Evil Hat’s pitch for AGON:
On their way back home from the war, the heroes have become lost among strange islands populated by mythical creatures, dire beasts, treacherous landscapes, legendary kingdoms, and desperate people—all somehow cursed or abandoned by the cruel power of the capricious gods.
It falls to you to seize this opportunity for greatness—to set things right in these lost lands, overcome the trials of gods, monsters, and people, prove the glory of your name, and win your way back home.
I got to play in a one-shot and hope to run of a campaign of this, though getting it to the table again has proven to be an … odyssey.
This is much more a story game—the narrative authority is moved.
Unlike PbtA games, people use the mechanics first, then narrate. (In PbtA, people say something that is happening in the fiction, and that triggers a move.)
The checks typically involve all the PCs.
Everyone rolls, discussing their approach that they will use, as that governs the dice in the dice pool they roll.
Then, each player takes turns narrating what happened, starting from the player with the worst roll to the player with the highest roll.
While it is cooperative, people are vying to achieve the most glory. The winner increase their glory by the full amount; runners up who prevailed get half the glory; those who failed get 1 glory, for trying.
It’s epic and mythical, and players should lean into the narration. In our game, some spoke with the voice of a god, others channeled the elements, others achieved mythical fleets. We took down the sails of our ship and fashioned a huge bellows, which we used to blow away a poisonous miasma which had covered the land.

Photo credit: Promotional image copyright 2022 Evil Hat, used to promote.


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