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Explain Burning Wheel to me
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<blockquote data-quote="Dave Turner" data-source="post: 2790894" data-attributes="member: 12329"><p>Nice try, d20Dwarf! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>If you fail the roll, then you're probably captured by the orcs or, at the very least, spotted and chased/attacked. </p><p></p><p>If you change your mind in camp, then you can state a new conflict ("Alright, I'm gonna stab the orc chief in the face!") and make a new roll.</p><p></p><p>I'm not sure what you mean by "circumstances change", but the idea is to look at what the new circumstances are and see if they require a new conflict. </p><p></p><p>You would make one roll, but it's not just the GM narrating. You would be encouraged to do your own narrating. You could share the narration of what happens, each adding fun details to the scene. Keep in mind, though, that there is a GM in the game with some of the traditional authority of a D&D DM.</p><p></p><p>Let's say you described the conflict as "I want to sneak into the orc chief's camp and listen to his secret plans." You've established the parameters for what you can achieve in that scene with your roll. This could be handled with the following narration:</p><p></p><p>"Like a wraith on the blackest night, you slip through the campfires and tents of the orc encampment to the chief's tent. From behind the chief's own armor rack, you listen with horror at the schemes he lays out to his lieutenants. Shaken by what you've heard, you slip back out of camp and hurry back to town."</p><p></p><p>Notice that I didn't get into the nitty-gritty of every step the character took? Notice I didn't say exactly what the chief said? Naturally, what the chief said would be revealed to the players, but I didn't need to do it during that Sneak roll. You stated that you wanted to sneak into camp and hear what the chief said. You did that. </p><p></p><p>This is a switch from the gritty, second-by-second approach to conflict resolution that D&D burns into your brain with its combat system. The story is advanced by that narration and we move on. Sneaking into the camp and getting the info isn't as important to the story as what the info actually is. So, as a result, we gloss over the fine details of the infiltration. Your Sneak roll succeeded, and so you "won". It was a minor dramatic moment.</p><p></p><p>Now, if sneaking into the camp to hear the plans happened to be a climactic moment in the story, then we could narrate it more deeply and get into it more. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dave Turner, post: 2790894, member: 12329"] Nice try, d20Dwarf! :) If you fail the roll, then you're probably captured by the orcs or, at the very least, spotted and chased/attacked. If you change your mind in camp, then you can state a new conflict ("Alright, I'm gonna stab the orc chief in the face!") and make a new roll. I'm not sure what you mean by "circumstances change", but the idea is to look at what the new circumstances are and see if they require a new conflict. You would make one roll, but it's not just the GM narrating. You would be encouraged to do your own narrating. You could share the narration of what happens, each adding fun details to the scene. Keep in mind, though, that there is a GM in the game with some of the traditional authority of a D&D DM. Let's say you described the conflict as "I want to sneak into the orc chief's camp and listen to his secret plans." You've established the parameters for what you can achieve in that scene with your roll. This could be handled with the following narration: "Like a wraith on the blackest night, you slip through the campfires and tents of the orc encampment to the chief's tent. From behind the chief's own armor rack, you listen with horror at the schemes he lays out to his lieutenants. Shaken by what you've heard, you slip back out of camp and hurry back to town." Notice that I didn't get into the nitty-gritty of every step the character took? Notice I didn't say exactly what the chief said? Naturally, what the chief said would be revealed to the players, but I didn't need to do it during that Sneak roll. You stated that you wanted to sneak into camp and hear what the chief said. You did that. This is a switch from the gritty, second-by-second approach to conflict resolution that D&D burns into your brain with its combat system. The story is advanced by that narration and we move on. Sneaking into the camp and getting the info isn't as important to the story as what the info actually is. So, as a result, we gloss over the fine details of the infiltration. Your Sneak roll succeeded, and so you "won". It was a minor dramatic moment. Now, if sneaking into the camp to hear the plans happened to be a climactic moment in the story, then we could narrate it more deeply and get into it more. :) [/QUOTE]
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