanic of D&D... attribute (+Skill) if applicable vs. DC of 5/10/15/20.</p><p>Base 1st level opponent stat block.</p><p>damage by level of traps. </p><p>That's all you actually need to run a simple adventure...</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8998637, member: 48965"] 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. 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. 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. 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? 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. 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. 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... 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. 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. [/QUOTE]
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