Wil said:
I don't own the DMG, but I'd be very surprised if there was not some variation of Rule 1 in there. You know what Rule 1 is, right?
Sure, it's the Rule that says you should make up your own rules if you don't like the ones in the book.
That always makes me ask, though: if I have to make up the rules that I need to enjoy your game, then why did I need you in the first place? Why didn't you get it right?
Cheiromancer said:
I think that I would use Let It Ride in DnD by having a character make a single d20 roll, and using that roll for each check. Multiple sneak checks (or hide/move silently checks) for getting into and out of the orc camp. Like taking 10, only it might not be 10 that the character rolls.
Great idea, but that wouldn't really be Letting It Ride because you keep applying the single check to variable difficulties. In Burning Wheel, you would just figure out what (in D&D terms) the highest DC the character would face throughout the infiltration and have him roll against that DC. If he makes that roll, it would be assumed that he also made the roll against all lower DCs he might face. If he fails, then he will fail somewhere along the way (perhaps wherever it is most fun to have him do so).
TheGneech said:
I like having the map and playing it all out -- the more detailed, the better! I don't want to make a single roll and summarize a major chunk of the story. I want to be watching through my character's eyes as he slips behind THIS tent, ducks under the eyes of THAT guard, has to deal with finding some horses tied up HERE, etc. That IS the adventure!
That's perfectly understandable and legitimate way to approach the game. I believe that Let It Ride is meant to counteract the inevitable bad luck that your detailed approach to the game would entail.
I assume that you want to make multiple rolls at various stages of the infiltration? The question is how you are approaching the goal of infiltration. Why is your character infiltrating the camp? Your description makes it sound like the infiltration is the climax of the story, filled with tension. If that's the case then, as Luke suggests, you can roll for every step you take. But understand that with every roll you take, you increase the probablity that you are going to fail a roll.
Failing rolls isn't bad. It's actually good, since it injects drama into the story. What Let It Ride is meant to do is to try to avoid "triggering drama at the wrong time". If you fail the very first Sneak roll into the camp, then there's a good chance that you've blown your chances of achieving the goal for which you are infiltrating (wow, that's a crazy sentence). Characters are rarely infiltrating places just for the sake of infiltration. There's a goal in mind: steal the war plans, rescue your comrades, eavesdrop on an important conversation. Failing a roll halfway to the goal of infiltration might needlessly distract the players from the building story. I'm starting to ramble a bit, but do you see where I'm going?
d20Dwarf said:
I think part of the problem is that Dave Turner said BW has mechanics tied into player goals, when I think maybe he meant player-stated *character* goals.
Yeah, I confused things with some sloppy language, but tried to correct that with this from post #49:
If I state that my character's goal is to "Kill every filthy orc I see", then it's obvious that the player doesn't have that goal. For one thing, orcs don't exist. But the player defines a character's goals and, in some sense, shares the character's goals. A goal like that indicates that the player wants opportunities in the game to kill filthy orcs. That is something that the player wants to happen the game; it's a player goal.