Agreed about BW.hehehe, yeah, BW has done well, and definitely has been used as a basis for a bunch of other interesting games. I think the main reason it didn't quite single-handedly trigger something like AW has is just that it is a bit complex, there are a bunch of moving parts in there. The beauty of AW is its sheer simplicity! You almost cannot fail to grasp what it is about conceptually because there's so little GAME there (in a mechanical or elaborate process sense).
To me, BW is what you get if you love the "feel" of a RQ or RM character sheet, and the idea of crit rolls and hit locations and "how good is my guy at ship-building which of course is not the same as wheel-wrighting", and then impose the extra that is necessary on PC gen - Beliefs, etc - plus the principles for action resolution - "say 'yes' or roll the dice", "intent and task", "let it ride" - that will turn that sort of system from a bit of a hit-and-miss in terms of drama and pacing into this visceral experience that those games always promised.
But if you'd never grown up on those older RPGs, would BW strike you as intuitive or well-motivated in itself? Probably not. Whereas AW rebuilds from the ground up.
Agreed.I definitely think, from examining a bunch of stuff than Torner has written, references to his work, etc. that he's clearly got many views on games, and a lot of familiarity with the culture of GAMERS. None of this is particularly something I would criticize. I just don't think he's got the same level of razor sharp logical mind for what the process of actually playing an RPG consists of at the most core fundamental logical level. Torner is probably the guy you want to go to and discuss what gamers think about and how they communicate, but if I want to build a game itself, or learn about why things happen at the table, I look at Edwards, or Baker, or some of the other people in that category like Czege.