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Explain Burning Wheel to me
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<blockquote data-quote="Dave Turner" data-source="post: 2790850" data-attributes="member: 12329"><p>I'm glad that Luke arrived to defend his own game, since he'd do a better job than I ever could. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll reiterate at least one thing which Burning Wheel has which Luke mentioned and is possibly the single best rule in RPG design in quite some time: the Let It Ride rule.</p><p></p><p>As Luke points out in the game, every time a player rolls the dice, he has the chance of failing the roll. Eventually, probability will catch up with the player and the roll will fail. Every time the GM calls for a die roll, he's pushing the player closer to the probabilistic edge of failure. Burning Wheel cuts short this craziness with the Let It Ride rule: the player rolls once for a conflict and uses that result until the conflict is resolved. An example is in order.</p><p></p><p>A player states the following goal: "I'm going to sneak into the orc chief's camp and listen to his plans!" The GM nods and asks the player to roll his Sneaking ability (whatever system he's in) to approach the camp. The player succeeds and the GM narrates his stealthy approach. Now the GM describes the guards outside the orc chief's tent and asks the player to roll Sneak again to bypass them. Again, the player succeeds. Once inside the tent, the GM rolls the orc chief's Spot and has the player roll Sneak again to stay hidden. The player succeeds again! Finally, the player tries to get away with the knowledge he's learned and the GM asks for another roll. This time the player fails and he gets captured or at the least chased by an entire orc camp.</p><p></p><p>In Burning Wheel, the first successful Sneak roll would have counted until the player was safely away from camp. It's assumed that all obstacles that the player might have faced were all overcome by this single roll. </p><p></p><p>It's a wonderful change of perspective on how rolling dice affects the game and how GMs and players can properly use dice to resolve conflicts in the game without dice sabotaging the conflicts.</p></blockquote><p></p>
[QUOTE="Dave Turner, post: 2790850, member: 12329"] I'm glad that Luke arrived to defend his own game, since he'd do a better job than I ever could. :) I'll reiterate at least one thing which Burning Wheel has which Luke mentioned and is possibly the single best rule in RPG design in quite some time: the Let It Ride rule. As Luke points out in the game, every time a player rolls the dice, he has the chance of failing the roll. Eventually, probability will catch up with the player and the roll will fail. Every time the GM calls for a die roll, he's pushing the player closer to the probabilistic edge of failure. Burning Wheel cuts short this craziness with the Let It Ride rule: the player rolls once for a conflict and uses that result until the conflict is resolved. An example is in order. A player states the following goal: "I'm going to sneak into the orc chief's camp and listen to his plans!" The GM nods and asks the player to roll his Sneaking ability (whatever system he's in) to approach the camp. The player succeeds and the GM narrates his stealthy approach. Now the GM describes the guards outside the orc chief's tent and asks the player to roll Sneak again to bypass them. Again, the player succeeds. Once inside the tent, the GM rolls the orc chief's Spot and has the player roll Sneak again to stay hidden. The player succeeds again! Finally, the player tries to get away with the knowledge he's learned and the GM asks for another roll. This time the player fails and he gets captured or at the least chased by an entire orc camp. In Burning Wheel, the first successful Sneak roll would have counted until the player was safely away from camp. It's assumed that all obstacles that the player might have faced were all overcome by this single roll. It's a wonderful change of perspective on how rolling dice affects the game and how GMs and players can properly use dice to resolve conflicts in the game without dice sabotaging the conflicts. [/QUOTE]
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