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<blockquote data-quote="fredramsey" data-source="post: 2386041" data-attributes="member: 20274"><p>There are a number of concepts in Burning Wheel that bowled me over.</p><p></p><p>A characters background, beliefs, etc. are actually part of the mechanics. I am unable to go into detail as to exactly how, as I have only read the book once, but it is a brilliant concept.</p><p></p><p>The learning by doing is fantastic. Especially since you learn not only from your successes, but your failures. Simply testing your ability increases it.</p><p></p><p>This in NOT in any way a rules lite game. Let me get that out right up front.</p><p></p><p>But it is a fairly fresh way of looking at gaming. I would recommend a read for anyone who GMs any system. You'll find some concept in there you can use or benefit from, unless you are already the greatest GM in the world.</p><p></p><p>One idea that struck me in particular was the "Let it Ride" rule. Here's an example:</p><p></p><p>At night, a character wants to sneak past a guard at the gate of a castle, move across the courtyard, and up to a door.</p><p></p><p>In most systems, this would require numerous rolls. In Burning Wheel, you are encouraged to do it with one.</p><p></p><p>Stealth roll succeeds: </p><p></p><p>GM - "Ok. You move from deep shadow to deep shadow, like a cat. As you approach the sleeping guard, you step on a twig, which lets out a loud 'snap'! The guard rouses slightly, then begins to snore louder." </p><p></p><p>Player - "I go up and pat him on his head and keep going." </p><p></p><p>GM - "He mumbles in his sleep. 'Yes dear. I'll milk the cow.'"</p><p></p><p>(Much laughter)</p><p></p><p>GM - "The dark, inky shadows swallow you up as you dask lightly across the courtyard. You reach the door. A small, yellow pool of light forms at the base of the door, from the light below it. What do you do?"</p><p></p><p>Stealth roll fails: </p><p></p><p>GM - "Ok. You move from deep shadow to deep shadow, like a cat. As you approach the sleeping guard, you step on a twig, which lets out a loud 'snap'! The guard bolts upright, staring into the darkness. 'Who goes there?' he shouts. 'To arms! We have an intruder!'" </p><p></p><p>The difference here is that the roll is used to direct the STORY in two different directions. If you have someone make 5 Stealth checks, so the book says, you're only trying to make them fail. If the guard has a better chance of noticing, give him a higher score. But don't make 5 rolls where one would suffice.</p><p></p><p>This is only one of the fantastic concepts in this game.</p></blockquote><p></p>
[QUOTE="fredramsey, post: 2386041, member: 20274"] There are a number of concepts in Burning Wheel that bowled me over. A characters background, beliefs, etc. are actually part of the mechanics. I am unable to go into detail as to exactly how, as I have only read the book once, but it is a brilliant concept. The learning by doing is fantastic. Especially since you learn not only from your successes, but your failures. Simply testing your ability increases it. This in NOT in any way a rules lite game. Let me get that out right up front. But it is a fairly fresh way of looking at gaming. I would recommend a read for anyone who GMs any system. You'll find some concept in there you can use or benefit from, unless you are already the greatest GM in the world. One idea that struck me in particular was the "Let it Ride" rule. Here's an example: At night, a character wants to sneak past a guard at the gate of a castle, move across the courtyard, and up to a door. In most systems, this would require numerous rolls. In Burning Wheel, you are encouraged to do it with one. Stealth roll succeeds: GM - "Ok. You move from deep shadow to deep shadow, like a cat. As you approach the sleeping guard, you step on a twig, which lets out a loud 'snap'! The guard rouses slightly, then begins to snore louder." Player - "I go up and pat him on his head and keep going." GM - "He mumbles in his sleep. 'Yes dear. I'll milk the cow.'" (Much laughter) GM - "The dark, inky shadows swallow you up as you dask lightly across the courtyard. You reach the door. A small, yellow pool of light forms at the base of the door, from the light below it. What do you do?" Stealth roll fails: GM - "Ok. You move from deep shadow to deep shadow, like a cat. As you approach the sleeping guard, you step on a twig, which lets out a loud 'snap'! The guard bolts upright, staring into the darkness. 'Who goes there?' he shouts. 'To arms! We have an intruder!'" The difference here is that the roll is used to direct the STORY in two different directions. If you have someone make 5 Stealth checks, so the book says, you're only trying to make them fail. If the guard has a better chance of noticing, give him a higher score. But don't make 5 rolls where one would suffice. This is only one of the fantastic concepts in this game. [/QUOTE]
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