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Grading the Burning Wheel System
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<blockquote data-quote="Malmuria" data-source="post: 9276597" data-attributes="member: 7030755"><p>I was recently a player in a short Burning Wheel campaign. It was with an experienced BW gm and I pushed really hard to make this game happen because I was really curious about the system. Overall, we found it needlessly complex, even just the base system (and I think the GM greatly simplified the combat system in particular). It was also very punishing...we were almost surprised each time we actually got a success, especially if we were trying to mark an upgrade as the system seems to want you to do. Sometimes we had ideas for really interesting moments in play that were driven by character beliefs, but the system actually got in our way or at least didn't help tell those stories. I didn't like how abstracted the Duel of Wits mechanic/procedure was. I felt the game was sorely missing a partial success mechanic. The book's writing was sometimes very concrete about how a given skill works, and sometimes extremely vague (faith for example). It was also verbose and poorly organized.</p><p></p><p>I appreciate the influence the game has had on other games. For example, Blades in the Dark, which I was running concurrently (and which I love). However, it's not for me.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 9276597, member: 7030755"] I was recently a player in a short Burning Wheel campaign. It was with an experienced BW gm and I pushed really hard to make this game happen because I was really curious about the system. Overall, we found it needlessly complex, even just the base system (and I think the GM greatly simplified the combat system in particular). It was also very punishing...we were almost surprised each time we actually got a success, especially if we were trying to mark an upgrade as the system seems to want you to do. Sometimes we had ideas for really interesting moments in play that were driven by character beliefs, but the system actually got in our way or at least didn't help tell those stories. I didn't like how abstracted the Duel of Wits mechanic/procedure was. I felt the game was sorely missing a partial success mechanic. The book's writing was sometimes very concrete about how a given skill works, and sometimes extremely vague (faith for example). It was also verbose and poorly organized. I appreciate the influence the game has had on other games. For example, Blades in the Dark, which I was running concurrently (and which I love). However, it's not for me. [/QUOTE]
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