I find reading actual play posts to be quite boring, TBH and not actually useful in determining how a game is actually played, since they rarely go into details about how the mechanics work.
I think you are confusing "story time" with
actual play. I'm telling you that, if you read one of my BW actual play posts, you will get a sense of how the game works.
Faolyn said:
OK, let's go with the wizard's tower for a moment. The PCs enter the tower. Do you, as the GM, describe this tower to them in any way? If so, how? Do you describe the ornamentation, the condition of the first room they see, the style of the furniture? Or do you leave it up to PCs to describe?
pemerton said:
y "PCs" do you mean players? Otherwise what you ask makes no sense to me.
No, I mean PCs. The players are, presumably, sitting around a table or in front of a computer in a video call. They are Playing Characters in the game. These are the PCs.
Why would the PCs describe the tower they're entering? I mean they might, if they were in radio-type communication with allies and undertaking some sort of scouting operation. But equally they might enter the tower and remain silent.
I had thought you meant to ask "Do the
players describe it?", but you've just reiterated that that's not what you mean. So, as I said earlier, I don't know what you've got in mind here.
I don't really see how. I'm apparently not supposed to say "this thing logically exists in this location" unless the PCs first decide that it should exist in that location.
Again, by "PCs" do you mean
players? I mean, you've had an example of Thurgon discovering something - letters from Xanthippe to Evard - that he never knew of until he found them. I don't know why do you keep talking about the PCs deciding things?
The PCs are entering a tower. Describe it.
Who are you instructing to describe things? Me, here and now? An imaginary game participant? Again, I am not really following.
If you're asking me how my GM described Evard's tower when Thurgon entered it, it's some years ago now and my memory is a bit hazy. I know he mentioned it was stone, and he probably mentioned the wooden beams, which in a subsequent fire in the tower collapsed.
I'm gathering, through some googling, that Wises means "skill" or "knowledge" (which, along with Artha, rather annoyingly means that BW is one of those games that feels the need to rename everything in order to be cool and different). So... what sort of skill check is needed to see the color red in this game?
I don't understand the question.
I've told you how action resolution works: the player declares an action - both intent and task; the GM either "says 'yes'" (ie intent and task are both realised) or else calls for a roll of the dice. If the roll succeeds, then intent and task are both realised. If the roll fails, the GM narrates a consequence, paying particular intention to the fact that the
intent failed.
How many dice are rolled depends on which of the various PCs attributes, skills etc is relevant to the task being attempted. In this respect, a BW PC sheet is about as intricate as a RuneQuest or Rolemaster one. What the difficulty is also depends on the task being attempted - the rulebook has long lists of typical obstacle numbers for various tasks.
There is no skill "Identify colour" or "See red". All characters have a Perception attribute. Some characters may also have an Observation skill, which (roughly) has the effect of counting as Perception when the thing being looked for is hidden; in such circumstances those who roll on Perception rather than Observation halve their successes.
It's a wizard's tower, it's logical that there would be spellbooks, even if it's just one that got left behind during the move. Or potentially placed there as the bait of a trap.
The first sentence explains why the action declaration for Thurgon "I look for spellbooks" makes sense in the fiction - looking for spellbooks in a wizard's tower is a reasonable thing to do. (The rulebooks example of something unreasonable is hoping to find beam weaponry in the Duke's toilet. I think it's deliberate that such an extreme, even silly, example is provided: it reinforces that the default orientation of the game is towards consensus and mutual trust in respect of what makes sense in the shared fiction.)
The second sentence relates back to something that
@Citizen Mane said earlier. If it had been Aramina searching for spellbooks, then spellbooks as a trap would be a candidate narration of failure (succeed at task, but fail at intent - "these are not the spellbooks you were hoping to find!"). But given that Thurgon's action declaration was really staking his relationship with Aramina, rather than any desire on his part for spellbooks, I agree with Citizen Mane that the failure narration the GM opted for worked better - it connected to Thurgon's dramatic needs (as is appropriate for his failed action) rather than Aramina's.
You don't understand how the game handles description may have any effect on how the GM describes things?
Are you asking why, in the Thurgon episode, the GM didn't just describe spellbooks as part of the "atmosphere" or "set dressing" when Thurgon entered the tower? If that's what your asking, the answer woiuld be because it is poor GMing, in BW, to introduce resolutions to "stakes"-type questions (like, in this case, whether or not Aramina will find spellbooks) as part of framing.
even back in the earliest days of RPGs, people knew that the game wasn't limited to just what the PCs saw.
By "the game" I take it you mean "the imagined setting"? Then yes, we agree, the idea that the imagined setting includes things beyond what the PCs see is a commonplace of RPGing. Off the top of my head I can't think of a RPG that takes a different approach.
I'm going to guess by your answer that no, BW can't do horror well.
<snip>
While I can understand a Fear check quite easily, since the source of the fear is coming from an external source, I find it quite bizarre and overreaching to require a Steel check for the PC attempting to do something the GM feels is too "ruthless," especially when a "are you sure about that?" would do.
One of the elements of Burning Wheel that would make it reasonably well suited for horror in my view - on top of the point about
intimacy that Citizen Mane made - is the Steel mechanic. It helps drive home a sense of loss of control in the face of awful things.