I've posted the rules - many times now, so I won't do so again - and examples (of PCs and of play).
The resolution system is not much like the D&D 5e resolution system, as I posted way upthread in reply to
@mamba. In D&D 5e, the GM has to decide if the outcome of a player's declared action is uncertain; if it is the dice are rolled. In Burning Wheel, the GM and player identify if there is anything at stake in the situation: if not, the player's declared action succeeds and the GM continue to narrate the unfolding situation; if yes,
then we know the outcome is uncertain
because the rules mandate a roll.
How? Something being at stake means just that - does the outcome of the action
matter to the PC (and thus, the player)? That is nothing to do with "when in doubt".
When you say "there's no indication or reason give as to difficulty" I don't know if you're talking about D&D - in which case what you say is true - or about Burning Wheel - in which case what you say is false: as I've already posted upthread, the rulebook has hundreds of example obstacles, at all sorts of levels of generality, covering the gamut of tasks that are feasible within the genre of the game (ie historically-flavoured mediaeval fantasy).
As for the rule being vague, it's not "quite vague". If there is no conflict - if nothing is at stake - then say "yes"; otherwise roll the dice.
If, in a given moment of play, the player and GM
can't tell whether or not something is at stake, then one or both of the following needs to happen: the GM needs to tell the player more about the situation; and/or the player needs to tell the GM more about the intent with which they are performing their declared task.
I've posted multiple examples of BW player priorities - Beliefs, Instincts, Traits, Relationships etc for Thurgon, Aramina and Thoth, plus the pre-gens for The Sword. I assume it's fairly clear how these are different from a decision about "which direction to go", and also that they are different from "choosing a plot thread". They are part of the build of a PC - as the rules say, a PC consists (i) of numerically-rated stats and (ii) these player-determined priorities - and the GM's principal job is to
present situations based on these priorities.
No it doesn't. It talks about the job of the GM being to create an adventure. It says nothing about the GM's job being to create situations that address player-determined priorities.
.I assume that you're referring, here, to my remark that "There are not
obstacles in the way of some goal", which was a remark that built upon something
@TwoSix posted. I did not say "there are not obstacle". My point is that the game is not based around (i) player creates goal, then (ii) GM puts obstacles in the way of that goal. Rather, the game is built around (i) player creates a character with priorities, and then (ii) GM puts those priorities under pressure.
Here's an illustration of the difference. Consider Thoth, whose Beliefs include
I will give the dead new life!. On the first model, a GM might create a whole scenario about Thoth trying to find a body suitable to raise as an undead - say, first he has to do this thing, then that thing, then this other thing, etc, until - if successful - he eventually obtains a suitable corpse. That would be
obstacles in the way of a goal. But it would not be anything like Burning Wheel play, because it would not be
the GM framing Thoth into scenes based on his priorities. Because each of <this thing>, <that thing>, <this other thing> - on the first model - might have nothing at all to do with any of the player-determined priorities for Thoth.
I don't know; I've never tried.
Huh? Upthread you mentioned the 5e rules for traits, etc - so presumably you're familiar with how these relate to Inspiration as a meta-currency. So I don't really understand the contrast you are drawing here.
Given that I've - in multiple posts - stated that BW is not a sandbox game (see eg post 3663 for the most recent of probably half-a-dozen such posts in this thread); and have said
nothing in any post about whether or not D&D can be played as a sandbox,
other than to identify Gygaxian dungeon-crawling as a type of sandbox - I have no idea where you are getting this from.
You seem to be projecting some prior idea of yours onto my posts, rather than actually taking seriously what I am saying in them.
There is basically no resemblance - in terms of the role they perform in driving play - between Burning Wheel Beliefs, Instincts and Traits and the traits, bonds and flaws found in 5e D&D. As you seem to agree with, when you describe them as vague and nebulous.
Beliefs like
I will give the dead new life! or
I don't need Thurgon's pity are not vague and nebulous. I can tell you, from experience, that they drive play.
How is "Nor is there any
adventure in the literal sense. There is Thoth going about his business, but not finding life easy" similar to what typical D&D sandbox players are describing? For a start,
adventure is central to those sandboxes.
I've posted probably a dozen actual play examples in this thread, so I don't know why you are complaining about there being no examples. In the post you replied to, I gave a brief account of Thoth's argument with the Death Priest.
I take the contrast with mainstream 5e D&D to be obvious: mainstream 5e D&D does not work on the principle that
players determine priorities for their PCs, and the GM presents problems/situations/scenes that speak to those priorities. And 5e D&D does not work on the principle of "say 'yes' or roll the dice", based on whether or not something is at stake. Rather, it asks that GM to decide if the outcome of the action is uncertain, and then - if it is - to call for a roll of the dice.
These are completely different approaches both to
how the GM comes up with scenes and
how declared actions are resolved.