In Burning Wheel, the skill of an Orc combatant is represented by its weapon rating. Its luck is represented either by its roll of the die (if combat is being resolved via a Bloody Versus opposed check) or by the quality of the scripting for it (if the combat is being resolved via Fight!). For instance, and as an example of luck in Fight!: if I script Block for the Orc while my friend, playing the Orc's adversary, scripts Feint for the same action, then I got unlucky! (Because the Feint automatically defeats the Block and hence will go through unopposed, and my Orc might therefore be hosed.)What determines these things in BW?
I won't go into the full minutiae of how, in Fight!, we might establish whether an Orc slips in a patch of mud. The starting point would be that someone would have to establish that some mud is part of the fiction (eg a player might script Assess for their character, so as to get the lay of the land, and see if there is any mud that they could use to wrongfoot the Orc).
I gave an example of Aedhros attempting a cold-blooded murder. I don't know why you describe that as a normal activity. It doesn't seem that normal to me.But you wrote about Steel as if it literally inhibits the player's actions in normal activities, which is far less cool.
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Unless this check is because that PC has a Pacifism disad or something similar that prevents them from attacking willy-nilly
If I wanted Aedhros to be a ruthless murderer I could have built him that way: a Burning Wheel PC can have traits (cold-blooded, heartless and the like) that make them inured to violence (in practical terms, the obstacle for Steel checks is reduced). But I didn't.
More generally, I don't see why you think it's fine for a RPG to assume a ruthless baseline, and then allow players to build in non-ruthless disadvantages, but not OK to start from a more human baseline, and then require players to purchase special abilities to be ruthless.
OK? They also refer to themselves in the first person too - like, if someone's die rolls off the table, and they say to the person sitting next to them "Could you pick up my die for me?", no one gets confused that that's an action declaration. This is no different from how many football fans refer to their team as "We", but they don't therefore get confused about who is actually on the field moving the ball around.A very large percentage of gamers--perhaps the majority--refer to their character as I. I do this; I attack the monster; I pick the lock. Most of us do this for every game out there. "I landed on Go; give me $200."
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As a GM, I call players by their character's names, in order to maintain immersion.
But I don't see how any of this stuff about first person usage relates to what I've been posting.
Here is an example of the process of play for Burning Wheel.
Aramina's player, wanting to instigate something interesting to them: Don't I remember that that Evard's tower is around here somewhere.
GM, noticing that this is the first time Evard has been mentioned in this campaign: Do you? How do you know that?
Aramina's player: Because I'm wise in the lore concerning the Great Masters. <points to Great Masters-wise on their PC sheet>
GM: OK, that's "details" but not "uncommon knowledge" - Obstacle 3.
Aramina's player, putting together there dice pool and making the roll: Three successes!
GM: Yep, you definitely remember that Evard's tower is in this neighbourhood somewhere, probably on the north of the river.
<Snip debate between Thurgon and Aramina about whether to go to Evard's tower or rather explore some of the abandoned fortresses of his order. Snip details of some of that exploration. Snip details of how Thurgon and Aramina meet Fredrick, a former knight of Thurgon's order, who is able to take them on his barge upriver to where Evard's tower is - that last one was the result of a successful Circles check by Thurgon's player.>
GM: As you approach the tower, you see someone coming towards you, and the tower, who looks like Evard, at least as you recall his description from your study of the history of the Great Masters.
<Snip the ensuing events in which this being turns out to be a demon, Aramina falls unconscious from the tax of attempting to call down a Rain of Fire, and Thurgon drives off the demon thus earning the infamous reputation in Hell as an intransigent demon foe.>
Thurgon's player: I make sure Aramina is alright, and lay her out so she can sleep comfortably and recover from her tax.
<Snip details of how this is resolved.>
Thurgon's player: I enter the tower. <I don't recall if a check of some sort was required at this point>
GM: <describes the tower - my recollection is stone, and probably beams>
Thurgon's player: I look for spellbooks!
GM: Test Scavenging. <I don't recall the obstacle, but it was probably around about Ob 5, for rare objects (eg books, documents, specialised tools, etc), but perhaps with an advantage die for being in a wizard's tower.>
<Thurgon's player puts together dice pool, rolls, and fails. The GM describes Thurgon finding letters in a child's writing. to Daddy Evard, signed X . . .>
GM, noticing that this is the first time Evard has been mentioned in this campaign: Do you? How do you know that?
Aramina's player: Because I'm wise in the lore concerning the Great Masters. <points to Great Masters-wise on their PC sheet>
GM: OK, that's "details" but not "uncommon knowledge" - Obstacle 3.
Aramina's player, putting together there dice pool and making the roll: Three successes!
GM: Yep, you definitely remember that Evard's tower is in this neighbourhood somewhere, probably on the north of the river.
<Snip debate between Thurgon and Aramina about whether to go to Evard's tower or rather explore some of the abandoned fortresses of his order. Snip details of some of that exploration. Snip details of how Thurgon and Aramina meet Fredrick, a former knight of Thurgon's order, who is able to take them on his barge upriver to where Evard's tower is - that last one was the result of a successful Circles check by Thurgon's player.>
GM: As you approach the tower, you see someone coming towards you, and the tower, who looks like Evard, at least as you recall his description from your study of the history of the Great Masters.
<Snip the ensuing events in which this being turns out to be a demon, Aramina falls unconscious from the tax of attempting to call down a Rain of Fire, and Thurgon drives off the demon thus earning the infamous reputation in Hell as an intransigent demon foe.>
Thurgon's player: I make sure Aramina is alright, and lay her out so she can sleep comfortably and recover from her tax.
<Snip details of how this is resolved.>
Thurgon's player: I enter the tower. <I don't recall if a check of some sort was required at this point>
GM: <describes the tower - my recollection is stone, and probably beams>
Thurgon's player: I look for spellbooks!
GM: Test Scavenging. <I don't recall the obstacle, but it was probably around about Ob 5, for rare objects (eg books, documents, specialised tools, etc), but perhaps with an advantage die for being in a wizard's tower.>
<Thurgon's player puts together dice pool, rolls, and fails. The GM describes Thurgon finding letters in a child's writing. to Daddy Evard, signed X . . .>
Nowhere in the fiction that is created in this example of play do Aramina or Thurgon do anything strange: they remember things, meet old friends, travel places, meet new enemies, and (in Thurgon's case) explore a tower.
Nowhere at the table do the players of Aramina or Thurgon do anything but describe what their PCs are doing: thinking, remembering, keeping an eye out for someone they know, travelling up river, fighting off a demon, trying to cast a spell, looking around a tower, etc.
At no time does the GM does the GM adjudicate a declared action by reference to their notes. Nor is the GM relying on maps, notes etc to frame scenes. In this way, it is quite different from GMing a typical D&D module, in with both those things are commonly done by GM.
For the duration of the time I imagine that world, I am imagining it. That doesn't mean that it exists.It may be imaginary, but it exists for the duration of the game--just like the world of a novel or movie exists for however long you read the novel or watch the movie.
I mean, suppose that I could make it exist by imagining it - then I would have a power similar to the classic illusionist spell Shadow Monsters!
I've described a game in which the shared fiction worked perfectly, although - at the time after Thurgon failed to find any spellbooks, and before Aramina did find Evard's spellbook - noone at the table knew whether or not Evard's tower had any spellbooks in it.The game world may not "exist" to answer the question about spellbooks, but spellbooks exist in the game, and therefore, people (specifically, the player whose PC is looking for them) want to know about them. For the shared fiction to even work, there needs to be an answer
And to me it seems obvious that if no PC has found any spellbooks, or otherwise obtained knowledge about what spellbooks might be in the tower, then no PC will know whether there are any in the tower, or not. That's not an unrealistic state of affairs for those characters to be in. The fact that the players and the GM don't know, either, whether or not there are any spellbooks in the tower doesn't get in the way of play. I am reporting that directly from experience.
Why are you concluding that, just because Thurgon didn't find any spellbooks, none exist?having a spellbook not exist in a place where they likely would, just because no players thought to ask about them, doesn't make sense.
Why are you concluding that, just because no PC has looked for spellbooks in Auxol, there are none there?
These aspects of the fiction are not established. Because play has not required that they be established.
Where did I say this? I even discussed the possibility of the GM narrating the discover of trapped or cursed spellbooks. More generally, you've had many posts, from @Citizen Mane and me, telling you how, in the play of Burning Wheel, the question "Do I find any spellbooks" can be answered. This post also gave an extended example of play that dealt with the issue. It shows how the resolution does not depend upon the GM knowing whether or not the fiction contains spellbooks in the tower independently of action resolution.According to pemerton, though, it is.
The PCs enter the tower. How do you, the GM, describe it to them, the PCs?
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I'm asking how you, as a GM, would describe something in a BW game. The PCs enter the tower. You are the GM. Describe it as if I am one of the PCs, entering the tower and seeing it for the first time. Is it a blank canvas until I, the player, make a Wises check for my PC?
When I was GMing, and the PCs entered the tower of Jabal high on a hill in the city of Hardby, I described what they could see. Here is an extract from the actual play report (posted on RPGnet):Earlier, I asked you to describe an area, but you didn't. The PCs walk into the tower. What do you, as the GM, say? Do you describe it at all? Or do you require your players to describe it to you?
As the PCs left the tower, they noticed a dishevelled, wild-eyed figure coming down the stairs. This caused suitable speculation about the nature of Jabal's conspiracy with the person who had sold the feather to the peddler.
I was the one who told the players that they noticed the dishevelled figure. The description matched something they had earlier been told by the peddler, about the vendor of the cursed angel feather he had sold to one of the PCs. Hence the players' speculation.
No it doesn't.Because you said, and I quote, "But suppose that it had already been established, say via a Wises check, that Evard's entrance hall is painted all in crimson red, then of course the GM would include that in their description." Which rather suggests that yes, it's up to the PCs, who made a Wises check, to determine that the hall is red.
If, via play - such as a Wises check - it has been established that the hall is crimson red, then the GM must honour that in their description.
That does not entail that a Wises check is the only way to establish something. But you asked How does the GM decide how to describe the tower?, and I pointed out one important consideration that the GM might need to have regard to. If I didn't mention it, then you may well infer that the GM is always at liberty to establish (say) the colour of a building with no possibility as constraint. Which would be just as much a mistake as it would be in relation to spellbooks.
The causal role is being played by the description - an event that happens in the real world - not by the imaginary world, which is not a real thing and has no causal powers.the imaginary world does play a causal role at the table. The way you describe the world tells people how they should act in that world.
I don't believe that I've ever used that phrase. But the reason I keep distinguishing the game participants from the fiction is because, without doing that, nothing sensible can be said about how the fiction is created. Like, no one tries to explain how the Sherlock Holmes books were written without beginning from a recognition that Holmes is imaginary, but Conan Doyle was a real person.And why do you keep hiding behind "imaginary game participant" and similar phrases?
If you have no trouble drawing this distinction, then why do you make posts about the PCs describing the game world when you seem to clearly mean the players, or about spellbooks not exisitng when you fairly clearly seem to be referring to as-yet-unauthored parts of the fiction?
Different from what? I was replying to a question about how a twist might occur, like finding out that your PC's grandfather was an evil wizard. What is that different from? What is the problem with indexing this sort of thing to failed checks? That's more-or-less how Apocalypse World does it too.Sounds fairly dull--the only way for the game to be different is if you fail.
I still don't know what you mean by the GM "saying something". What context do you have in mind?the idea that the GM even saying that something could or should logically exist is too much is not, in itself, is logical.
You have ideas that no doubt are very clear to you about when and what the GM might say in a typical RPGing context. As far as I can tell, they are not consistent with the GMing techniques appropriate to Burning Wheel or Apocalypse World. I have tried multiple times to explain how those games use different techniques that do not rely on making decisions about what happens next based on notes. But you seem not to want to take those explanations at face value. I'm struggling to work out what you are looking for, by way of explanation or even account of play.[/QUOTE]