Well, one actual problem is that people keep telling me what I think, rather than reading what I post, and/or asking me what I think.
Where have I posted that there is only one way to play D&D? I mean, I've posted in this very thread about at least three different approaches: classic Gygaxian dungon-crawling; DL/AP-esque "storytelling" play; and 4e scene-framed play.
Have you
actively said there's only one way to play D&D? No, but I can read what you write.
"the priorities can pertain to matters beyond adventuring and looting and solving problems and mysteries, and so the stakes of situations can be very personal, or low stakes from the point of view of other people in the setting. For instance, a scene in which one character tries to persuade another to mend his dented armour can have as much heft in play a a scene in which the two characters fight for their lives against some Orcs."
So what, exactly, does this mean? Because it certainly
sounds like you're saying "D&D primarily focuses on adventuring, looting, solving problems, and mysteries, and in contrast, BW doesn't and (therefore) has more personal stakes." Did you actually
mean to say "both D&D and BW can focus on low stakes play; I just prefer using BW to do so"?
I mean, we've had deeply personal scenes in the D&D games I've been in all the time. Does that count?
Yes, I'm aware that some people use D&D PCs and (some parts of the) D&D rules to support this sort of play.
Well, then you're wrong about the violence. In the campaign where I play Thurgon - a knight of a holy military order - there have been (from memory) two fights. Thurgon fought some Orcs; and he fought a demon.
So there's chunks of violence in the game. Your particular game doesn't have a lot of it.
I found the ToC for the full Burning Wheel book. It has whole chapters on combat, weapon, and armor, dealing with injuries, modifiers for combat--including called shots! D&D doesn't have called shots! I own games that have minimal combat sections or that outright say "no combat" because the game is actually about something else. So to me, including such detailed rules for combat indicates that combat is expected to happen at least sometimes, and that there's room for it to happen a lot.
Or, like in the D&D game I'm in and the Level Up game I'm running, not very often--that game's GM and I both agree that if something is going to attack the players, and more importantly might die in the process, it needs to have a darn good reason to do so.
As I think I posted, one of the more intense moments was his attempt to persuade Aramina - his travelling companion - to mend his armour. And of course his reunions with his brother Rufus and mother Xanthippe, about which I have posted in this thread.
Sure. And we've had intense moments where PCs have helped one another learn to accept magical healing when they had previously been against it, get over phobias, deal with family issues, and other such things.
Things like this don't require a particular system. They require that the players be interested in this sort of roleplay.
Burning Wheel is about conflict - rising action, climax, resolution - not particularly about violence.
No. I mean things like this guard can't be bribed or there are no secret entrances into this building or the attack on the town will happen on <insert date here>. The sorts of things that are written in GM's notes.
Maybe, maybe not. If I actually create a guard NPC--give them a name, a backstory, beliefs, goals, etc.--I
may decide that they can't be bribed, because there are reasons in their backstory. For some nameless NPC? Nah. That's decided on the fly, shaped heavily on how the PCs act to them.
I am not going to write down that none of the guards can be bribed, and in my experience, this way is fairly common.
I'm sure some D&D DMs do, as do the GMs of other games. And there are probably BW Gms that do so as well. Even if they don't write it down ahead of time, it may be an idea that comes naturally to them over the course of describing the scene.
This is anathema to Burning Wheel. You seem to be thinking of Fate, or similar RPGs that allow players to engage in a high degree of curation of character arcs.
Or PbtA, or any of the other zillions of games out there that do this, as this method seems to be far more popular these days than simple pass/fail systems. Yes, that is what I had been expecting, since I consider it to be a better way of handling checks than a binary pass/fail, and was quite surprised to find out that wasn't the case in BW.
See how, in your second paragraph, you say "some GMs have players roll . . ." That's already a difference from BW.
And there is nothing in any 5e D&D rulebook I'm aware of that identifies player-determined stakes as the trigger for rendering something uncertain. The rules in D&D Beyond, that I already quoted upthread, treat uncertainty as an input into the question of whether or not to roll, not an output of that decision (which must therefore be made on other grounds):
True. But D&D is trying to to let their players have choices in how they run the game. Some games do that. Other games do not. There's nothing wrong with
any of these approach, and they
all can be used in pretty much any type of game. All it requires is that the players work together.
The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
I can't say anything about 5.24. I told you what the 5.14 DMG says:
"Dice are neutral arbiters. They can determine the outcome of an action without assigning any motivation to the DM and without playing favorites. The extent to which you use them is entirely up to you."
D&D, of course, is trying to be all things to all people. Some GMs want checks made for everything. Others want the players to RP out. And some games, apparently including BW, don't allow that choice by RAW; the when and how often a roll is called for is spelled out in the rules.
This is the exact opposite of Burning Wheel, not "literally how [it] works".
The decision to call for a Steel test is not arbitrary. The rules state when the GM may call for a Steel test, including the starting point of "say 'yes' or roll the dice".
OK, when do the rules allow it? Is the GM allowed to call for a Steel test if a player wants to kill someone?
"Then her player, wearing the GM hat, insisted that I make a Steel check to commit cold-blooded murder."
In this case, that you quoted, one player, the person play Alicia, who was "wearing the GM hat," told another player, the person playing Aedhros, how to play their character.
And this was mechanically supported.
In D&D--and indeed, in every other game I've played in or run, regardless of system--it would be perfectly OK for Alicia to say "whoa, Aedhros, would your character really just go straight in for cold-blooded murder like that? that doesn't seem like him.." Or "Aedhros, wouldn't your character realize it would be better to leave
this one alive?" But to then "insist" on a
check that would stop him--and not because of any supernatural reasons or sacred but not-spiritually binding vows or anything like that, but because player 1 decided, what, that's not what player 2's character would do? I don't mean Alicia trying to stop him from killing the guy using in-character means (such as hoping to mind control him before he could strike the blow). I mean using out-of-character mechanics to force her preferences onto another PC.
I don't like that.
(I'm going to assume that your table is perfectly fine with the PvP in the example, but unless Aedhros' player gave OOC consent, it would be a no-go at
my table.)
OK? I'm not sure what this tells me about Burning Wheel, other than that you haven't arrived at a similar set of procedures in your play of other RPGs.
It's not supposed to tell you anything other than how I play.
I have to say, though, that "you haven't
arrived at a similar set" bit? Like
obviously I'll eventually come around to
your way of thinking.
But actually, yes. I have had the occasional player try to do some nasty things in games I run. Since those actions weren't harming another PC without their player's consent, I allowed it. I'm not going to tell them that's not how their character would act or have them make a check to see if they can do it. That would be railroading.
I guess its because I've been familiar with player-facing morale checks in Classic Traveller (1977) since I first read the game in the late 1970s that I don't find Steel checks particularly shocking as a mechanics.
Here an example, in play, of a Steel test:
The framework for Steel tests establishes a premise for the game: violence and murder are not undemanding things for a person to engage in or witness.
In the same way that, in classic versions of D&D, dungeon doors are not trivial to go through, requiring a roll to open doors; so, in BW, murderous violence is not trivial to go through - the GM can call for a Steel test to see if the character hesitates.
I can't believe you think requiring a test of physical strength as being the same thing as forcing a player to play their PC in a specific way because the game has decided that violence
should be shocking.