*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 02:54:48 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: [Dreamation 2008] Agon  (Read 823 times)
Mel White
Member

Posts: 93


WWW
« on: January 29, 2008, 09:21:54 AM »

Logged

Virtual Play: A podcast of roleplaying games
http://virtualplay.podbus.com
Clinton R. Nixon
Member

Posts: 2624


WWW
« Reply #1 on: January 30, 2008, 07:34:34 AM »

Mel,

I'm glad you posted about this game, as it was one that left me thinking a lot at Dreamation. I don't have as positive of opinions about it as you, but this isn't an attack, but instead, some criticism and things I learned from playing that game.

Convention games are weird beasts. They're fun, but they're promotional, and they're usually played with people who don't know the game and don't necessarily want to know the whole game. In the case of Agon, you really did hit almost all the rules - the only one we couldn't really use was Fate because it's a campaign construct. It was too many rules, though. In particular, the Oaths were too thick in giving, and underused because they were not understood. What I learned from this is to cut away as much as possible from a con game, and leave only what's required for a good time, Highlight one good thing about the game.

The second, and biggest, thing I learned is to start in the middle of the game. I guess I knew this, but I'd forgotten. My session I ran Friday morning wasn't white-hot, and I was wondering why. Agon showed me. You had this beautiful map of Mount Olympus, with chained conflicts that led to each other flow-chart style. It was incredible. You should take a picture of it and post it. Unfortunately, we didn't get to interact with it. It was supposed to be the adventure climax, but it would have taken at least an hour and we got to it in the last 20 minutes.

Instead of starting with dinner, and oaths, and investigation, I can imagine that a game where you said, "All the fire in the world's gone out, and the gods have told you that it's because Prometheus lost his stone ring in Cerebus' gullet. You stand before Cerebus and must take it back!" at the beginning would have been three or more times as fun. We'd have had a learning conflict (with Cerebus) and immediately launched into the real adventure, the mountain climb.

I hope both of those notes help with next time you run the game.

Best,
Clinton
Logged

Clinton R. Nixon
CRN Games
Mel White
Member

Posts: 93


WWW
« Reply #2 on: January 30, 2008, 07:55:54 AM »

Instead of starting with dinner, and oaths, and investigation, I can imagine that a game where you said, "All the fire in the world's gone out, and the gods have told you that it's because Prometheus lost his stone ring in Cerebus' gullet. You stand before Cerebus and must take it back!" at the beginning would have been three or more times as fun. We'd have had a learning conflict (with Cerebus) and immediately launched into the real adventure, the mountain climb.
Clinton
Clinton,
I've come more or less to the same conclusion--the lead up to the climax was too long.  I wanted to balance a sense of 'adventure' or exploration or whatever--figuring out the solution--with action to enact the solution.  But I got the mix wrong.  I'm planning to run it again this weekend locally.  I was planning to start at Delphi, but now maybe we'll jump right to Cerberus... 
Mel
Logged

Virtual Play: A podcast of roleplaying games
http://virtualplay.podbus.com
Mel White
Member

Posts: 93


WWW
« Reply #3 on: January 30, 2008, 08:28:16 AM »

I'm glad you posted about this game, as it was one that left me thinking a lot at Dreamation. I don't have as positive of opinions about it as you, but this isn't an attack, but instead, some criticism and things I learned from playing that game.
 
   
Clinton's post has me realizing that I've glossed over elements that didn't work so well.  He's mentioned the scene structure, which took too long to get to the heart of the situation.  I've mentioned that the Oracle cards worked mechanically, but I think it's fair to say that there really was not enough time in the game to see them in action.  Similarly, I had created a whole set of advantage cards that would be earned for 'most glory' or most kills' etc.  These, too, were too much--especially for a convention game.  Notably, these problems have nothing to do with Agon, but rather the set-up of the adventure and features I wanted to see in play.  I suppose, in a way, having gotten them out of my system, I can take a step back and pare away the excess in future games.
Mel   
Logged

Virtual Play: A podcast of roleplaying games
http://virtualplay.podbus.com
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!