The Firebird
Adventurer
So I want to come back to the way I framed it before...are statements like "the GM adjudicates the world" and "the GM adjudicates the rules" railroading? The key point to me here seems to be that the GM is not adjudicating successes; the players are.Here are the relevant rules for Burning Wheel (from the Gold edition, pp pp 9-11, 24-25, 30-31, 72):
In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. . . .One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly.Everyone else plays a protagonist in the story. . . . The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . .When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . . Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. . . .what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . .When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .Unless there is something at stake in the story you have created, don’t bother with the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice.Flip that around and it reveals a fundamental rule in Burning Wheel game play: When there is conflict, roll the dice. There is no social agreement for the resolution of conflict in this game. Roll the dice and let the obstacle system guide the outcome.
The player does not need to convince the GM of anything - all they have to do is (i) determine priorities for their character (which, in BW, are expressed predominantly via Beliefs, Instincts, Traits, Relationships, Affiliations and Reputations), and (ii) state clear intents as part of their action declarations for their PCs.
So I think your characterisation is quite inaccurate.
Consider an example: your players are in a port city and want to hire a ship for a week-long passage.
Prep-DM wrote his city in advance, and he has a list of ship types, how many are are in port (roll for), and the costs associated with the journey. He consults the tables, rolls, and gives the players the options based on ship type.
Improv-DM made his city 20 minutes ago, so he doesn't know. He rolls up three NPC captains to give the players a choice, then picks ship types and fees that strike him as reasonable in the moment.
Burning Wheel DM doesn't have to take on this authority--the players declare their intent, and roll. They succeed, so then they define the captain and kind of ship they've hired, as well as a reasonable cost.
Based on my understanding of your views, you'd find the first to not be railroading (as in Dungeon crawling), the second to be railroading (because based only on the GM's whim) and the third to not be railroading (players in control).
Do I understand Burning Wheel correctly? Does that capture your views?
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