The vessel
Huh? As I posted, play had shifted to detailed melee combat resolution: the assassin Halika was still in the room, and the PC Jobe was trying to tackle him.
Here's what you had written:
a PC shaman was dominated by a dark naga, with instructions to bring the mage Joachim to the naga so that his blood could be spilled as a sacrifice to the spirits. Joachim had been badly hurt and was recuperating in a room in another mage's tower; the PC was rushing to that place to try and get there before an assassin who was determined to kill Joachim. The assassin got there first, and as the PC rushed in he saw Joachim being decapitated. At about this point in play, we switched adjudication from a somewhat abstracted time scale (which had finished with the PC failing the opposed Speed check to beat the assassin to Joachim's room) to the melee combat resolution framework. The player of the PC's first action declaration was "I look around the room for something to catch the blood in, lilke a chamber pot." The player spent the appropriate resources within the action economy, succeeded on the check (which was set at a fairly low difficulty given the likelihood of there being some sort of vessel in a bedroom in the tower of a well-to-do mage) and was able to grab the chamber pot and start catching blood.
I look around the room for a vessel to catch the blood was enough to establish adjudicable fiction.
Shaman needs to get blood from wounded guy.
Somehow, Shaman knows that there's an assassin who's going to kill wounded guy. (I will assume that there is an in-game reason for this knowledge.)
Shaman gets there too late. The assassin has decapitated(!) wounded guy. Sounds like overkill to me, but I dunno what your world's assassins are like. Maybe they all carry bone saws as part of their trade.
Shift to melee.
Shaman's
first action declaration was to look for a vessel to catch the blood in. Not to tackle the assassin, but to look for a cup. And they had to roll for that.
Maybe you just forgot to add the tackle to your write-up. I dunno. That's actually not important,
because that's not what this is about.
What it's about is you said "Content authority in Burning Wheel is distributed" and gave an example of the GM making the player roll to see if they found a vessel--in a room where an injured person was recovering, which indicates cups, bowls, and even, as you say, a chamber pot. There's nothing to suggest that the PC needs a
specific vessel; they just need something that can hold liquid.
In
any other game, the GM could call for a roll for the PC to find a vessel (IMO the most boring option),
or they could call for a roll for the PC to get to the vessel before the assassin knocks it over and breaks it (somewhat more interesting, but requires some foreknowledge on the PC's part or for the GM to use cinematic tricks, and either of those may feel out of place in the game in question),
or could simply say that the PC sees a cup right there on the bedside table
because the actual interesting part isn't finding the vessel but getting the blood back to the naga within a rapidly diminishing time frame. Getting
to the cup in time can be interesting. Seeing the cup in the first place is not, because this was established to be a room for him to recover in, not a room filled with junk piled everywhere.
So again, we're left with some possibilities:
The Burning Wheel GM
can set the scene however they want--in which case if a player wants to go off on a tangent that has nothing to do with their traits (Beliefs, Instincts, whatever), the GM can certainly set it up, meaning that BW isn't as player-driven a game as you've been claiming, because we still have the GM setting things up.
The Burning Wheel GM
must use the dice to tell them what's going on--in which case, if a player wants to go off on a tangent that has nothing to do with their traits, the dice can certainly allow for that--and BW isn't a player-driven game; it's an RNG-driven game.
And what makes it interesting is that the other PC, Tru-leigh the shaman, needs the blood for his Dark Naga master - so if it can't be caught, then he will have failed in his mission. This is an illustration of what is at stake being a function of player-determined priorities for their PC.
And again, this is the same as in any other game. The PC has a goal and they set their priorities based on that. Burning Wheel is no different than D&D in that regards. The only differences is how much of of the player's success
depends on random die rolls, and
that depends on
if the BW GM is allowed to say "yeah, there's a cup over there."
Burning Wheel PCs are more like people going about their ordinary lives, than "adventurers" decked out with adventuring gear.
I wasn't aware that only adventurers carried containers for water in a time period when ordinary people have to do work that causes sweating and thirstiness.
(If waterskins are adventuring gear, then what's Aedros' armor?)
The armour
I am a bit puzzled by your confident pronouncements about others' play that you weren't part of. I don't see why you think an argument about mending armour can't be interesting - I already explained how it spoke to Beliefs of both characters. I also don't know why you think it is pointless. And I don't know on what basis you are conjuring up imaginary smiths, on the frontier between Ulek and the Pomarj.
You constantly go off on unrelated tangents that indicate you don't actually understand what people actual mean. For instance, you skipped by the idea that in a sick room where it is very likely that there would be cups to focus on ordinary people who have ordinary jobs wouldn't have a waterskin because that's "adventuring gear." The point isn't what's in the game's equipment table. The point is that this game calls for a die roll that would be completely unnecessary in most other games.
So yeah, I think I can safely say that if Aedros thinks Alicia needs protection, and Alicia doesn't want Aedros to pity her (which Aedros' belief
does), then an argument that goes "don't go to the unsafe place until you fix my gear" is not, in fact, an argument about fixing the gear but about Alicia feeling patronized.
There was no such argument. If we're going to do <this thing>, can we first do <this other preparatory thing> isn't preventing anyone from doing something unless they satisfy conditions.
Then it also isn't a scene with any heft to it, which is something you have claimed it was.
So what actually happened? Did Aedros give an impassioned speech which you have somehow neglected to mention even once since you posted that example last Sunday? That could give the scene some weight--
if the player actually roleplayed it out. But then I'd have to point out that the bard's player in the D&D game I'm in has written actual poetry and recited it in-game, so this has nothing to do with the
system and everything to do with the
player.
If the player simply said "Aedros tells Alicia that mending the armor is important before they go on this excursion" and rolls a die to see if it's successful (or vice versa), then the scene has no real heft to it and thus isn't better or more intimate than any other game. And I'd have to point out that, once again, this game lets dice dictate how a player acts and thinks, which I think is a bad rule.
So tell me what actually made this scene have so much heft to it that makes BW more intimate than D&D?
The attempted murder
No. In my Burning Wheel, game, the GM called for a Steel test because killing in cold blood is the sort of thing that the rules of the game identify as requiring a Steel test, if the other conditions for rolling the dice are met.
Alicia didn't insist on any rolls. She is an imaginary person in a fantasy world; and BW is not a 4th-wall breaking game.
Maybe this is where I should mention, that at my table, we generally call each other by our character names when in-game and even go so far as to change our handle on our discord channel--so as to help immersion and stay in character, like this:
If you don't do that, that's fine. Each to their own. But to me saying "it wasn't the character, it was the player" because I didn't write "Alicia's player" every single time is childish pedantry.
Here is what actually happened:
It was my friend
in his capacity as GM, not as the player of Alicia, who insisted on the Steel test. Correctly.
So Alicia is an NPC or a GMPC? If so, then this is something you should have said a week ago because
that would have prevented about half the arguments I've had against the system.
If this is basically a GMless game, where everyone takes a turn running things, that's
also something you should have said. However, since Alicia used Aedro's failure to further
her interests (by mind-controlling him), then as a GM, Alicia's player wasn't impartial and, IMO, misused the "GM hat."
This is not making any sense to me.
Somehow I'm not surprised. So let me ask you this:
Did Aedros' player
choose to make the Steel test?
No, no he did not. It was Alicia's player, acting as a GM, who insisted on it.
In a PbtA game, a player
chooses to act in a way that triggers a move. They agree to the move--you'll find numerous examples in the various games of the GM saying "it sounds like you're trying to
Insert Move Name Here" and the player then saying "yeah, that's what I'm doing" or "no, I'm not trying to do that, I want to do this other thing."
Here's an example from the game I'm reading now, Legacy: Life Among The Ruins:
Here's another example from Monster of the Week:
In both of these cases, the player had a choice of what they did. Any negatives that come out of a failed roll were
because of the choice they made. And they don't suffer those negatives on a successful roll. In other words, the player
consented to the risk.
Aedros did
not choose to roll Steel to see if he could kill someone. Nobody has said that you have to roll Steel
every time you try to kill someone. And I've searched! I googled "burning wheel do you have to roll steel each time you try to kill someone." I've even asked here. Nada. I have seen that the Ob goes up if murder is involved, but
In fact, you specified that Steel tests are called for
"A GM may call for a Steel test under four conditions: When the character is confronted with surprise, fear, pain or wonderment." I didn't see any of that in the example you gave. I saw an angry dude who wanted to kill the innkeeper because of... reasons.
Is there a rule that says "every time you want to kill someone, you
have to roll for Steel?" Or did Alicia's player decide that this particular incident warranted a test--and then, independently of that, also decided to exploit his failure to mind-control him?
Based on what you say below ("No. The GM calls for a Steel test when the general rules of the game call for a roll, and when the task the character is attempting is the sort of task that triggers a Steel test."), the answer is no. Choosing to commit murder doesn't mean you are accepting that you have to make a second roll--a Steel test--and that you can only commit murder if you pass.
Now, if
I was making a game that I wanted to be primarily or purely player-driven,
and this game allowed for players to "put on the GM hat", I would
also put in a rule that said the PC-turned-GM could not then use that opportunity to engage in PvP or exploit another PC.
General principles
You can see how Beliefs work too, if you like, in the free download of Hub and Spokes. I've given multiple examples in this thread too.
I've read through it. They don't seem to be that different than, say, the Aspects of Fate.
They're not useless. Just as one (among many) examples of their utility, they allow avoiding both the issues you've mentioned in this thread (the Changeling game and the Ravenloft game). as well as
@Hussar's issue with KotB. Because they coordinate between players and GM as to what play is actually going to be about.
Assuming that people follow them. You seem to have misunderstood both my posts. The Changeling GM said the game was going to be about one thing and it wasn't. The Player agreed to play a horror game and then acted obnoxiously.
Aedros had a Belief and Instinct that
should indicate he had no problem killing in cold blood, but apparently they don't. In Fate, if someone, somehow was trying to make me not be able to murder someone via a roll, I could invoke my Aspect to help me out.
The point of BW play is not to focus on things that the GM hopes will be interesting. It's for the GM to frame scenes that speak to the priorities that the players have established for their PCs. The game isn't confused about this - it comes out and states it in the opening pages of the rulebook.
And while that's good and all, it's also very self-centered.
For instance, when I wrote the idea of the illegal kobold fighting ring (IKFR), I had an image of something like cockfights or dogfights--both cases of animal abuse. In this case, it would be sentient creatures who were being enslaved and forced into fighting each other for the amusement of others. (Of course, in
your game, you can decide that the kobolds were willing participants and the fights were illegal for other reasons; that's not important.)
In this hypothetical game of mine, I know what characters my players built and I know what their beliefs and instincts are (or aspects, or ideals, or whatever other term hypothetical system uses). Thus, I know that this IKFR would be of great interest to them--they just haven't learned about its existence yet.
Likewise, in my
actual Level Up game, I included an illegal fighting ring, although this one was illegal because it didn't follow laws re: betting, paying taxes, etc., not because it used slavery. Why did I include it? Because one PC is a gambler and another PC is described by the player as being a himbo who spent all his pre-game free time in the gym lifting weights and honing his muscles. So yeah, they loved it. Would either of them have come up with this idea on their own? No idea.
For some reason, it never seemed to occur to you that the IKFR could be of interest to the players, simply because it was made up by the GM instead of the players. Why is that?
If you want to play a GM-driven game, where the GM introduces things with the hope that the players will find them interesting, and the player are expected to engage with that stuff with the thope that, down the track, it will connect to some aspiration they have for their PC, then BW is not the game for you!
Why not? Everything you've said about BW shows that it's just as GM-driven as any other game.