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Agon vs Neon City Overdrive

Compare Agon and Neon City Overdrive side by side. See differences in complexity, dice, genre, and more.

AgonNeon City Overdrive
GenreFantasy, HistoricalCyberpunk
TagsHeroic, Narrative, Rules-Light, Short Sessions, Low-Prep, Mission-Based, Fast-Paced, Cinematic, Tag-BasedRules-Light, One-Shot Friendly, Fast-Paced, Low-Prep, Fiction-First, Atmospheric, Cinematic, Tag-Based
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 a pool of action dice (d6s) based on advantages, then roll danger dice for obstacles. Danger dice cancel matching action dice. Your result is the highest remaining action die.
Diced4–d12d6 dice pool
ComplexityVery LowVery Low
AvailabilityPaidPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherEvil Hat ProductionsPeril Planet
Year20202020
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 who want fast, fiction-first cyberpunk action with minimal rules overhead and maximum style.
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 heroSimple action/danger dice mechanic, fast character creation, fiction-first tags drive everything, compact 72-page rulebook, strong cyberpunk atmosphere
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 retireTag-based characters can feel mechanically samey, limited advancement system, danger dice can stack to make rolls feel futile, short rulebook leaves many situations to GM judgment