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Explain Burning Wheel to me
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<blockquote data-quote="lukzu" data-source="post: 2791295" data-attributes="member: 34128"><p>You're that incapable of discussion, eh? Whatever, man. Perhaps our godheads will bump into each other somewhere along the line. I'm sure they'd have fun playing together -- since we probably disagree on just about <em>nothing</em> except who's the bigger prick.</p><p></p><p>As for the rest of you, I saw the "I don't like the tone of the BW supporters" crack being flung around up there. It's a weak attack guys, and can easily be tossed back in your collective lap. Someone asked what the big deal was with BW and Dave, a supporter of BW, showed the chutzpah to take you d20-heads to task. Cut him a little slack. He's trying to help.</p><p></p><p>You do not, however, have to cut me any slack. I love you all. No matter what you say. Even you.</p><p></p><p></p><p>I'm not going to go quote by quote, but let me respond to a few:</p><p>Heap, I'm the most traumatic GM you've ever seen. Those rants and comments are directed to me and my evil twin. I assume you're talking about the original edition of BW, though. The tone has changed quite a bit in Revised. Much more neighborly.</p><p></p><p>Everyone: Let it Ride ain't a style of narration and it ain't Take Ten. It is not talking about how to narrate a conflict, it's telling you when to roll and when not to and it encourages you to only roll for the important stuff. It highlights conflicts in the game. Nor does it allow a player to pass a test automatically and move on. When the conflict comes up, you've got to roll the dice. Thing is, under these circumstances, cliff climbing and other stuff like that isn't as much fun, but it sure is over fast. You roll once and you either climb that cliff or you don't. If you don't, you find another way around. Bang, next conflict. If there's no other way around, there's either something wrong with your adventure or it was the climax of the campaign.</p><p></p><p>As for the theif and his hall o' traps, if that's THE BIG CONFLICT, he rolls his Trapsman for each trap with successively harder difficulties. If it's merely one obstacle full of color, the GM sets an aggregate difficulty and one test is made. HOWEVER, if the theif is moving about a dungeon-type-environ with traps of reasonably similar difficulty, the player rolls once. Period. His success or failure determines just how well this is going to go...</p><p></p><p>Seems like it could be bad if he fails, right? Well that's a good thing. This mechanic lets players know: now is the time to juice this roll. This is when you spend all those points earned from playing those Beliefs. What's more, you can use your own skills to help the roll -- if you had Trapsman plus Poisons, you'd get a bonus die for disarming poisoned traps. And you can get help from your friends. If they've got related skills, they can give you a die or two.</p><p></p><p>Awkward: As for fights and such, all extended conflict in Burning Wheel operate on the same paradigm. You have a series of maneuvers at your disposal (listed in the book), you plan your strategy 3-4 moves in advance, trying to predict what your enemy will do, while planning your attack while defending yourself. It works very smoothly in play and creates a lot of drama and player participation -- beyond just rolling the dice. I'll admit, it's a contentious mechanic, though. Some people love it, other's decidely do not.</p><p></p><p>As for Diplomacy fixes like Rich's, that's one of the reason I went ahead and designed BW. So I could stop fixing another game and just get what I wanted from one system. If Rich's fix does it for ya, great. If not, I've got something you should check out.</p><p></p><p>Hope you all find this helpful and informative. Thanks for your interest.</p><p>-Luke</p></blockquote><p></p>
[QUOTE="lukzu, post: 2791295, member: 34128"] You're that incapable of discussion, eh? Whatever, man. Perhaps our godheads will bump into each other somewhere along the line. I'm sure they'd have fun playing together -- since we probably disagree on just about [i]nothing[/i] except who's the bigger prick. As for the rest of you, I saw the "I don't like the tone of the BW supporters" crack being flung around up there. It's a weak attack guys, and can easily be tossed back in your collective lap. Someone asked what the big deal was with BW and Dave, a supporter of BW, showed the chutzpah to take you d20-heads to task. Cut him a little slack. He's trying to help. You do not, however, have to cut me any slack. I love you all. No matter what you say. Even you. I'm not going to go quote by quote, but let me respond to a few: Heap, I'm the most traumatic GM you've ever seen. Those rants and comments are directed to me and my evil twin. I assume you're talking about the original edition of BW, though. The tone has changed quite a bit in Revised. Much more neighborly. Everyone: Let it Ride ain't a style of narration and it ain't Take Ten. It is not talking about how to narrate a conflict, it's telling you when to roll and when not to and it encourages you to only roll for the important stuff. It highlights conflicts in the game. Nor does it allow a player to pass a test automatically and move on. When the conflict comes up, you've got to roll the dice. Thing is, under these circumstances, cliff climbing and other stuff like that isn't as much fun, but it sure is over fast. You roll once and you either climb that cliff or you don't. If you don't, you find another way around. Bang, next conflict. If there's no other way around, there's either something wrong with your adventure or it was the climax of the campaign. As for the theif and his hall o' traps, if that's THE BIG CONFLICT, he rolls his Trapsman for each trap with successively harder difficulties. If it's merely one obstacle full of color, the GM sets an aggregate difficulty and one test is made. HOWEVER, if the theif is moving about a dungeon-type-environ with traps of reasonably similar difficulty, the player rolls once. Period. His success or failure determines just how well this is going to go... Seems like it could be bad if he fails, right? Well that's a good thing. This mechanic lets players know: now is the time to juice this roll. This is when you spend all those points earned from playing those Beliefs. What's more, you can use your own skills to help the roll -- if you had Trapsman plus Poisons, you'd get a bonus die for disarming poisoned traps. And you can get help from your friends. If they've got related skills, they can give you a die or two. Awkward: As for fights and such, all extended conflict in Burning Wheel operate on the same paradigm. You have a series of maneuvers at your disposal (listed in the book), you plan your strategy 3-4 moves in advance, trying to predict what your enemy will do, while planning your attack while defending yourself. It works very smoothly in play and creates a lot of drama and player participation -- beyond just rolling the dice. I'll admit, it's a contentious mechanic, though. Some people love it, other's decidely do not. As for Diplomacy fixes like Rich's, that's one of the reason I went ahead and designed BW. So I could stop fixing another game and just get what I wanted from one system. If Rich's fix does it for ya, great. If not, I've got something you should check out. Hope you all find this helpful and informative. Thanks for your interest. -Luke [/QUOTE]
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