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![]() Shar of the Mulong rises up to reforge his tribe of plantation slaves into cut-throat corporate pirates. The technicians and scientists under "Mad" Doctor Bones vow to peel away the mysteries that shroud the secrets of the universe... whatever the cost. Justicar André and his army of penitent monks teach the ways of peace, traveling by way of the fist. And from the crashed battlecruiser Kingsrook comes wave after wave of Admiral Wargrave's space marines, intent on winning a war already over. ...or perhaps it happens a different way. Agora is a roleplaying game where you will lead refugees crash-landed on the forgotten planet Agora, the last untouched world left in the wake of a galactic apocalypse. Played from the fiery descent to the surface, through turmoil, suffering, and hard-won victories, all the way to the dawn of a new age of humanity, the game offers an epic experience of unprecedented scope. The task is nothing less than the rebuilding of human civilization. The story is the reconstruction of the human soul. |
Posted By: Josh RobyI'm hoping that it will have that sort of cross-market appeal, to sound all technical about it. Folks who like both, I'm wagering, will find it right up their alley. ;)Cool. I haven't read it yet, but I've been trying to think of a fun RPG to talk some boardgaming buddies of mine into trying. Based on your description, this sounds like something that could be cool to try. After I read it myself, I might see what they think.
Posted By: Josh Roby8) If Adam and Betty are in an alliance with the resource Medical Infrastructure 2d8 and Carl assigns that resource as spoils on an opportunity, both Adam and Betty roll in that 2d8. This is the one big exception to the "any given stat is only ever rolled in once per incident" rule. This definitely needs an example.But, if Adam had already rolled in Medical Infrastructure earlier in the incident, just Betty would roll it in when it's added as a spoil, right? And except in a situation where it's targeted as a spoil, a given Alliance resource can only be rolled in by one person in the alliance per incident, correct?
Posted By: Josh RobyYou've got it. ;)And yet I know that when I try to play more questions will still arise. :) but that happens every time I play ANY game (both boardgames and RPGs) even ones that are supposed to be in their final form.
Posted By: fnord3125i think i ought to make myself an outline/cheat-sheet before i try to play. there's a lot to remember.There's a reason the procedures are introduced in stages in play. You actually don't have to remember a lot to play Descent, and once you've done Descent the basics of position-or-place are pretty down pat. That's when you introduce identifying goals in Survival, and so on.
Posted By: Josh RobyThere's a reason the procedures are introduced in stages in play.Oh! This is the biggest thing I wanted to comment on just from reading the text. Descent feels kind of like the tutorial level in a video game. I feel like this game, if the text is written for this purpose, could probably be played "out of the box" without any of the players having read all the rules before hand. However, I had a lot of confusion when I was reading the Galaxy rules because I didn't have any idea how the dice mechanics worked. I tend to assume, until told otherwise, that rolling big numbers is good and rolling small numbers is bad, so I kept wondering why I would want small dice and why I would want to, for example, pair my Lieutenants with other resources if that meant their d10s got treated as smaller dice. I don't think you need to go through ALL the incident rules at the beginning, but I think it might be good if you explained a little bit so that first time readers/players would know that different die sizes have different advantages and disadvantages.
Posted By: fnord3125it seems like it makes sense, thematically, to give your d4 resources names that reflect things that are easily broken or depleted, but very precise, similarly to how your "delicate" ideals are given d4s.Ah, this one I've got you on. ;) Page 13, section Assign Dice to Resources, third paragraph. You are absolutely right. Ideals or resources, small dice are precise and delicate while large dice are robust and awkward.
Can you have incidents without obstacles besides the endgame incident (in which you're not allowed to have an obstacle)?No. As a result of the incident-framing procedure, no incident begins without at least one ideogogue and one obstacle. In Agora, there's always opposition, no matter what you're doing.
Posted By: Josh RobyPage 13, section Assign Dice to ResourcesYou're right! It might be good to have a mention of this earlier, however. Because, while it's probably best to pick factions and cultures based on what makes sense for the character, some people are bound to look at it mathematically, eying the dice each group gets and making a decision based on that.
Posted By: fnord3125but on the obstacle sheets it has spaces for stances and complications. these are the same, right?Crap. That would be a versioning issue. I apparently packaged the last version's obstacle sheets in the new playtest package. =P Stances and Complications are identical to Ideals and Resources — so identical that I stopped using a different name. Must fix.
Posted By: Josh RobyI apparently packaged the last version's obstacle sheets in the new playtest package.ah! so are there newer obstacle sheets marked with Ideals and Resources?
Posted By: Josh Roby2d6 2d6 3d8 is the law of the land!Good to know! Thanks!
Posted By: fnord3125The sequence thing, though? I actually think that should be mentioned at the very beginning of character creation. If I'm looking at the factions and cultures with any kind of a gamist/munchkin's eye, trying to maximize my mechanical advantages, I need and want to know how the dice are going to work. Saying "Small dice are precise and fragile while big dice are awkward and robust" but I'd rather hear, "In play you'll be trying to assemble sequences of dice from your resources. 1's are wild, but can also cause the dice to be lost afterwards."
Posted By: Josh RobyOn the other hand, credits do different things at different points in the game, so that's a tougher nut to crack. I will have to consider that one; it may be that I just say at an early stage that credits are currency that has many uses later, and it's in your best interest to maximize your credits while minimizing everybody else's. The truly curious can jump to the index and read ahead, I suppose.
Posted By: EricOtherwise, I have no way to understand the example that begins on page 27 when the player ponders whether gaining a 2d6 resource is worth giving away a credit. It's an unknown trade.Okay, yeah, this I see. I didn't jump out at me while reading, but you're right. I'm guessing when I try to playtest this (and I really, really want to) someone is going to want to know what all a credit can be used for and when, because it's hard to know how much they're "worth" when it comes to trade-offs like Eric mentions here, or in terms of hiring someone on as a lieutenant.
Posted By: fnord3125The credits didn't bother me much when reading. When it said I could cash in 2 credits for an unused follower die, I assumed I'd be able to buy followers eventually. Then other sections of text implied and eventually explicated other uses of credits.
Posted By: EricActually, if you extended this to establish a minimum - "credits are always worth at least this much, and sometimes a lot more" - that would work for me, too.That's not really a good way to say it, though, because they're used for such very different things. It's hard to say whether one is worth "more" than the other. This is off the top of my head, since I don't have a copy of the text readily available now, but you can use credits to buy new follower dice, to buy a withdrawal from an incident, to hire a player to play the role of a lieutenant, to pay for the difference in ideals pools to add a new goal... and... that's all i can think of now. So, for example, normally paying a credit to get out of an incident is probably not worth "more" than a new follower die, but if you're totally getting hammered it might be. The values are very situational, I think.
Posted By: fnord3125Posted By: EricActually, if you extended this to establish a minimum - "credits are always worth at least this much, and sometimes a lot more" - that would work for me, too.That's not really a good way to say it, though, because they're used for such very different things. It's hard to say whether one is worth "more" than the other. This is off the top of my head, since I don't have a copy of the text readily available now, but you can use credits to buy new follower dice, to buy a withdrawal from an incident, to hire a player to play the role of a lieutenant, to pay for the difference in ideals pools to add a new goal... and... that's all i can think of now. So, for example, normally paying a credit to get out of an incident is probably not worth "more" than a new follower die, but if you're totally getting hammered it might be. The values are very situational, I think.
Posted By: Agora 3.0.2 Beta Page 21To counter, pick up your ideals pool and roll it. If any of your ideals dice match the die that was placed, you may place your ideals dice on top of or next to theirs. Narrate how your ideals render their action meaningless . . .Which all sounds fine with me. but...
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Whenever you roll to counter, you may add one of your ideals to your ideals pool.
Posted By: Agora 3.0.2 Beta Page 18You may also position your current ideals pool without adding a new ideal to the pool. When you do this, simply pick up your current ideals pool, narrate a further elaboration on what has gone before, and roll the dice. . . .So yeah... umm... I get that this is allowed and stuff, but I don't get why I'd ever want to do so, at least from a mechanical standpoint. I guess I can imagine wanting to make some kind of narrative statement about an ideal that I've already rolled in, but I'm not sure I'd want to do so so badly I'd do this when it seems like it doesn't do me any good and has the potential for more fallout.
Posted By: fnord3125Two, why would I ever want to position Ideals without adding a new Ideal to the pool?For escalating.
Posted By: fnord3125What about the Lieutenant question? Can you take a Lieutenant that isn't paired with a resource and pair them up later, do do they have to be paired when the Lieutenant is created?You can pair them whenever. I believe there is an example somewhere in the playtest doc where a player creates a lieutenant to pair him with resources he gets later in the incident. But I should make this explicit, yes. ;)
Posted By: Josh RobyTactical? Meh.Yeah, I agree. But for me, at least, the way the game works makes me want things to make sense both from a tactical, mechanical kinda-board-game-y perspective, and from an RPG perspective. Just takes a little getting used to. :)
It is, however, more entertaining, evocative, and faster at point-of-play to pair most of them in character creation.
Posted By: ValamirOther than that we found the programmed rules text to work pretty well.
Posted By: Jonathan WaltonI spent the whole time wishing for a one-page outline of procedures for each chapter of play (preferrably on the character sheet),
Posted By: Jonathan WaltonWe just tried to run creation + Descent, but we ran the conflicts for Descent differently each time, and they made more and more sense as we went along and got closer to what we were actually supposed to be doing.Seriously, that's exactly what's supposed to happen.
The whole 1s thing was especially confusing, as was being able to place a die right after your initial roll (to create a goal) but otherwise not being able to roll and place in the same turn (is that right?).That is correct, and will almost certainly be streamlined between now and book. The Peoria playtest has come up with some solid suggestions I'm considering.
Also, if you're supposed to re-roll every time you bring in another trait, we didn't do that either.Turning out to be a common error, and I'll have to word this stronger in the text.
Calling 1s "wild" was weird, because we didn't know what that meant. In straight-making games, typically that means that 1s could substitute for any other number, but that didn't seem to be the case here (though we played that way for two different Descent conflicts). It seems to mean that you hold 1s and can place them any time you want, but only as long as that's a valid play. Honestly, I'm not sure what that does, really, aside from make the mechanics a lot more complicated. Doesn't really add anything as far as I can tell, at least to Descent. I get needing the 1s to be a blocker that prevents you from endlessly rolling more traits, but the "wild" thing just seems unnecessary.Your initial gut reaction is the correct one. A 1 can stand in for any other value. That's the benefit that balances with the drawback of the die going to burnout.
Also, my biggest problem was that the traits only seemed to be pure color, tacked onto dice that didn't actually represent anything. For example, in Dogs, if I have a shotgun that's 2d8+1d4, I know it's big, high-quality, and gets +1d4 for being a dangerous gun. If I have, uh, Desperation 3d6, the 3d6 doesn't really tell me anything about the Desperation or how it will ultimately be characterized in play.There used to be a section on what dice meant, but it got cut because the set-up chapter was too damn long. ;) I'll add it back in, or something similar, in the Mastery section.
Rewording beliefs was cool, but I wish there was something that actually made you change the descriptors of resources when the dice changed, because the dice themselves don't really indicate much.This will be talked about in the final text in greater length. Short form: whenever you change the dice on a resource, you may reword it. Lose dice to burnout? Make your shuttlepod a dented and laser-scarred shuttlepod. Add dice from resources you won? Make the shuttlepod into a titanium plate-armored shuttlepod. And so on.
In the end, even once we got the conflicts working smoothly, they seemed mostly like dice games with some narration vaguely attached to them. There wasn't much roleplaying happening at all and, even in Dogs initiations I've never had that be a problem, so I think it's something beyond just not connecting with the mechanics.There is a sort of perception shift that is required to play Agora that is odd to some roleplaying brains — instead of portraying an individual, you are portraying a people. How you present and develop the character of a people is similar, though different, than how you present and develop the character of an individual. How a people acts and reacts is subtly different than an individual. Apparently I should write up a section on this. ;)
There should be a way to learn the rules while still experiencing the fiction in a gripping way.I know from long playtesting experience that frustration over learning rules can kill the fiction dead. Hopefully a good play aid will help grease the wheels here.
Creating goals was also weird. There seemed to be barely any reason why you would risk your own dice instead of risking someone else's, so we always chose someone else's dice.About 90% of the time you target other players' dice. So you're doing it right. ;) There are some big advantages to defending your own dice, though, so sometimes you put yourself at risk to prove a point and shore up your people's faith in your ideals. And again, a good example in Mastery is probably in order here.
Also, if you can declare a goal and place dice after the first roll (but otherwise can't place dice in the same turn you roll) I don't really see any reason why you shouldn't just create the goal before the conflict begins (like setting stakes in Dogs initiations) and then have the mechanics work consistently across the conflict. That would make things much, much simpler. Then you could have a universal rule like: you roll or you place but you can't do both.In Descent there's only one set of goals in play at a time. Outside of the tutorial, there can be more than one — a big part of the game is multiple things happening at once and choosing what is worth your attention in general and in the specific right-here-right-now.
Anyway, those are just some of the things that stood out for me.And thank you for enumerating them! :D
ADDITION: Josh, I honestly don't care if you make a reference and then all the rules change. Without a reference, the game is 10x harder to play. Whatever effort it takes to update the reference as the game changes (and honestly, I'd imagine that such a reference would be really useful to YOU as well), it's worth it.And you're totally right and that's why I've got Illustrator open and blocks of text shifting around right now.
Posted By: EricIn contrast, making that one-page procedure summary? It's not particularly hard for Descent. My wife made one last night out of frustration. It took her less than an hour, and I know that because she started during "The Daily Show" and "The Colbert Report" was still on when she finished. We could just, you know, email it to you.I'd love to see what your lovely wife (hello, Eric's wife!) came up with.

Posted By: Josh RobyOkay, I haven't played (though I want to) but I still feel the need to chime in here:Creating goals was also weird. There seemed to be barely any reason why you would risk your own dice instead of risking someone else's, so we always chose someone else's dice.About 90% of the time you target other players' dice. So you're doing it right. ;) There are some big advantages to defending your own dice, though, so sometimes you put yourself at risk to prove a point and shore up your people's faith in your ideals. And again, a good example in Mastery is probably in order here.
The other players in the incident may attempt to counter your dice as normal. However, they must counter your resource placement before they can counter your ideals placement. If you have additional resource dice showing the same value, you may redouble your efforts as many times as you like. The countering player must exhaust all of the resource dice you place before they can even attempt to counter the escalation — and if you have more ideals dice showing the same value, you can pump those into redoubling the escalation, as well. If the counter succeeds and you are not able to redouble, your proposed escalation does not occur.
Posted By: fnord3125You can defend your own dice without purposefully risking your own dice, right? I'm guessing this is something that came up because in Descent there can only be one Goal? Because in later stages, it's quite likely that you'll have multiple Goals, and someone'll probably hit one of your resources when they set up that goal.Yes. Following the guideline that the rules should never say "nothing happens," when you successfully defend your dice (whether you put them at risk or another player), you don't just get them back, you get them back and bump an ideal up a die.
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