Explain Burning Wheel to me

Dave Turner said:
Here's a thread to get you going: http://www.burningwheel.org/forum/viewtopic.php?t=1060

Really, though, that whole forum is nothing but combat examples! :)

Thanks, I think that I was able to glean what I wanted. The volley system is definitely interesting - it's not the first time I've seen something like it, but it is the first time I've seen it in an rpg (I myself considered something vaguely similar, based on my experiences playing RoboRally and with Torg's Drama Deck, but never rectify the "programming" of manuevers and the randomizers and whatnot). It may very well be the gem of the system and, from what I can gather, it would acoomodate the style I like my combats to run anyway.
 

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lukzu said:
It warms my heart to see the boys at ENworld talking about elitism on rpg.net while looking down their noses at a non-d20 game. The world is truly a wonderful place. ;) -L

While I get what you're trying to say the elitism of enworlders doesn't even come close to the elitism of rpg.net
 

Dave Turner said:
Jim,

I sincerely appreciate your mention of specific D&D mechanics in support of the game. I think we can have some good discussion about them. :)

Thanks! Since I'm home now, and not at the accursed work, I can haul out the rulebooks and do my level best to support my points. As a disclaimer in the name of being forthright - I've done writing for d20, quite a bit of it. The biggest chunk of my work can be found in The World's Largest Dungeon, and I'll try and reference some of my writing for the Regions I wrote here. That said, my first writing gig freelance wasn't for a d20 product at all, but for the sadly unsupported 7th Sea gameline, which while flawed, is about the polar opposite of D&D's crunchy mechanics. Take that for what you will. Now, that being said...let's get to it.

I worry that my comments here and through the rest of the thread will come off as needlessly semantic or maybe pedantic. Please don't think I'm out to trap you or win the thread.

Hey, I just appreciate being able to rap with someone that can admit to flaws, mistakes and foibles. We've all got 'em - you, me, Luke, whoever. It's what keeps things interesting. Now, lemme see here:

I see the skills and feats you're mentioning as mechanics for resolving social conflict, not as mechanics for roleplaying (that's the part I hope you don't think is needless hair-splitting!). Burning Wheel has social skills and rules for adjudicating social conflicts too; it's called the Duel of Wits. How do you think the Charisma stat does support roleplaying? I would suggest that the mere presence of Charisma isn't enough without more mechanics backing it up. Otherwise, it's a "paper tiger".

The Bluff or Diplomacy skills don't require me to define my character's personality. Maybe I can highlight the difference by suggesting that social skills and feats tell me the "how" of a character, but not the why. Don't hold me to that analogy. ;)

There are no mechanics in D&D (again, that I'm immediately aware of) that encourage players to adopt a personality for their character and reward players for acting according to that personality. The DMG (on page 41) states that XP awards for roleplaying are purely ad hoc.

I've seen plenty mention of games where Charisma is considered the 'dump' stat. This baffles and annoys me, since it's often mentioned hand in hand with those selfsame players acting out charismatic and influential characters. Charisma supports roleplay, IMO, as any stat should - by helping define the character. Charismatic characters are quick-witted, have strong, influential personalities and are inspiring, just as a character with a high Strength is a mountain of brute power, high Constiution characters are tougher to kill...extend the analogy however you like, there's six stats, all have nifty definitions. However, it's up to the GM and players to bring those definitions out.

This's part of what I consider implicit to D&D and explicit to Burning Wheel. Two sides of the same coin. I'll also admit that D&D, in any incarnation rules-wise (now settings, those're a different beast entirely), falls into the same trap that many games do - wishy-washy language. It relies on being implicit so as to appeal to the widest audience possible. While this makes good marketing sense, it can lead to difficulties. By not endorsing a given playstyle (being a broad-strokes rules-set), you lose definition and must rely on whatever tools the players and GM bring to the table. What's been called 'rules' (social contract/playstyle stuff) versus mechanics (the 'physics' of the game).


Burning Wheel has the Artha system, which explicitly tells players and GMs how to reward players for roleplaying. It describes how much Artha should be awarded for particular actions, how Artha can be spent, and even talks about how GMs can tailor Artha rewards to particular styles of play. There is an element of subjectivity in when Artha is awarded, but the discussion of these rules for reinforcing and supporting roleplaying are lightyears ahead of D&D.

And you end up supporting the implicit vs. explicit discussion neatly with that very first sentence. :)

I won't disagree that D&D needs more support in the core set for rewarding roleplaying. Others will point out that the DMG II has exactly that. Not having read the DMG, I can't say what's there, though having Robin Laws' name attached is certainly a good mark in its favor. That Luke incorporated it directly into the core of Burning Wheel is a Good Thing, IMO...but I'll disagree that that inclusion puts BW lightyears ahead of D&D as a system. The subjectivity of awarding Artha IMO weakens the explicit stance that BW adopts by default, if that makes any sense. Does that equate to 'BW sucks'? Hardly. You have two different models of mechanics and rules headed for the same goal - facilitating the enjoyment of players. Both games try hard to make sure people have fun.

This, sadly, is where D&D’s legacy of rich tactical combat comes back to haunt it. I think it’s fair to say that D&D provides no mechanical support for “social tactics” of any kind. Where is the “social AC”, the “social hit points”, the “social trip attack”, etc.? D&D’s social conflict resolution system consists of the following: pick a skill, find some modifiers, roll once and narrate. Where’s the tactical decision-making? It certainly doesn’t rise to the level of D&D’s tactical combat decision-making! ;)

Not in the coreset, no...but a sufficently-talented GM could easily extend the combat rules (as, it seems, Tribe 8 did) to cover social action. Again, I haven't read Tribe 8's d20 conversion stuff - not a fan of the game, honestly - but it sounds like it aims right down that alley, utilizing the core mechanic (single die resolution versus target number) towards the goal of facilitating roleplay.

I'll bring in a d20 but no D&D product here, too - Spycraft 2.0. Building upon the fantastic Chase mechanic of the 1st edition, AEG expanded those simple rules (opposed rolls, modifiers, the concept of predator vs. prey and Lead [how much you have an edge over an opponent]) to cover actions that are normally very single-character focused - brainwashing, seduction, interrogation, manhunts and extended infiltration - into a quick, dynamic system that skips the boring stuff and lets people get back to group fun...or allows for very intensive roleplay. It's explicit about it, along with many, many other situations like skill checks. Some might say too explicit - there seems to be rules for everything - but I like it. I very much reccommend at least flipping through a copy to see how d20 has evolved as a system.

I know what you’re thinking. You can just decide to break a particular social conflict into several smaller pieces. You make it an extended skill check that the PCs have to achieve through multiple roles. Nothing really tactical there, is there? You can suck up to the DM for a variety of circumstance bonuses, but that’s not tactical.

Nothing wrong with trying to gain advantage, though I think there's d20-derived games (see my SC 2 example above) that do it better. There's support built in, but again...it's implicit, relying on the players and GM to bring it to the table. And again, this is (IMO) a failing, because D&D specifically and some d20 games in general try to have rules for everything. It's nearly schizophernic, sometimes.

Burning Wheel, on the other hand, features a social conflict resolution system that closely mirrors the combat system. Players have “social hit points” and attack each other with maneuvers like Incite, Point, Avoid The Topic, and Rebuttal. Every turn in Burning Wheel is called an exchange. In each turn/exchange, there are three volleys. A player must script in advance each maneuver he will use throughout the three volleys. Some Wits maneuvers counter other Wits maneuvers and some maneuvers provide an advantage against other maneuvers.

For example, I script in advance that in volley 2 I will make a Point. My opponent has scripted a Rebuttal for volley 2. Unfortunately for me, a Rebuttal counters a Point. My opponent can use some of the dice in his pool to directly reduce mine. If he can reduce my successes to zero and nullify my attack, while he uses the remainder of his dice in the pool to attack my undefended “social hit points”.

But why am I spelling it out when you can download the section of the game for free: http://www.burningwheel.org/pdf/dow_95_108.pdf[/QUOTE]
While this is more explicit in Spycraft, the same systems used for combat are easily extensible to cover the social aspects in D&D. What's lacking is (yep, again) that it relies on being implicit instead of explicit. I can do everything you cite above using Burning Wheel in D&D, and have! I extended the combat mechanics to effectively mimick social duels, and my players treated it the same way. Where it got hairy (and yes, D&D core has a weak spot here) was adjudicating the effects - does that devastating +20 Bluff and a high roll leave the ambassador of Akton reeling? Howso? Does he make a Will save to avoid becoming flustered? It's here that I think we can learn a lot from the explicit mechanics of BW - and, I believe, many have developed such systems independently. It's my hope that a leaner, meaner, more streamlined D&D could be more explicit, and thereby attract new blood to the game.

As an aside, I think that one failing we see in the hoby/industry/whatever is the expectation of elitism. For some, hack n' slash (a style just as supported by Burning Wheel's scripted combat as D&D's tactical squares and Attacks of Opportunity) is horrifically boring; for others, it's the meat they thrive on. Put proponents of both styles in the same room and watch the fur fly - as it has here. While D&D is more combat-focused than Burning Wheel's Beliefs-based characterization, neither is objectively 'better' than the other, IMO. To press that point smacks of elitism, which, moreso than anything else, is driving people away from RPGs towards games that don't come with a sort of emotional and intellectual baggage. For me, I'd like to see a system that marries plain-speaking rules with gentle nudges towards character and ditches occult (in the sense of 'hidden knowledge') jargon.

But that's just me. YMMV.
 

Dave Turner said:
I don't think it's beyond all reason to expect those who are positively suggesting that d20 has certain characteristics to actually do the work needed to support their own claims.

It is when you haven't supportedyour claims, Dave. If you hadn't jumped into this thread by explaining that D&D sucks for a failure to support player options (which it does) and tactical roleplay (which it does), we wouldn't even be having this discussion... but I'll humor you against my better judgement.

SRD said:
A Tactics-Oriented Feat

CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.

A Roleplay-Oriented Feat

LEADERSHIP [GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader’s Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . Modifier
Has a familiar, special mount, or animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
* Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
The Leader . . . Modifier
Has a stronghold, base of operations, guildhouse, or the like +2
Moves around a lot -1
Caused the death of other followers -1.

Leadership Score Cohort Level -- Number of Followers by Level --
1st 2nd 3rd 4th 5th 6th
1 or lower - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level-its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.
Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Now that I'm done humoring you, I'm going to piss you off. Citing text from Burning Wheel does not support your assertions that D&D has no mechanical support for player goals, no support for tactical gaming, or for roleplay. That whole 'walk the walk' bit was comedy gold, considering that you haven't. I've now cited actual game mechanics to support my defense of D&D, which is far more that you've done to support your condemnation of it.

I'm going to go ahead and lay it all out, because apparently you have the impression that you've clevery snuck in under the radar. You're a troll, Dave. A troll with an agenda (i.e., bash D&D while praising Burning Wheel), but a troll none the less.

You've made a lot of flatly untrue statements about D&D - first it was no support for player goals and when you got nailed to the wall for making that statement, you tried to retcon your argument by suggesting that you'd really been talking about character goals the whole time. Riiiiight.

You then asserted that nobody played D&D for tactical reasons. When several people pointed out that this was, in fact, not the case - you again back-peddled to change 'nobody' to 'very few' and continued to insist that it didn't mattter anyhow, as tactical play wasn't a valid player goal. A wonderfully pointed subjective value judgement.

And then it became that D&D doesn't support tactical play. And when you were called on this, it became that those people playing D&D for tactics should just go play wargames instead and D&D doesn't provide rules for roleplay - because doubling up subjective and derogatory value judgements will magically make them right!

I see a 'D&D isn't real roleplaying!' on the horizion... its rays are already showering the forum in their warm glow.

I'm not going to do your work for you.

And I'm not asking you to - I'm asking you to support the allegations that you've leveled against D&D throughout this thread. Apparently you feel that you're above having to explain yourself - or are you avoiding doing so because you can't, Dave? Personally, my money is on the latter given the effort that you've exerted to avoid doing so.

While I'm thinking about it, thanks for the laugh! I found it humorous that you feel it's fine and dandy to issue baseless criticism of D&D, but you've got your panties in a twist over somebody not citing specific page numbers when rebutting that baseless criticism. That's a rather biased double standard, Dave. It sounds a bit like Troll Logic, Dave. :)

But is it possible that the length of the thread has also confused you regarding my position?

I'm not at all confused. You've been doing a lot of back-pedalling and strawman construction, but I'm no stranger to either 'argument' technique and have been able to follow you quite well. I've said my piece and refuted your (still) baseless claims with a citation from the SRD. I suppose you'll counter with another strawman or backpedal once again in an attempt to make it look as though I've misunderstood you, but the fact is, I'm dead on point.
 
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Wil,

I stand corrected. I humbly apologize for snapping at you. I thought you were taking this in another direction. If you end up acquiring a copy of the game, let's meet here again to talk about it.


pogre said:
My players usually want to show up on game night and go through the adventure - they're are often not interested in creating a part of the adventure. Would it be a waste of time to try your game with such a group?

Pogre, my players want exactly the same thing. I live in NYC and game with some very busy people. They want to arrive, chat and then dive into playing, and play hard. In my opinion -- and I admit my bias -- BW makes it easier on everyone involved. Because of the Beliefs and lifepath system, there's no huge background to write and the players get to say what they want in the game via a very succinct sentence. That's all they have to do: Make their character and write one good sentence about what they want this guy to accomplish. (If they manage three, so much the better.)

Will it work with your group? I dunno. Depends on what your group is after from play. But if they are interested in becoming more involved in the story, then they might like it.

We have three demos online -- The Sword, The Gift and The Heist. Full adventures all, complete with fully realized characters. You could easily run The Sword on an off night when some of the regulars can't make it. The demos are meant to showcase Beliefs and the various conflict mechanics.

Of course, somebody'd have to get the rules and read them.

--

As for the rest of you, this thread's gotten away from me. I can't keep up with all the various tangental arguments. So unless you have any further direct questions for me, I'll bow out.

-Luke
 

jdrakeh said:
And then it became that D&D doesn't support tactical play.

This one little bit should generate laughter for years to come. Doesn't support tactical play?

I think you're right. He's a troll. (And one that doesn't appear to have read any of the books.)
 

Well, I'm interested enough to buy the BW books....

...but the order page only has UPS shipping, which is too expensive for my purposes (I'm going away for the holidays and won't be back home until well after New Year's), so I bought it used on Amazon. Even at 14 days from Dec 21 it will be here before I get back.

Luke, if you are still watching the thread, you might want to give some thought to ensuring that there are cheaper shipping options available, so that you get those direct sales. A healthy secondary market is far from being bad news for you, but it isn't money in your pocket!
 

Jdrakeh,

I regret that you’ve gotten upset over something as silly as some RPG comparisons. Jim Hague and I are having some good, civil discussion on some specific points of difference between Burning Wheel and D&D that Jim raised. I hope you can gain something from them.

P.P.S. to Phil Reed: I hope you aren’t too upset either. ;)

Jim! ;)

Great stuff, here are my thoughts.
Jim Hague said:
I've seen plenty mention of games where Charisma is considered the 'dump' stat. This baffles and annoys me, since it's often mentioned hand in hand with those selfsame players acting out charismatic and influential characters. Charisma supports roleplay, IMO, as any stat should - by helping define the character.
I agree that Charisma is supposed to represent the strength of a character’s personality, but unlike Burning Wheel, it doesn’t really push players to define their character. I can see where you’re coming from. Players with high-CHA characters are supposed to give their characters what are considered desirable personality traits. But the reason it’s so often a dump stat is because there is no robust mechanical support for the stat in the game. It adds a modifier to a few social skill rolls (in support of a very weak social conflict system) and helps sorcerers and bards determine their spells per day.

Look at Burning Wheel’s BITs (Beliefs, Instincts, and Traits). The core books (both the main rules and the Character Burner) have considerable detail and emphasis on this part of a character. It’s not as vague as D&D’s Charisma, which is broadly-painted. Burning Wheel has specific things to say about these rules for defining a character’s personality:
Burning Wheel said:
“Beliefs can’t be passive. They must be active, present things.”
“When you write out a Belief for your character, you – the player – are explicitly telling the GM and the other players what you want out of the game. If you write a Belief like “People feel better when lied to”, you are saying: my character is going to lie a lot. Please put me in situations where that is going to cause trouble.”
“Beliefs are meant to be challenged, conflicted, betrayed, and broken. Such emotional drama makes for a good game.”
What does the PHB say about Charisma?
SRD said:
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.
There’s also a brief section about character personality in Chapter 6 of the PHB. Here are some excerpts:
PHB said:
“A handy trick for making an interesting personality for your character is including some kind of conflict in her nature.”
“Decide how your character acts, what she likes, what she wants out of life, what scares her, and what makes her angry.”
“Your character’s personality can change over time.”
Ultimately, we’re discussing what you write here:
This's part of what I consider implicit to D&D and explicit to Burning Wheel. Two sides of the same coin. I'll also admit that D&D, in any incarnation rules-wise (now settings, those're a different beast entirely), falls into the same trap that many games do - wishy-washy language. It relies on being implicit so as to appeal to the widest audience possible. While this makes good marketing sense, it can lead to difficulties. By not endorsing a given playstyle (being a broad-strokes rules-set), you lose definition and must rely on whatever tools the players and GM bring to the table.
If I can torture your analogy a bit, if D&D are two sides of the same coin, then I’m suggesting that Burning Wheel should always land facing “up”. Wow, that’s pretty awful. Moving on! :p

If you are trying to play D&D as a roleplaying game, rather than a complex tactical combat game, then you have to bring a lot to the table. As I’m trying to point out, the game gives the GM and players no real help in the roleplaying arena. As you say, the roleplaying is implicit in D&D (but for a game described specifically as a “roleplaying game”, that just strikes me as odd!). I would characterize your assessment of D&D’s roleplaying advice as implicit]/i] to be, well, very generous. This was strongly highlighted for me when I read Burning Wheel and saw how clearly and strongly Luke was making explicit points (and rules!) to reinforce roleplaying in Burning Wheel.
Jim Hague said:
The subjectivity of awarding Artha IMO weakens the explicit stance that BW adopts by default, if that makes any sense. Does that equate to 'BW sucks'? Hardly. You have two different models of mechanics and rules headed for the same goal - facilitating the enjoyment of players. Both games try hard to make sure people have fun.
Just so that folks who are unfamiliar with Burning Wheel’s Artha system are clear about how it works, let me take a moment to explain where the subjectivity comes in. I’m not going to pretend that figuring out when to reward players for roleplaying (the Artha system) is an exact science or a science of any kind. Roleplaying is a subjective matter and we can’t avoid that imprecision. The same kind of uncertainty shows up in D&D when a DM has to decide precisely how much of a Bluff bonus to give a player after he roleplays out his (hopefully) dazzling lie. Burning Wheel tells the players and GM what kinds of actions trigger Artha rewards and how much Artha to award, but is unavoidably fuzzy on when the threshold for the award has been crossed by a particular player.

With that said, I’ll make clear that I’m suggesting that rulesets which explicitly provide rules and mechanics for roleplaying are superior to rulesets that have implicit roleplaying support. I have some long thoughts about why folks should buy into this view and I’ll briefly summarize it here. I’m sure that in summarizing it, there will be some holes in the logic and flow of the argument. ;)

I believe that the RAW of any game represents what the game designers think is important in play. Anything implicit that has to be teased out of the rules is arguably something that the designers didn’t think was important. RPGs are extremely concerned with rules and mechanics. If a game doesn’t provide mechanical/rule support for roleplaying, then the designers of the game aren’t really concerned with roleplaying and the game isn’t very good for roleplaying. This approach is very formalistic, I freely confess!
Building upon the fantastic Chase mechanic of the 1st edition, AEG expanded those simple rules (opposed rolls, modifiers, the concept of predator vs. prey and Lead [how much you have an edge over an opponent]) to cover actions that are normally very single-character focused - brainwashing, seduction, interrogation, manhunts and extended infiltration - into a quick, dynamic system that skips the boring stuff and lets people get back to group fun...or allows for very intensive roleplay.
I’m broadly familiar with Spycraft’s Chase system (as well as their 1.0 hacking and infiltration systems) and I can envision how that might be broadened to social conflicts. I own Spycraft 2.0, but haven’t fully digested it to see how the systems actually work. I think that’s a great idea and precisely where D&D should be moving. It should definitely be in D&D 4e. The Chase system has lots in common with Burning Wheel’s Duel of Wits in that it’s a system that allows for legitimate tactical play among the players. It’s The Way Things Should Be In d20. ;)

But we are talking about D&D and, in the RAW, D&D is hurting in this regard. Ultimately, a D&D DM could import the Spycraft social conflict systems, thanks to the modularity of d20. So I confess that I’m taking a small cheap shot at D&D. But that’s because I want folks to try Burning Wheel, so surely I get some slack?! :D
Jim Hague said:
While D&D is more combat-focused than Burning Wheel's Beliefs-based characterization, neither is objectively 'better' than the other, IMO. To press that point smacks of elitism, which, moreso than anything else, is driving people away from RPGs towards games that don't come with a sort of emotional and intellectual baggage. For me, I'd like to see a system that marries plain-speaking rules with gentle nudges towards character and ditches occult (in the sense of 'hidden knowledge') jargon.
I broadly agree with your worry over stating that one game is objectively better than another. Terms like “objectively” are so thoroughly vilified these days (Thanks, postmodernism and deconstruction! :p ) that people are often polarized by the mere mention of it. But I think it’s a mistake to throw the baby out with the bath water and decry all attempts at comparison and evaluation as meaningless just because we can’t agree on math-like standards of objectivity.

What we can do is to look at the rules themselves and see if, on their own merits, one seems to be doing a better job than the other. Despite the dominance of things like Rule 0 in the minds of gamers, I don’t think it’s unfair to judge games by their RAW. A game’s rules are all we have to go on. If one game has implicit and (forgive me) ultimately weak explicit support for roleplaying while another game gives explicit mechanical and textual support (that game doesn’t have to be Burning Wheel), then I think it’s fair to make a judgment that one game is better at encouraging and fostering roleplaying. If two games both offer implicit roleplaying support, then I think it’s a bit more justified to tease out the implicit support in defense of the games. But when one game is actively and explicitly pushing roleplaying, can’t we say that the explicit game has a leg up on the implicit game?
 

Luke seems a bit pooped by the thread, so I'll try to tackle some of the other questions folks have for him (if I may be so bold!).

ThoughtBubble said:
If the group has players who are good at running with what comes up in game, or a DM who is good at hooking the players, you don't need mechanics for it. If you've got characters with good background and a DM who can use it, you don't need mechanics for it. On the other hand, if you've got harder to hook players, or a DM who just doesn't get how to grab them, explicit goals are a wonderful thing.
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?

To deflect cries of elitism, I don't think it's bad to play D&D and not roleplay. It's not BadWrongFun. If you like playing a game with Bob The Fighter and a play structure like the old Wizardry I computer game (dungeon -> town -> dungeon -> repeat), then go forth and multiply! :D
pogre said:
On to my question -
My gaming group is like a lot of others out there in this respect - most of the players are lazy*. I fear asking them to build motivating backgrounds into their characters at the beginning of the campaign might be too much. As the campaign progresses and they buy into the campaign world and the storylines their PCs usually do develop independent agendas, but sometimes not.

My players usually want to show up on game night and go through the adventure - they're are often not interested in creating a part of the adventure. Would it be a waste of time to try your game with such a group?
Well, if your players actively resist crafting character personalities at the start of a game, then they might shy away from Burning Wheel. Burning Wheel makes people do that. ;)

Try to sell it to them this way. You say that as the campaign progresses, they do develop personalities and goals (the characters, not the players! :p ). They like to show up and go through the adventure. That's fine. What Burning Wheel does is predetermine what the adventures are going to be about. It lets the players tell you what the goals of the game are going to be.

I quoted this part of Burning Wheel earlier in the thread:
“When you write out a Belief for your character, you – the player – are explicitly telling the GM and the other players what you want out of the game. If you write a Belief like “People feel better when lied to”, you are saying: my character is going to lie a lot. Please put me in situations where that is going to cause trouble.”
See if that gets their interest. This approach to gaming is usually completely alien to D&D players, because D&D has an overwhelming tradition which involves passivity from players. If these players are all also GMs, they probably are familiar with crafting storylines and setting campaign goals/themes. What Burning Wheel's BITs allow them to do is to use the same skills as players.

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.

The Artha system also helps "sell" the BITs. It's the food pellet bar that pushes the players to continue to roleplay their BITs. Artha points are roughly analogous to action points in that they allow the players to add dice to important rolls. But they're also used to negate some wound penalties, ignore a time complication, reroll dice, and other mechanical tricks. It's worth noting too that Artha are not experience points. Skill advancement is handled through an entirely different mechanic/system.

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! :D ]

Let me throw in a world about character creation while I'm at it. Burning Wheel uses a very robust system that is a distant cousin to Warhammer Fantasy Roleplay's Career system. Players selct several Lifepaths for their characters (the exact number is determined by the GM and players in discussion) and build their skills, attributes, and Traits through their choices. Each of the four races in the game (Man, Dwarf, Elf, and Orc) have entirely different Lifepaths that bring out tremendous cultural and racial distinctiveness. [Note: Burning Wheel has often been described by fans as "the best Middle Earth RPG ever written". :) ] 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.

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.

Another example, this time an Elf. My Elf's Lifepaths are: Citadel Born, Shaper (a craftsman, but with the Tolkien-esque elven style of singing objects into shape. ;) ), Loremaster, Wanderer, and Spouse. So this elf was born into a family of shapers and became apprenticed to the citadel's loremaster. Something happened, though, that pushed the elf out of the citadel and he wandered the forests for a time. He found a woman to love (perhaps also a wanderer) and has settled down with her, until the action of the game begins and he's called away from his love! This Elf doesn't actually acquire any specific Traits due to Lifepath choices. :p

Finally, let's take a quick look at an Orc. My Orc's Lifepaths are: Born Great, Black Destroyer, Named, and Siege Master. Orc culture is extremely savage, but this orc started out with privilage. As a Black Destroyer, he rode his dire wolf across the land and smote his enemies. He became Named and assumed a position of nobility (or what passes for it among orcs) and he was given the rare secrets of siege warfare so that he might tear down the citis of Men. Traits picked up along the way: Born to Rule Them All, Intense Hatred, Savage Consequences, and The Bigger They Come...[EDIT HERE: I didn't pick a Lifepath which grants the wonderfully-named "Where There's A Whip, There's A Way". ;) ]

Tell me that's not fun! :)
 
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lukzu said:
Wil,

I stand corrected. I humbly apologize for snapping at you. I thought you were taking this in another direction. If you end up acquiring a copy of the game, let's meet here again to talk about it.

It's not a problem - once I realized a few assumptions were on the part of the posters (unfortunately, mostly on "your side", but there are assumptions everywhere) I decided to take a look. Considering that there is seldom really anything new under the sun, it's the way the rules and mechanics are applied that's interesting. I may even write a review of the game (which I don't do often).
 

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