But there is nothing antagonistic about other players following the play, and noting what is at stake and hanging on the dice rolls. And the fact that another player is invested in a given player's PC failing is, in itself, typically going to be sufficient to show that something is at stake.
OK, so you've either had nothing but lovely people to play with
or everyone at your table is fine with metagaming.
"I don't want him to succeed" should
not be sufficient to show that something is at stake. Not unless there are a
ton of safeguards in place to keep it from being used abusively. And no "don't let it be used too much" isn't a safeguard.
Look, if a
GM said "I don't want the PC to succeed," I doubt you'd say "gosh, I guess something's really at stake here." I'd bet you'd consider that to be the reddest of red flags. I know I would.
Upthread I posted that "it seems that you are not really recognising the reason why rolls are called for in Burning Wheel." I still have that feeling.
No, I fully understand why. However:
1) For a game that says the GM should only call for rolls if there's a lot at stake, you seem to have people call for rolls for things that only the most nitpicky games would call for, even when such rolls disregard either the flow of action or established character traits; and
2) I don't understand how you can have told me all the things you have about BW and still think it's player-driven.
Everything you've shown me about the game, everything I've read about the game by its fans or in the books, indicates that it's only player-driven inasmuch as players have a level of ability to force each other to do things to a degree that I've rarely seen in any other game. The rest of the time it's GM-driven or dice-driven.
The only reason you think I don't understand the rules is because I disagree with them. What, do you think that BW is such a amazing game that I would love it if only I truly understood it the way you do?
In the particular example of play I described, the problem based on the player's priority for his PC is You need the blood of this mage as a sacrifice for your dark master; but he's just been decapitated, and his blood is flowing out of his body into the floor. The player declares how his PC is going to overcome this obstacle: "I look around for a vessel!" The dice are rolled, and the results interpreted - in this case, the test is a success and so the PC achieves what the player wanted for him, that is, he finds a suitable vessel.
Still a completely unnecessary roll in my book. A roll to get the vessel to collect enough blood, because there's stuff in the way and actually moving around is tricky? Sure, OK. A roll to keep other people from trying to get the filled vessel away from you because it's obviously being used for creepy evil magic? Yep, definitely. A roll to see things that are out in the open? That just slows things down and, as I said, means that another player can use metagame knowledge to try to screw the PC over.
The rules have something to say about it, though (pp 30, 32, 44):
"The game has tests. Only use them when necessary. If a PC wants to make a test, because making tests allows the PC to advance, say no. That's being a boring ol' Cheaty McCheaterson." This has nothing to do with what we were talking about at all. And I note that there's nothing there about saying no when
another player wants a PC to make a roll. Which is what we're talking about.
Also, we're not talking about Torchbearer.
Also-also, you are
once again not understanding what "consent" and "choice" mean. There is a huge,
huge difference between a player
wanting to roll a test and Player 1 making Player 2 roll a test in the hopes that Player 2 will fail because Player 1 doesn't like Player 2's agenda.
Hmm... it's bad form to ask the GM to make a roll, because making rolls is how you advance your character. But it's totally fine for one player to insist another one make a roll. So simply get two players to force each other to make rolls and they'll
all advance in rank! Bwah-hah-hah!
In both games, players want to test, because this is how they advance their PCs. The GM is expected to manage pacing, and framing, in accordance with the core principles that I've set out.
Y'know, I run and play PbtA. I have played CoC in the past. In those games, making rolls is how you advance your PCs (failing for PbtA, succeeding for CoC). I've never seen a single player want to make rolls
simply to advance their character. I don't think any of those games have a note for GMs about not letting people roll just to get XP. Well, maybe CoC does; I haven't really read that book fully. I mostly just like reading about the monsters in CoC.
In the case of Tru-Leigh spotting the vessel to catch the blood, that is that - his intent, to be able to save the blood from being lost on the floor of the sick-room, is achieved. He has no other Belief (say, about his deftness with vessels) that creates a reason to think that more is at stake in the scene than what has been resolved. So "say 'yes' or roll the dice" and "let it ride" apply.
I feel I've already answered this question, multiple times. But here it is again.
Yes, yes. But this doesn't answer what I've said, which is that there's nothing at stake to be able to see a cup.
And again, you can say "that's just how I like to run the game" or something like that and I would be fine. We all have our idiosyncracies when we run. I wouldn't want to play in that game, but hey, who cares. But when you say them's the rules, that's how you're
supposed to play, well, you're not doing the game any favors. It makes the game look like it's built for obnoxiously nit-picky GMs or for antagonistic, meta-gaming players, neither of which are good looks. You're
especially not doing a good job selling it as being better for something than other systems are--which what you did to start this entire sub-thread to begin with!
I have no idea what you mean by the One True Way. I'm talking about what is involved in playing Burning Wheel.
<facepalm> You really don't get it?
Yes. I've posted multiple times upthread, including in reply to you, that there was a Duel of Wits between Thurgon and Aramina. I scripted for Thurgon; the GM scripted for Aramina.
I already quoted the relevant rule for DoW, in the post to which you're replying; and also posted about the scene, in reply to you, what I have reposted below:
I think this provides the answer to your question.
No, because you seem to think quoting rules actually answers the questions I asked.
You claimed that BW was better than D&D because it could do scenes that were intimate, high stakes, and have heft, and cited a time when PC 1 tried to convince PC 2 to mend his armor.
If this attempt was nothing more than a die roll or two,
how was it intimate, high stakes, or have any heft? It's literally just a die roll! That's arguably the most boring way possible to resolve a social interaction!
If this attempt involved Player 1 and Player 2 actually roleplaying this discussion, using actual words, and the dice were just there to see if Player 1's words were convincing,
then how is this any different from D&D or any other RPG that has persuasion skills in it?
My gods, this thread could have been a hundred posts shorter if you had just answered this question right away!