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Scarred Lands! Burning Wheel! Numenera! It's a Big Name Kickstarter Bonanza!
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<blockquote data-quote="Nytmare" data-source="post: 7690601" data-attributes="member: 55178"><p style="margin-left: 20px"> Burning Wheel isn't a setting as much as it is a system that allows you to build settings. That being said, My Scarred Lands campaigns have incorporated bits and pieces of Mouse Guard's and then the Burning Wheel's character creation process for about a decade. <strong>THAT</strong> being said, when I got my first copy of Burning Wheel, the idea of rebuilding the Scarred Lands with it was super exciting, but crazy daunting. I wouldn't be satisfied using Burning Wheel straight out of the box to try to describe the Scarred Lands <strong>at all</strong> at all, and that's a lot of writing and rewriting to do. </p> <p style="margin-left: 20px"></p><p> </p><p> </p><p></p><p></p><p>[TANGENTIAL EDIT]As an example, part of the character "burning" (ie creation) process is wandering down a thing called a Life Path. This is an awesome set of charts where you're making decisions about your character's backstory, figuring out where they've been and what they've done, almost building their character class, which in turn describes what mechanical choices and future life paths you get to choose from next. </p><p></p><p>So, I could start off on the Villager setting lifepath and decide to create a human sailor. That choice adds 5 years to the character, adds some physical stats, skills and traits, and opens up my next choice between the Solider, City Dweller, Peasant, Servant/Captive, or Seafarer lifepaths. So in the end I could end up piecing together a nice organic character where every bit of backstory I chose translated into where the next set of stats and abilities came from. I have a Mithril sailor who rose through the ranks to become a first mate, and eventually captained his own cargo ship which he lost to Blood Sea pirates, and now he's a captive of war. </p><p></p><p>But, the human life paths are about 40 some odd pages, and you'd not only have to shuffle and translate a good part of the existing flavor of the Scarred Lands into that list (think of all those specialty orders and PRC paths) but you'd also have to repeat that 20-40 some odd page process for every other playable race you want the players to have access to. Part of that process could be mitigated by deciding that every race has access to say the same Noble or Villager life paths, but that's not the way the Burning Wheel is built, and I don't think that the Scarred Lands gains anything by saying that the life and choices presented to a human prince of Calastia (prosperous, lawful evil nation of slavers) are going to even be recognizable to a Broadreach elven prince (wood elves who magically bound themselves to the trees of their forest to protect it from the taint of a Titan torn apart above it, and who emerged 100 years later, completely insane and really pissed off).</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7690601, member: 55178"] [INDENT] Burning Wheel isn't a setting as much as it is a system that allows you to build settings. That being said, My Scarred Lands campaigns have incorporated bits and pieces of Mouse Guard's and then the Burning Wheel's character creation process for about a decade. [B]THAT[/B] being said, when I got my first copy of Burning Wheel, the idea of rebuilding the Scarred Lands with it was super exciting, but crazy daunting. I wouldn't be satisfied using Burning Wheel straight out of the box to try to describe the Scarred Lands [B]at all[/B] at all, and that's a lot of writing and rewriting to do. [/INDENT] [TANGENTIAL EDIT]As an example, part of the character "burning" (ie creation) process is wandering down a thing called a Life Path. This is an awesome set of charts where you're making decisions about your character's backstory, figuring out where they've been and what they've done, almost building their character class, which in turn describes what mechanical choices and future life paths you get to choose from next. So, I could start off on the Villager setting lifepath and decide to create a human sailor. That choice adds 5 years to the character, adds some physical stats, skills and traits, and opens up my next choice between the Solider, City Dweller, Peasant, Servant/Captive, or Seafarer lifepaths. So in the end I could end up piecing together a nice organic character where every bit of backstory I chose translated into where the next set of stats and abilities came from. I have a Mithril sailor who rose through the ranks to become a first mate, and eventually captained his own cargo ship which he lost to Blood Sea pirates, and now he's a captive of war. But, the human life paths are about 40 some odd pages, and you'd not only have to shuffle and translate a good part of the existing flavor of the Scarred Lands into that list (think of all those specialty orders and PRC paths) but you'd also have to repeat that 20-40 some odd page process for every other playable race you want the players to have access to. Part of that process could be mitigated by deciding that every race has access to say the same Noble or Villager life paths, but that's not the way the Burning Wheel is built, and I don't think that the Scarred Lands gains anything by saying that the life and choices presented to a human prince of Calastia (prosperous, lawful evil nation of slavers) are going to even be recognizable to a Broadreach elven prince (wood elves who magically bound themselves to the trees of their forest to protect it from the taint of a Titan torn apart above it, and who emerged 100 years later, completely insane and really pissed off). [/QUOTE]
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Scarred Lands! Burning Wheel! Numenera! It's a Big Name Kickstarter Bonanza!
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