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<blockquote data-quote="pemerton" data-source="post: 8838636" data-attributes="member: 42582"><p>Seeing as we're drifting away from just D&D . . .</p><p></p><p>Agon 2nd ed has some interesting advancement tracks. In each conflict, you earn glory equal to the DC of the conflict (if you succeed and are the best), half that (if you succeed but another player rolled higher than you) or 1 (if you fail, or if you elected not to participate and instead aided another PC - which is one way to earn extra Bonds with other characters). At various Glory totals your "name die", which is similar to a MHRP/Cortex+ Heroic PC's affiliation die (ie you are always adding it to your pool) steps up.</p><p></p><p>A separate advancement procedure is Boons: these are something like level-features or feats in D&D terms, but more systematised (you get to add a second epithet - which is something like a MHRP/Cortex+ Heroic Distinction; or you get to step up your epithet dice, or one of your four "domain" dice, which are comparable to MHRP specialities, but broader; or a bit like In A Wicked Age attributes - Arts and Oration, Blood and Valour, Craft and Reason, Resolve and Spirit).</p><p></p><p>One way to earn Boons is to progress down the Fate track: this happens when you run out of renewable resources to meet certain sorts of consequence cost; Fate is not renewable, and when you get to the end of the Fate track your PC's journey is over.</p><p></p><p>Another way to earn Boons is to please the gods: at the end of each session (which is a one-island scenario) you mark a star in a god's constellation if you pleased that god, and every three stars marked earns a boon. Completing a certain number of constellations, by filling in all 3 of its stars, also means that the heroes journey is at an end and they return home. (The "certain number" is 3 for a shorter game, or 5 for a longer one.)</p><p></p><p>Players have a big say in deciding whether they pleased or angered the gods, but it is not utterly free-form: it's structured by the details of each scenario, which puts certain gods and the PCs' relationships with them into play; and the players can also bring other gods into the situation through their own choices around action declaration and resource expenditure.</p><p></p><p>Filling in stars in a constellation also earns the players one of their key resources - Divine Favour. There are other stages in the end-of-session phase that restore Divine Favour and also allow PCs to establish Bonds with one another.</p><p></p><p>The interplay of advancement tracks, and of resource expenditure and recovery, is pretty interesting.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8838636, member: 42582"] Seeing as we're drifting away from just D&D . . . Agon 2nd ed has some interesting advancement tracks. In each conflict, you earn glory equal to the DC of the conflict (if you succeed and are the best), half that (if you succeed but another player rolled higher than you) or 1 (if you fail, or if you elected not to participate and instead aided another PC - which is one way to earn extra Bonds with other characters). At various Glory totals your "name die", which is similar to a MHRP/Cortex+ Heroic PC's affiliation die (ie you are always adding it to your pool) steps up. A separate advancement procedure is Boons: these are something like level-features or feats in D&D terms, but more systematised (you get to add a second epithet - which is something like a MHRP/Cortex+ Heroic Distinction; or you get to step up your epithet dice, or one of your four "domain" dice, which are comparable to MHRP specialities, but broader; or a bit like In A Wicked Age attributes - Arts and Oration, Blood and Valour, Craft and Reason, Resolve and Spirit). One way to earn Boons is to progress down the Fate track: this happens when you run out of renewable resources to meet certain sorts of consequence cost; Fate is not renewable, and when you get to the end of the Fate track your PC's journey is over. Another way to earn Boons is to please the gods: at the end of each session (which is a one-island scenario) you mark a star in a god's constellation if you pleased that god, and every three stars marked earns a boon. Completing a certain number of constellations, by filling in all 3 of its stars, also means that the heroes journey is at an end and they return home. (The "certain number" is 3 for a shorter game, or 5 for a longer one.) Players have a big say in deciding whether they pleased or angered the gods, but it is not utterly free-form: it's structured by the details of each scenario, which puts certain gods and the PCs' relationships with them into play; and the players can also bring other gods into the situation through their own choices around action declaration and resource expenditure. Filling in stars in a constellation also earns the players one of their key resources - Divine Favour. There are other stages in the end-of-session phase that restore Divine Favour and also allow PCs to establish Bonds with one another. The interplay of advancement tracks, and of resource expenditure and recovery, is pretty interesting. [/QUOTE]
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