lukzu said:
Hi, Lukzu! First, thank you very much for coming to ENWorld to discuss your game!
First off, there are no levels in Burning Wheel. It's a minor point, but important. Every stat and skill advances individually. It's a bit more book keeping that an experience point based system, but most players find the depth it creates to be very satisfying.
Fair enough - that's how many CRPG LBD systems work (though some, like Morrowind and most MMORPGs, also add in a character-level layer). My statement that you referenced can more generally be read as "The DM gets to decide how my character advances" without changing my intent.
As for deciding, I don't know about that. All players (including the GM) have access to the advancement table. When a test is made, everyone knows what it means for advancement purposes based on the number of dice rolled vs the successes needed. So the criteria for advancing are mechanically solid and right out in the open.
Similarly, in Morrowind, it's known by the player that using a skill increases your experience in that skill, and when enough experience is gained, that skill goes up a level.
That's not entirely what I was talking about, however. Take your above statement and the one below together:
Taken Out of Order said:
Every test is crucial and pushes the game/plot/whatever forward. So that swordsman could give a try, but he's going to fail and there is going to be trouble due to that failure -- depends on what was at risk in the scene, but it's usually pretty tense.
This seems to say that you do not generally progress in a skill at an appreciable rate unless it is an important test. Moreover, if it's an important test, the person who's the best at the skill is really the only one with a reasonable chance of success (otherwise, there wouldn't be as much dramatic tension).
Which is really what I was talking about to begin with. If I have a character who, sometime
after character creation, wants to pick up an additional skill or two (I chose lock picking as my example, but it could have easily been herbalism, or magic, or axe-fighting), in a more abstract game, I can just inform the DM that, in my character's downtime, he's pursuing this skill (and perhaps the DM will place a few roleplaying encounters based around this, though it is by no means required by the system), and the next time I go up a level / gain character points / generally advance, I can improve those skills.
In a less-abstract, LBD system, my ability to improve my lock-picking skill is directly tied to the number of locks present in any given dungeon / adventure milieu and, moreover, whether or not I'm the one who gets to attempt them and whether or not I succeed at picking them!
If the DM, for whatever reason, creates a series of lockless dungeons, my skill stagnates.
Additionally, the more esoteric a particular skill is, the harder it is to advance. For example, there's a plausible limit to the number of "crucial" Herbalism-related puzzles you can stumble across in any given game session before one's sense of immersion starts getting stretched - and it becomes obvious that the tests are there so that Bob's character doesn't fall too far behind in his primary, favorite skill. In other words, it's far easier to "advance" a swordsman than a scholar.
Now, however, we come to the part that truly has me interested:
Tests are earned in conflict. The GM can introduce conflict and set the level of difficulty, but so can the players. Players can use all manner of tactics and tweaks to raise and lower the task difficulty. And they are specifically mandated to call for tests in game (see the Role of the Player in the Burning Wheel).
Can you explain a little more what this means? I'm certainly intrigued, and it sounds more than a bit like ... er, I forget the system now ... that system where, for instance, a skill rank of "Avenging my Father's Death +10" is more important than your swordsmanship skill when in a swordfight with the man who slew your father.
hope that answers some of your questions.
-Luke
It does - and thanks again for taking time out of your day to explain your game system to a random guy from the internet!