Agora Reboot: New Situation Creation
Friday, September 29th, 2006This idea for refining Agora came to me in the carwash yesterday.
In order to get the game to better address how shall we live? I’ve come to the conclusion that the PCs need to be working in/for/on a common population. Everybody doing their own thing and only interacting when they get around to feeling like it means the “we” part of the central question doesn’t really ever come up. It’s more exposition than interaction, and that’s what novels are for.
So my current model, which I know is too heavy-handed and will need to be retooled, is that the PCs are the members of the governing Council of a colony. They all still have wildly disparate agendas and beliefs; they’re just ostensibly working together. They are “on the same side” exactly as much as the Democrats and the Republicans are. I figure at some point I’ll figure out how to get armed hostilities and civil war jammed in there for good measure. In any case, the colony has a set of common Ideals and Resources itself that everybody can use. To be crude, the “goal of the game” is to reform the colony’s Ideals to be more to your character’s liking.
How it Works
Okay? So now the rules fiddling. Scrap the ‘on my turn, I do something and somebody sets up opposition for it.’ Little interaction, lots of mental stretching to figure out opposition, cludgy rules for when players are involved and on which side. All that? Trashcan.
1. What I’m Doing
2. Secretly Propose Obstacles
3. Draw Obstacle Cards
4. Split Up PCs
5. Address Obstacles (back-n-forth)
6. Clean Up
Repeat!
Play takes place in a series of turns. A turn can be a month, it can be a year, whatever.
Phase One: What I’m Doing The first phase of the turn, everybody explains in short form what they’re doing, their plans, et cetera. This is pretty much just short-form exposition at this point, but I might retool it to be some sort of casual roleplay / kibitzing as the “Council” convenes.
Phase Two: Secretly Propose Conflicts Then everybody takes a 3×5 card and writes down a potential conflict. It can be based on somebody else’s plans; it can be wholly uninvolved. So “Morgan’s factories are sabotaged by ecoterrorists” works, but so does “Citizens are kidnapped by unknown assailants!” You put all these potential conflicts in a pile, shuffle them, and set them in the middle of the table, face down.
Phase Three: Draw Obstacle Cards Go around the table to figure out who will be running obstacles. Players may choose to take a card off of the stack. If you pull a card, you’re volunteering to run an obstacle. If you don’t like the card you pull, or if it’s not quite enough for you, you can pull a second card. You can either choose one or combine them to create your obstacle. You can keep pulling cards up to half of the deck. Go around the table until at least two players have cards they’re happy with (or the deck is exhausted).
Phase Four: Split Up PCs The players running obstacles then describe the very first hints of the problem that they will be running. The first reports of kidnappings, for instance. Or they can play coy and say that it’s just time to inspect the newly-built factories. Everybody then discusses who will go where, and the PCs split up to address the different problems. Additionally, the opposition players explain why their player character can’t possibly address the obstacle that they themselves are running. If you’re running an obstacle, your PC is obviously going to go address one of the other obstacles.
Phase Five: Address Conflicts Play then splits up, with a series of back-and-forth scenes. First the inspection party arrives at the factories. Roleplay a little there, and then switch over to the kidnapping investigators interviewing the first eye witnesses. Do that for a while, build up to something, and then switch back over to the factories. The opposition players run the obstacle in one scene and their characters in the other; maybe they can farm out NPCs to other players who don’t have PCs there. If you’re running an obstacle, you get more resources for each card you make use of. So if you’re just using one card, you get X dice. If you’re using two cards, you get X+Y dice. If three cards, X+Y+Z dice. And so on. Your goal as opposition is still to get the other players to roll in as many ideals as possible.
Players attempt to resolve the situation however they’d prefer: conquering it, convincing it, subverting it, whatever. They accrue fallout as before, and fallout may force them to rewrite their Ideals. If they succeed (ie, opposition die pool exhausted), they can harvest resources off of the obstacle and they can roll their burnout in order to rewrite the colony’s Ideals using keywords from their own Ideals. (You have, in effect, ‘proven’ that you’re right.) If the players failed, the opposition player might rewrite the colony’s Ideals or may force more fallout on the players (haven’t decided). Lastly, players can pass some of the harvested resources along to the communal colony resources (there will be no “bank”).
Phase Six: Clean Up And then there needs to be a winding-up phase where PCs can come together and bicker over each other’s actions. Obstacle cards that were not used are returned to their owners, who get a little recompense (and can use them again next turn; reused cards bestow more dice if used). Somewhere in here, perhaps in this clean-up phase, perhaps elsewhere, I want to have a ‘lock out’ mechanic where the players can deny each other the communal resources. So if I screwed up or blatantly pursued my own ideals at the expense of the colony’s welfare, you all can gang up on me and say that I can’t use the squadron of hover tanks any more. (I half-suspect that the civil war rules will be a heavy elaboration of the resource-denying rules.)
…But Will it Work?
So basically we’re talking multiple, rotating GM roles coupled with communal property/setting. I’ll try and beat the rules to the point where a single turn takes about an hour; a generic session can then involve a handful of turns. This should work best for four-to-eight players (with groups of two to five PCs for each obstacle). It should work passably for two and three; at two players, you’re just trading opposition, which can be fun; at three players, somebody’s always going solo hero. This restructuring may make it harder to play online as Thomas Robertson has been (sorry, Thomas), but I may look at some variant rules or something similar to preserve that aspect, since it’s pretty keen. If nothing else, there’s little reason why the “council” has to be the same set of people each turn.
The players still work as intermediaries between the world (embodied by the obstacles) and the colony (encoded in its resources and ideals), which is a cycle that I like. Players are proposing elements of the world/setting and then incorporating them into the overarching story of the colony. So there’s all kinds of yummy collaboration going on, guided and channeled by the game procedures. I may ditch the obstacle library, since any obstacle can “return” when somebody suggests it as a potential conflict. I don’t see any reason to maintain their initial sets of resources and positions for when they return.
I’m really excited about this retooling; I’m hoping that this will bring Agora more towards the ‘game’ end of the toy/game spectrum.

