Agon 2E.pdf

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An Evil Hat Productions Publication
www.evilhat.com • feedback@evilhat.com
@EvilHatOfficial on Twitter
facebook.com/EvilHatProductions
In association with One Seven Design
www.onesevendesign.com • oneseven@gmail.com
@john_harper on Twitter
Agon, Second Edition
Copyright ©2020 John Harper and Sean Nittner
All rights reserved
Hardcover ISBN: 978-1-61317-175-2
Evil Hat product number: EHP0054
Printed in the USA
This document was produced using Adobe Creative Suite.
Typefaces used: Calluna (by Jos Buivenga) and Penumbra (by
Lance Hidy).
This game was developed and produced on the unceded land
of the Chochenyo Ohlone as well as the unceded territories
of the Coast Salish peoples, specifically the Duwamish Tribe.
A portion of the proceeds will go to Duwamish Tribal Services
(www.duwamishtribe.org) and to the Shuumi Land Tax
(www.sogoreate-landtrust.com/shuumi-land-tax).
Credits
JOHN HARPER
SEAN NITTNER
Game Design, Writing,
Graphic Design, Layout,
and Illustration
Game Design, Writing,
Developmental Editing,
Director of Projects for Evil Hat
ALLISON ARTH, ANDI CARRISON,
JOHN LEBOEUF-LITTLE, KAREN TWELVES,
NADJA OTIKOR, STRAS ACIMOVIC
Primary Playtesters and Development Consultants
JASON
MORNINGSTAR
KAREN
TWELVES
RITA
TATUM
Consulting Designer
Editing
Indexing
JAMES MENDEZ HODES & JOHN STAVROPOULOS
Sensitivity Readers and Cultural Consultants
FRED HICKS
TOM LOMMEL
President of Evil Hat
Marketing Manager
ADDITIONAL PLAYTESTERS
Alice Grizzle, Amber Dean, Andy Munich, Arturo Rubio, Aryana
Wills, Ash McAllan, Banana Chan, Ben Scerri, Blake Hutchins,
Brit Weisman, Caroline Hobbs, Christian Griffen, Clayton Grey,
Colin Jessup, Daniel Wood, David Gallo, DC, Doug Bartlett,
Dylan Green, ET, Gabriel Ricardo Freeman, Isaac Thummell,
James Mendez Hodes, James Ritter, Jeeyon Shim, Jenn Martin,
Jerry Ozbun, Josh Neel, Kaitlyn Fox, Ken Davidson, Kimberley
Lam, Laura Fredriksen, Luke Jordan, Matthew Gagan, Misha
Bushyager, Morgan Ellis, Noella Handley, Patrick Brannick,
Paul Riddle, Philip LaRose, Ross Cowman, Sage LaTorra,
Sam Ashwell, Sam Day, Sandy Jacobs-Tolle, Shannon Riddle,
Skylar Wall, Sophie Lagacé, Tara Hynson, Tomer Gurantz,
Tony Dowler, Tracy O’Brien, Van Magnan, Venn White,
Yoshi Creelman, and many unsung heroes from Conlorado,
KublaCon, Gen Con, Origins, Go Play Northwest, The Game
Academy, and Secret Orbit Game Nights.
Thanks
Adam Koebel, Allison Arth, Andi Carrison, Andrew Gillis,
Andy Kitkowski, Austin Walker, Avery Alder, Blake Hutchins,
Brendan Adkins, Dylan Green, Emily Wilson, Eric Levanduski,
Gregor Hutton, Jared Sorensen, Jason Morningstar, John
LeBoeuf-Little, Jonathan Walton, Luke Crane, Madeline Miller,
Matt Wilson, Matthew Gagan, Meguey Baker, Nadja Otikor,
Paul Riddle, Philip LaRose, Radek Drozdalski, Sage LaTorra,
Shannon Riddle, Stras Acimovic, Thor Olavsrud, Tony Dowler,
Vincent Baker, Wilhelm Fitzpatrick.
Special thanks to Doug Bartlett for keeping the fire burning.
Special thanks from Sean to Karen Twelves for starting this
glorious journey with me many moons ago.
contents
thesis
7
origin
15
trials
23
respite
39
Acknowledgments
Agon
was first inspired by Jonathan Walton’s game concept
Argonauts.
Specifically, the Fate track that measures the lifetime
of a hero was a core idea that sparked the original
Agon
design.
The original playtesters for the first edition also contributed
ideas and support that helped the game get off the ground. They
were Brandon Amancio, Scott Dierdorf, Tony Dowler, Wilhelm
Fitzpatrick, Philip LaRose, Ed Ouellette, and Cara Tyler.
The gaming technique “ask questions and build on the answers”
was taken from
Apocalypse World
by D. Vincent Baker and
Meguey Baker.
The experience of playing the epic, wandering heroes of
Trollbabe,
by Ron Edwards, was a big inspiration for
Agon.
Trollbabe
also introduced us to the idea of portraying aspects
of nature (the sea, a mountain) as characters in the game.
The idea of using increasing die sizes to represent the potency
of character traits was inspired by
Savage Worlds
by Shane Lacy
Hensley and
In A Wicked Age...
by D. Vincent Baker.
The battle sheet design was inspired by the range map in
3:16
Carnage Amongst the Stars,
by Gregor Hutton.
The Pathos mechanic was initially inspired by the exhaustion
system in
Don’t Rest Your Head
by Fred Hicks.
legend
47
gr ace
55
guidance
61
Islands
83
compendium
142
lexicon
146
cultur al primer
148
thesis
heroes of legend
the ga me
The Players
cycle of play
the dice
touchstones
7
Heroes of legend
In the mists of ancient time, a poet sings of great deeds wrought
by mighty heroes—of monsters slain and justice restored, of
wise counsel and devious strategies, of courage, valor, and
daring—defiant of the gods themselves. In Agon, you create
these heroes, crafting their epic tale into an immortal legend.
On their way back home from war, a band of heroes become
lost among strange islands populated by mythical creatures,
dangerous villains, legendary kingdoms, and desperate people—
each entangled in strife, at the mercy of the capricious gods.
It falls to you as the epic heroes of your age to seize this
opportunity for greatness—to set things right in these lost
lands, overcome the trials of gods, monsters, and mortals,
prove the glory of your name, and win your way back home.
Your my thic world
Though Agon is inspired by ancient Greek myths and legends, the
action of the game takes place within a strange, mist-shrouded sea,
hiding uncharted islands not found in the Mediterranean. This is
a fantasy world for you to explore, not a historical one—building
on the enchanting Greek myths to forge your own legends.
Think of your favorite “swords and sandals” media—Xena:
Warrior Princess, Clash of the Titans,
or the scenes on Themyscira
in
Wonder Woman.
It’s a simpler world—where the strength
of your arm and the fire of your spirit make a difference—but
modern sensibilities are fully welcome in play. If you want to
base your characters on current epic heroes like Letty, Dom,
and Hobbs from
The Fast and the Furious
movies, go for it!
The racism, sexism, ableism, and other bigotries of the past
can be confronted head on or set aside as you see fit. A game of
Agon is an opportunity for you and your friends to hang out
and have fun telling a rousing story—be mindful and include
the elements that everyone wants to explore; discard the rest.
On that note, this game doesn’t demand traditional gender
roles and identities for the characters—every type of person
can be a hero. The same goes for characters with disabilities. All
heroes are welcome on this epic journey, where the splendor
of their deeds will write their names in legend.
passion and prowess
Heroes in Agon are defined by an essential duality: the human
and the transcendent. They are powerful figures capable of epic
feats, but they’re also people—they can be hurt, exhausted,
and heartbroken.
To reflect this, the heroes have two key resources at their
disposal:
Divine Favor
and
Pathos.
Divine Favor represents the capacity for superhuman
achievement. By calling upon the
Precision
of Artemis, the
Insight
of Hekate, the
Cunning
of Hera (and others), a hero
may reach beyond their limits. Divine Favor is powerful, but
unreliable—the favor of the gods is not assured.
Pathos represents the inner fire of perseverance that a hero
draws upon to endure hardships. Where a lesser person would
fall, a hero stands strong, driven by their passion. Pathos is not
infinite, however. When it burns out, the hero enters agony,
and slips closer to their fate.
By empowering the heroes with Divine Favor and Pathos, the
game highlights the essential duality of the characters. They
are passionate people striving for glory against the strife of the
world, blessed by the gods to set things right.
8
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