IME it very likely wouldn't be the case, however, as at least one player - be it the one who just lost the first "last mage" or another seeking to switch characters to fill the gap - would try to bring in another mage.
And in a world where it's been established that magic isn't completely gone, just very rare, again, this isn't such a problem. Maybe the last mage, on dying, transfers their spark to another PC (if they want it). Whatever works for the group.
If they want to be the supporting cast, all is good; and some players are cool with this. Others, though, aren't.
There is room for more than one main character in tabletop RPG play, particularly of the Burning Wheel variety. Just as there's room for people to play supporting characters if they want to.
If a GM comes to me and says "Here's the idea I've got, it'll be a no-magic game, you in?", to me that's a binary yes-no question: I'm either in under that premise or I'm out.
Of course it's a binary question. The GM laid out a condition and explicitly framed the question as in or out—no negotation or discussion. Not all RPGs have to be done that way, and Burning Wheel is very much among those other RPGs. The question a Burning Wheel GM would ask is much more likely to be, "I've got this idea for a no-magic game,
what do you think?"
Why? Because clearly that premise is what the GM wants to run with this time, otherwise she wouldn't have suggested it; and with a strong implication of that's what the GM thinks (at the moment) she's most likely to enjoy. And the GM's enjoyment is rather vital, as the game don't run without its GM and if the GM isn't enjoying running the game it tends to drag the whole thing down.
As phrased, it clearly isn't a suggestion. And the implication is that it's the
only thing she'll enjoy, her mind is already well made up.
The GM may, however, have already put a fair amount of thought into the setting and how a lack of magic would affect said setting (and system as well).
Again, not in games like Burning Wheel. Or if the GM has mulled over possibilities, that is what they remain, until the group as a whole agrees on what and how to play.
If the GM doesn't want to run the game then there's no game. Here, she's proposing a no-magic game and the first thing she gets in response is "I want to play a mage". How is that not throwing her concept back in her face? How is that not asking her to run something she's just said she doesn't want to run?
If the players don't want to play in the game then there's no game. Again, she isn't proposing, she's dictating. "No magic. In or out?"
So BW leans into PvP? That's refreshing, at least.
It can, and it has robust tools for handling it. It doesn't have to, though.
Any other time I bring up PvP as being a sometimes-fun way to play people brandish holy symbols at me like I'm some sort of undead.
I recently wrapped up our Band of Blades campaign and thought it’d be nice to take a little break on the other side of the table. So my best buddy is running Magpie’s Masks for us for a while. Masks is a game about teen superheroes. I don’t know much about the teen supers subgenre,… Continue...
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The GM, who's the one designing said setting as far as needs be done.
This is a huge assumption, especially for games like Burning Wheel. In the Torchbearer 2e game
@Manbearcat ran (same core engine and approach as Burning Wheel), he gave us all a sketched-out map and asked us to fill in towns, notable sites, and the like, and we discussed the suggestions like reasonable adults. After that, it remained open for anybody, GM or player, to suggest new additions where there was open space.
To the point where they're likely to be seeking a new GM soon, I'd think; unless the GM is really flexible in what she's ready-willing-able to run.
The table includes the GM.
I get that you don't prefer this approach to roleplaying where the group as a whole hashes things out collaboratively before play begins (and often after, too). But it's a legit approach, with its own distinct premises from the approach where the GM is authoritative and solely burdened with developing all aspects of setting and story. Denying the viability of the Burning Wheel approach by rejecting its premises isn't going to get you very far. Just say "Yeah, that approach isn't for me" instead of applying authoritative-GM presumptions exhaustively to every single aspect of the collaborative-group approach.