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Explain Burning Wheel to me
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<blockquote data-quote="lukzu" data-source="post: 2792561" data-attributes="member: 34128"><p>James,</p><p>Let's talk privately sometime. Because 1) we're leveling some heavy personal mojo 2) If you're talking about the EDG debacle, I don't know what to say 3) as I said before, I don't think we actually disagree about anything.</p><p></p><p>Henry, </p><p></p><p>The game brings in most players right at the beginning. All the archetypes that you talked about (which I don't necessarily agree with, btw) have incentive to participate in the game, because they get to each contribute a series of conflicts that they want to pursue. They're then rewarded for pursuing them when the GM drops them in their laps. This counts for folks who want to pursue a social conflict, a martial conflict, sorcerous, academic or whatever. Counts for folks who want to advance their characters and who want to roleplay hardcore.</p><p></p><p>Fett57,</p><p>I chose to include because I wanted to make it central, not optional or adjunct. I wanted all players contributing to the conflict from the get-go. I wanted to explicitly remove the GM as the sole arbiter of "what we will do." Check out our Jihad supplement/setting for an explicit exercise and collaborative setting building. </p><p></p><p>Funeris,</p><p>I've given my "pitch" in multiple forms throughout this thread. You want my 30 second con sales pitch? Here goes: "Burning Wheel is a d6-die-pool-based fantasy roleplaying system that uses the game mechanics to explicitly focus on player priorities in a way that other fantasy roleplaying games simply do not. It achieves this through a system called Beliefs which tie player goals into the game. Beliefs are directly plugged into the reward system. Rewards allow players to juice their rolls when they really want to get something done -- like when they want to accomplish the goals they set out in their Beliefs. It's worth noting that "rewards" and advancement are two separate tracks -- one does not affect the other.</p><p></p><p>Extended conflict in the game is handled in a system of exchanges and volleys where the players plan out their maneuvers in an attempt to outwit their opponents. I've got a 15 minute demo ready to go right now. Would you like to give it a try? I can show you how the basic mechanics, social conflict and martial conflict work."</p><p></p><p>-Luke</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="lukzu, post: 2792561, member: 34128"] James, Let's talk privately sometime. Because 1) we're leveling some heavy personal mojo 2) If you're talking about the EDG debacle, I don't know what to say 3) as I said before, I don't think we actually disagree about anything. Henry, The game brings in most players right at the beginning. All the archetypes that you talked about (which I don't necessarily agree with, btw) have incentive to participate in the game, because they get to each contribute a series of conflicts that they want to pursue. They're then rewarded for pursuing them when the GM drops them in their laps. This counts for folks who want to pursue a social conflict, a martial conflict, sorcerous, academic or whatever. Counts for folks who want to advance their characters and who want to roleplay hardcore. Fett57, I chose to include because I wanted to make it central, not optional or adjunct. I wanted all players contributing to the conflict from the get-go. I wanted to explicitly remove the GM as the sole arbiter of "what we will do." Check out our Jihad supplement/setting for an explicit exercise and collaborative setting building. Funeris, I've given my "pitch" in multiple forms throughout this thread. You want my 30 second con sales pitch? Here goes: "Burning Wheel is a d6-die-pool-based fantasy roleplaying system that uses the game mechanics to explicitly focus on player priorities in a way that other fantasy roleplaying games simply do not. It achieves this through a system called Beliefs which tie player goals into the game. Beliefs are directly plugged into the reward system. Rewards allow players to juice their rolls when they really want to get something done -- like when they want to accomplish the goals they set out in their Beliefs. It's worth noting that "rewards" and advancement are two separate tracks -- one does not affect the other. Extended conflict in the game is handled in a system of exchanges and volleys where the players plan out their maneuvers in an attempt to outwit their opponents. I've got a 15 minute demo ready to go right now. Would you like to give it a try? I can show you how the basic mechanics, social conflict and martial conflict work." -Luke :cool: [/QUOTE]
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