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Grading the Burning Wheel System
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<blockquote data-quote="Kannik" data-source="post: 9276869" data-attributes="member: 984"><p>Oh wow, we have had very different experiences with the game. We didn't read nor run the game as one without chance of success. The common difficulty of a test is stated as being 2 (requiring two successes). Most mice will start the game with 2 or 3 ranks in their skills, and so on a given test it's not uncommon to have 4 dice to roll, which against Ob 2 equals about 70% chance of success, the common "sweet spot" of many RPGs. And the metacurrencies are common to accumulate, giving more chances for success. Plus, the penalty for failure is a condition that may not affect you in certain upcoming tests. </p><p></p><p>That said, the test process certainly is quite involved (hence <a href="https://lynxthoughts.com/2018/06/21/gaming-thursday-mouse-guard-flowchart/" target="_blank">my making the flowchart</a>), and I'd say a candidate for some re-work. But part of that reason is due to how few tests are made in the game (typically one per scene, with the exception of a conflict), so I can also get why it seems so weirdly-at-first-glance involved.</p><p></p><p>We also didn't feel without agency in the game, or felt that we were being railroaded with the GM forced into an adversarial role, especially given the whole Player Turn concept.</p><p></p><p>The game though is most definitively both different in how it runs than pretty much every other game I had played until that point, less geared towards extemporaneous method-acting styles of roleplay (of which I also love) and with its 'backwards' resolution system (not to mention once again the whole Player Turn thing). It's also narrowly geared towards the mice performing missions and the character development that comes out of that, so if there isn't that buy in (much like if there isn't buy in for heist-style action in a BitD type game) it probably wouldn't work. Even within that restriction we did find we could create much stuff, with friendships created and romances blossoming, antagonistics converted into mentorship, enjoying festivals and facing grim realities, conspiracies discovered and loyalties tested...</p><p></p><p>But that was our experience. There are some rough areas in the rules/system, and at the same time it also served very well to guide our stories into something that felt quite right. <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></blockquote><p></p>
[QUOTE="Kannik, post: 9276869, member: 984"] Oh wow, we have had very different experiences with the game. We didn't read nor run the game as one without chance of success. The common difficulty of a test is stated as being 2 (requiring two successes). Most mice will start the game with 2 or 3 ranks in their skills, and so on a given test it's not uncommon to have 4 dice to roll, which against Ob 2 equals about 70% chance of success, the common "sweet spot" of many RPGs. And the metacurrencies are common to accumulate, giving more chances for success. Plus, the penalty for failure is a condition that may not affect you in certain upcoming tests. That said, the test process certainly is quite involved (hence [URL='https://lynxthoughts.com/2018/06/21/gaming-thursday-mouse-guard-flowchart/']my making the flowchart[/URL]), and I'd say a candidate for some re-work. But part of that reason is due to how few tests are made in the game (typically one per scene, with the exception of a conflict), so I can also get why it seems so weirdly-at-first-glance involved. We also didn't feel without agency in the game, or felt that we were being railroaded with the GM forced into an adversarial role, especially given the whole Player Turn concept. The game though is most definitively both different in how it runs than pretty much every other game I had played until that point, less geared towards extemporaneous method-acting styles of roleplay (of which I also love) and with its 'backwards' resolution system (not to mention once again the whole Player Turn thing). It's also narrowly geared towards the mice performing missions and the character development that comes out of that, so if there isn't that buy in (much like if there isn't buy in for heist-style action in a BitD type game) it probably wouldn't work. Even within that restriction we did find we could create much stuff, with friendships created and romances blossoming, antagonistics converted into mentorship, enjoying festivals and facing grim realities, conspiracies discovered and loyalties tested... But that was our experience. There are some rough areas in the rules/system, and at the same time it also served very well to guide our stories into something that felt quite right. :) [/QUOTE]
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