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Agon vs ESSER

Compare Agon and ESSER side by side. See differences in complexity, dice, genre, and more.

AgonESSER
GenreFantasy, HistoricalUniversal
TagsHeroic, Narrative, Rules-Light, Short Sessions, Low-Prep, Mission-Based, Fast-Paced, Cinematic, Tag-BasedRules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to Cast
Core MechanicAll conflicts resolve in a single contested roll. Players assemble a dice pool from relevant traits (Name die, Epithet die, Domain die, Divine Favor), each rated as a step die (d4–d12). Everyone rolls simultaneously; highest result wins. The Strife Player sets opposition with their own dice. Divine Favor grants bonus dice from the gods but is unreliable. Pathos tracks a hero's inner fire: when it runs out, the hero's tale ends.Roll d20 + skill bonus + attribute bonus. A result of 1–9 fails with a complication, 10–14 succeeds at a cost, 15–19 fully succeeds, and 20+ succeeds with an epic effect.
Diced4–d12d20
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
Runnability5 of 5 book toolsBook tools not listed
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherEvil Hat ProductionsEspen Erlandsen
Year20202026
LanguagesEnglishEnglish
Best ForGroups who want fast, competitive mythic Greek adventures with minimal prep: each island is a self-contained session of trials, battles, and divine interference.Groups seeking a two-hour, genre-flexible one-shot where the same d20 engine handles action and conversation.
HighlightsIsland adventures require zero GM prep: everything needed is in the book, one-roll resolution keeps pace fast, competitive Glory system encourages heroes to outshine each other, Strife Player role rotates so everyone can play a heroThe same d20 roll handles standard checks and direct contests, making transitions between scene types quick. Interface scales open-ended supernatural or technical effects by skill tier, letting one procedure cover magic and hacking. NPCs need a core bonus, Strikes, and an optional trait, so a GM can prepare threats with few statistics.
ConsiderationsNarrow mythic Greek genre with limited setting flexibility, competitive Glory system can frustrate cooperative-minded players, heroes have few mechanical traits to differentiate them, campaign arc is finite: heroes eventually reach their Fate and retireNo default setting is provided, so groups must supply a world for their adventure. Gear grants fictional permission rather than numeric bonuses, limiting equipment-based builds. Strikes reset after each adventure, so the track does not preserve mechanical attrition between adventures.