Wil
First Post
Dave Turner said:This is part of why I'm such a formalist when it comes to RPG rules. If your game leans on pro-active players who must go beyond the rules/mechanics gaps in your game to encourage roleplaying, then maybe your "roleplaying" game needs an overhaul. If that stuff is important to you, why not choose a game that makes strong, explicit emphasis on it with rules/mechnanics?
While I definitely agree that rules for social conflict and character interaction are normally sorely lacking in rpgs, I have to doubt whether or not systems that actively support the act of playing a role are any better at encouraging it than those that imply the players should play roles. There's too much wiggle room there.
It's crucial to point out that this doesn't mean that the players must come up with NPCs on their own (although Burning Wheel does encourage that) or that they must draw dungeon maps for you to run them through. What BITs do is to point the GM in the direction that the players are interested in going. It's a way of ensuring that the players will be actively engaged in the stories, since the stories will reflect the goals/themes that they said they wanted! Notice that in the above example, all the player is stating is "Please put me in situations in which I get to lie and that causes conflict/trouble/fun." That's it. No more player input is required. And you can bet that when the player starts to see situations in the game (provided by the GM) that allow for some dramatic impact through lies, that player is going to sit up in his or her chair and get excited.
And while the execution has been prettied up a bit, it's not like in other rpgs that this doesn't happen all the time. Hell, in John Wick's now infamous article "Hit 'Em Where It Hurts" (http://library.gamingoutpost.com/content/index.cfm?action=article&articleid=77&login=) he suggests that not only does the player want the disadvantages he or she chooses for their character to be used, but they actually prefer for their character to be screwed over in the process.
Finally, BITs aren't that complicated. You don't need to fill out reams of paper with complex character studies. You pick one to three Beliefs (the more the better, since each Belief is a chance to earn Artha!), one to three Instincts (these are automatic "triggers" for action that you set for your character. For example, an Instinct might be "Always draw my sword when startled"), and Traits (these are personality quirks acquired during Character Burning through Lifepaths). It's not that complicated, but it's important and fun. [EDIT HERE: Traits also have mechanics attached to them, allowing players to do things like reroll skill failures or add dice to rolls in which the Trait is involved. It's all about backing up the roleplaying with mechanics!]
The thing, is that isn't backing up roleplaying with mechanics - it's backing up what amounts to another set of stats (BITS wind up being quantifiable stats) with mechanics. I could argue that by providing rules and mechanics for "roleplaying", you succeed in discouraging players (especially rules lawyers and power games) from roleplaying and wind up with characters that are only as complex as the BITS on paper. Granted, this may be more complex than they might have created otherwise.
Every character has his or her background firmly established by the time character creation is over. For GMs with players who refuse to detail their characters' backgrounds, Burning Wheel's Character Burning makes such a refusal impossible.
While I don't necessarily think this is bad, it removes an entire set of possibilities - particularly, factors emerging from a PCs' background during play that neither the player nor the GM were aware of. There are plenty of people out there who like to explore the background of a PC while they are actually playing that PC and many will argue that doing it up-front takes the fun out of it.
The alternative, and this is the best way to go, would have been to design the system in such a way as to allow these decisions to be made in play as well as at the beginning. If I get hold of it, it may be one of the first things I house rule.
On a related note, now you see that just because you include rules for everything in no way guarantees that those rules will survive contact with the intended players unscathed.
Quick example. I decide to burn a Man who ends up with the following Lifepaths: Born Peasant, Conscript, Foot Soldier, and Village Guard. So right away, we have someone who was swept up into a war as a conscript, survived a few years as a foot soldier, and returned to his home and took a spot as a defender of the village. Along the way, the character has also picked up the following Traits: Flee From Battle and Thug. Now if a player refuses to put more meat on the bones than that, well, there's not much Burning Wheel or a GM can do.
See above - in many cases, they will not put more meat on the bones, simply because there's no incentive to.