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General Tabletop Discussion
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Burning Wheel; what type of settings or stories is it good for?
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<blockquote data-quote="Kobold Stew" data-source="post: 8524793" data-attributes="member: 23484"><p>BW plays very well if you want that social-birinkmanship feel. For me, the biggest payoff was that BW made playing different fantasy races different mechanically: orcs are rewarded differently from humans and dwarves, and so a multiracial party has drives that pull them in interestingly different directions. </p><p></p><p>As I remember it, we used Universalis to create the world from scratch (everyone then had buy-in to the fantasy world, and we had also signalled to the ref what we were interested in having our characters do); we then made characters for that world (we chose our starting point, and built from there. That kept us going at a weekly game for maybe 8 months , IIRC.</p><p></p><p>The game requires a lot of patience to start -- the system is crunchy, and takes some getting used to. At the same time, it really rewards characters when the players take risks, and lean into the things that have said are true about the characters they play. </p><p></p><p>Characters develop therough trying things they can't do, rather than leaning into established skills. That will frustrate some players, but creates a completely different feel at the table. There's a lot to like, and once it gets going it is a lot of fun. If you are running it, my advice would be to let players adjust their beliefs etc. on the fly -- sometimes players choose things and realize that doesn't work so well; being liberal, certainly in the first few sessions, can reallyhelp payers drill down on what they want their characters to do.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8524793, member: 23484"] BW plays very well if you want that social-birinkmanship feel. For me, the biggest payoff was that BW made playing different fantasy races different mechanically: orcs are rewarded differently from humans and dwarves, and so a multiracial party has drives that pull them in interestingly different directions. As I remember it, we used Universalis to create the world from scratch (everyone then had buy-in to the fantasy world, and we had also signalled to the ref what we were interested in having our characters do); we then made characters for that world (we chose our starting point, and built from there. That kept us going at a weekly game for maybe 8 months , IIRC. The game requires a lot of patience to start -- the system is crunchy, and takes some getting used to. At the same time, it really rewards characters when the players take risks, and lean into the things that have said are true about the characters they play. Characters develop therough trying things they can't do, rather than leaning into established skills. That will frustrate some players, but creates a completely different feel at the table. There's a lot to like, and once it gets going it is a lot of fun. If you are running it, my advice would be to let players adjust their beliefs etc. on the fly -- sometimes players choose things and realize that doesn't work so well; being liberal, certainly in the first few sessions, can reallyhelp payers drill down on what they want their characters to do. [/QUOTE]
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Burning Wheel; what type of settings or stories is it good for?
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