You asked, in effect, who has content authority in Burning Wheel. I told you that it is distributed, and posted an example to illustrate a player exercising content authority (ie that there is a vessel in the room, suitable for catching the blood from a beheaded man) by way of a successful Perception test.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)
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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.
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you skipped by the idea that in a sick room where it is very likely that there would be cups
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The point is that this game calls for a die roll that would be completely unnecessary in most other games.
You frame this in terms of "the GM making the player roll" and "the GM could call for a roll" - ie you seem to assume that it is up to the GM to call for rolls, or not, as the GM seems appropriate. That is not the rule in Burning Wheel.
The rule for rolls in BW is quite simple (Hub and Spokes, p 72):
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.
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.
And this has to be read together with the most fundamental rules of the system (pp 9-11):
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. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of 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.
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. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of 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.
So, let's suppose that it's true that in any other game, the GM could delegate their content authority to a player, or to the dice, and call for a roll for the PC to find a vessel (I actually think this is an over-generalisation, but that doesn't matter). That doesn't seem all that relevant to Burning Wheel, where the GM doesn't choose to call for a roll: something is at stake (in relation to the PC's player-authored priorities) and so the dice have to be rolled.
This is why a roll was called for on the occasion I've described - because something bearing directly upon a player-determined priority for the shaman PC (namely, taking the blood of the dying mage back to his Dark Naga master) was at stake.
It's also not correct that I skipped by" the likelihood of there being some sort of vessel in the room:
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.
Your insistence that BW is no different from other RPGs seems to me to be belied by your complaints about the various ways in which it is different! And to me, it seems that you are not really recognising the reason why rolls are called for in Burning Wheel.
The players determine priorities for their PCs. The GM frames scenes based on those priorities. The action resolution rules - intent and task and say "yes" or roll the dice - operate in this context.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.
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Everything you've said about BW shows that it's just as GM-driven as any other game.
This is not the same as every other RPG. It centres player priorities in a way that is different from a lot of other RPGing. (Including some that is being described in this thread.)
There are relatively few people that I have seen speaking about playing D&D in a BW-esque fashion. One of them is me. Two others are @Manbearcat and @Campbell (although they are less likely than me to use BW as a model or exemplar for trying to explicate their play). The D&D in question is 4e, because it has some of the technical elements to support player-driven, scene-based RPGing.
I see zero evidence of this way of playing D&D being widespread. I don't see it in the examples of your own RPGing that you post!
Now if you want to play a game in which the GM is expected to frame whatever scenes that they find interesting; and in which players are not expected to establish and convey priorities by including these as elements of their PC builds (via Beliefs, Instincts, Traits, Relationships, etc); then I don't think Burning Wheel is the game for you. Similarly to how, if I don't want to play game of dungeon-crawling, then I don't pick up Moldvay Basic.
Burning Wheel has almost nothing in common with Fate, except that both are RPGs.I've read through it. They don't seem to be that different than, say, the Aspects of Fate.
Aspects in fate are there to be invoked, or compelled. Beliefs in Burning Wheel don't play either function - there are no "invocations" or "compels" in BW.
Here you appear to recognise that BW and Fate are quite different. Which makes the previously-quoted statement all the more strange.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.
You mean like here: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.
My group had a session scheduled for today, but due to various vicissitudes only two of us could make it. The other attendee suggested we start a BW game with the two of us making PCs and "round robinning" the GMing.
as I've caveated a few times, this is a two-player/two-GM game (each of us frames the adversity for the others' PC), but it relies on the core procedures and principles of BW
The Burning Wheel GM is not expected to be impartial. I've just quoted to you the most important rule that governs them (and have quoted it and paraphrased it several times upthread, including in reply to you): the BW GM is expected to present problems based on the priorities that the players have established for their PCs. The GM calling for a Steel test when Aedhros tries to commit cold-blooded murder is doing exactly what they are supposed to do.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."
The fact that Alicia follows through with a Persuasion spell is exactly what I would expect. There is no "misuse". Any more than there is "misuse" by me when, as GM, I call for the Tax test following the casting of Persuasion; which fails, leaving Alicia unconscious and hence (once again, from Aedhros's point of view) dependent on Aedhros.
Given that you don't believe me when I tell you the rules of a game that you appear to have never played, I'm not sure why you are now asking me about the rules. So that you can once again correct me?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, Aedhros's player, chose to declare an action that is apt to prompt a call for a Steel test from the GM. If I didn't want to prompt the GM to call for a Steel test, I wouldn't have had Aedhros do something that is apt to do just that. This is - at the general level of structure of play - no different from an Apocalypse World player choosing to Act Under Fire. I don't understand why you are determined to insist otherwise.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.
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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.
Is it? And wasn't it?the actual interesting part isn't finding the vessel but getting the blood back to the naga within a rapidly diminishing time frame.
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Then it also isn't a scene with any heft to it, which is something you have claimed it was.
I think you're very confidently conjecturing about the fiction, and the emotional dynamics, of games that you're not part of, being played via a methodology that you're not familiar with.
Perhaps you think that conversations about relatively mundane matters, such as a request that one's armour be repaired, of necessity cannot have heft. I don't know why you'd think that, though. And it's not something that I think.
I have done that. And you've accused me of lying; and asserted that it has no heft; and told me that there is no difference from any other RPGing.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.
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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?
I am not going to post the full rules for Duel of Wits. It used to be available as a free download, but that seems no longer to be the case. It broadly resembles other scene-oriented complex resolution systems (such as are found in HeroWars/Quest, Maelstrom Storytelling, 4e D&D skill challenges, Prince Valiant, etc). Actions are declared and resolved by those who are part of the argument, and this progresses towards victory for one or the other party. There is also a mechanism for generating compromise (if the loser has nevertheless made some progress towards victory).
Because the core resolution framework of BW is (as I have posted upthread already, and as is set out the free download) is intent and task, the player has to say what their PC is doing - that is, identify the task and make clear the intent. In the case of Duel of Wits, this is called "speaking the part" (p 103 of Revised):
When scripting these maneuvers, players must speak their parts. Spitting out moves in a robotic fashion is not a viable use of these mechanics. The arguments must be made. Of course, no one expects us all to be eloquent, so just the main thrust or a simple retort usually suffices (but a little embellishment is nice).
Keep it simple and to the point. Say what you need to in order to roll the dice. A multipoint statement should be broken down into multiple actions across the exchange.
Keep it simple and to the point. Say what you need to in order to roll the dice. A multipoint statement should be broken down into multiple actions across the exchange.
The back and forth of the argument is also key to establishing the content of compromises.
Aedhros doesn't wear armour; he wears his tattered Elven cloths, and the boots that he stole from the innkeeper.If waterskins are adventuring gear, then what's Aedros' armor?
Thurgon wears armour, because he is a knight riding the boundary between Ulek and the Pomarj on the orders of the Knight Commander of his order.
OK? I don't understand how your imaginary set-up is not "self-centred", but the actual play examples I've posted are.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.
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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.
Well, first, I already made the following two posts, both in reply to you, which directly contradicts your imputation of ignorance or malice or whatever you are intending by "why is that?":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?
I think @Old Fezziwig gave a pretty complete reply to this.
But just to reiterate and perhaps elaborate a bit on that reply, the key question is why are we paying attention to the PCs in this tavern? And why is the idea of illegal kobold fights a thing we're caring about?
returning to the secret Kobold fighting ring - does it speak to player-determined priorities? In which case, GM, knock yourself out. If not, then why are you talking about it?
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this is what would inform and determine the results of the GM attempting to make the Kobold fighting ring central to play.
Second, you are the one who is describing a game that requires the GM to frame scenes that speak to player-established priorities as "self-centred"; so why would you expect me to infer that you are now advocating for exactly such a principle to govern GM scene-framing?