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Burning Wheel compared to Riddle of Steel
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<blockquote data-quote="chaochou" data-source="post: 5731835" data-attributes="member: 99817"><p>I've played some Burning Wheel. My copy of BW Gold came yesterday (yay!). I've played a minimal amount of TRoS, but it was a while ago so my memories are hazy and I don't have the books to hand.</p><p></p><p>Similarities between the two systems: They both have a lot of crunch, but underlying that both have mechanics which reward the playing of your beliefs and pursuit of player authored goals.</p><p></p><p>Both have mechanics for deciding what those beliefs are (in BW players write them down, in TRoS you allocate a pool of 5 points to categories). And those will provide benefits as you pursue them (bonus dice in TRoS, experience - Artha - in BW).</p><p></p><p>Mechanically, they both use dice pools - d6 for BW, d10 (iirc) for TRoS. While the actual mechanics for, say, combat, are way different they are both very gritty - in a one hit can easily take you out, and might kill you, kind of way.</p><p></p><p>Major differences: Well mechanically, they're a way apart. The full combat rules in TRoS can hurt your brain and, iirc, is not an optional extra. Magic in TRoS is also pretty insane in it's effectiveness. I got the feeling spellcasters would only be plot level NPCs like Merlin. I could be wrong.</p><p></p><p>I'd say the BW system is more robust and a bit more nuanced. The complexity of the sub-systems is optional and can be added in as you feel. The reward cycle of beliefs, Artha and tests is a thing of beauty. The lifepaths method of character burning is too. If you've got BW Gold, sorcery has been slightly rejigged, Fight positioning simplified and, I think, Range and Cover changed a bit too.</p><p></p><p>Other games like them - not that I'm aware of. Crunchy games with a player-driven core are pretty rare afaik.</p><p></p><p>(as an aside Jake Norwood who wrote TRoS is in the credits for BW Gold).</p><p></p><p>Hope all that helps. Enjoy your game!</p></blockquote><p></p>
[QUOTE="chaochou, post: 5731835, member: 99817"] I've played some Burning Wheel. My copy of BW Gold came yesterday (yay!). I've played a minimal amount of TRoS, but it was a while ago so my memories are hazy and I don't have the books to hand. Similarities between the two systems: They both have a lot of crunch, but underlying that both have mechanics which reward the playing of your beliefs and pursuit of player authored goals. Both have mechanics for deciding what those beliefs are (in BW players write them down, in TRoS you allocate a pool of 5 points to categories). And those will provide benefits as you pursue them (bonus dice in TRoS, experience - Artha - in BW). Mechanically, they both use dice pools - d6 for BW, d10 (iirc) for TRoS. While the actual mechanics for, say, combat, are way different they are both very gritty - in a one hit can easily take you out, and might kill you, kind of way. Major differences: Well mechanically, they're a way apart. The full combat rules in TRoS can hurt your brain and, iirc, is not an optional extra. Magic in TRoS is also pretty insane in it's effectiveness. I got the feeling spellcasters would only be plot level NPCs like Merlin. I could be wrong. I'd say the BW system is more robust and a bit more nuanced. The complexity of the sub-systems is optional and can be added in as you feel. The reward cycle of beliefs, Artha and tests is a thing of beauty. The lifepaths method of character burning is too. If you've got BW Gold, sorcery has been slightly rejigged, Fight positioning simplified and, I think, Range and Cover changed a bit too. Other games like them - not that I'm aware of. Crunchy games with a player-driven core are pretty rare afaik. (as an aside Jake Norwood who wrote TRoS is in the credits for BW Gold). Hope all that helps. Enjoy your game! [/QUOTE]
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