As I posted upthread, I think the real advice is either "create a character who is willing to undergo whatever adventure the GM offers up", or perhaps "create a character who is willing to undergo <this adventure>".the idea of "Create a character who is willing to undergo adventure" is now such bog standard advice for building D&D characters that won't disrupt the table, I'm legitimately surprised to find someone put it on the far side of that line.
The former I think speaks for itself. As far as the latter is concerned, my question would be: who is deciding what is at stake in <this adventure>, and what are they having regard to in making that decision?
When I started my 4e D&D game, I had a particular scenario that I wanted to use (the homestead assault in module B10 Night's Dark Terror). So I asked each player to come up with a reason why their PC would be ready to fight Goblins, as well as one loyalty for their PC. In most cases, those two things were tightly intertwined.
I integrated those loyalties into the situation I established, so as to make the stakes of the situation ones that spoke to those elements the players had established for their PCs. And continued to do so throughout the campaign, as the characters and the shared fiction developed. (This is what 4e D&D calls "player designed quests".)
This is why the game took the shape that it did. It was not a game in which I, as GM, established all the stakes and hence all the consequences.
The notion of "the adventure" is not really salient for Burning Wheel play. There are scenes, and situations.Granted, this is partly just due to the fact that we're considering a character being built for a very different system with different goals being asked to undergo an old D&D adventure. In the context of BW, I'm guessing it might be unreasonable for the GM to say that. Transplanting them into a different context is inherently going to make questions like this much trickier.
At least in my experience, the play focuses on the characters with a degree of intimacy and care that is not common in D&D play as I have experienced it and heard it reported on.
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