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Grading the Burning Wheel System
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<blockquote data-quote="Manbearcat" data-source="post: 9277111" data-attributes="member: 6696971"><p>Excellent post and I agree with it mostly (though I don't find tests, vs, conflicts, or complex obstacles which basically entail linked tests as particularly involved). Here are some words for your thread as it pertains to Mouse Guard. I'd do the same with Torchbearer (those are the two primary games I've run in the BW family of games with TB outnumbering MG probably 10 to 1 in terms of time spent....which is a LOT of time spent running the game), but I don't have the time (nor inclination...as I've written plenty about TB elsewhere on these forums):</p><p></p><p><strong>WHAT IS THE MOUSE GUARD GM SUPPOSED TO BE DOING AFTER MISSION 1</strong> (most of this is in Mission 1 as well)</p><p></p><p>* Follow the evolving situation : character : setting relationships of the game (system's "say") + the Patrol Duties (system's "say") + Mission structure (system's "say") for the current session's Mission. If you're in x location and y has just happened, use the setting inputs for that location + situation context information to come up with a Duty-premised Mission or a suite of them for the players to choose from.</p><p></p><p>* Follow the structure of Missions and follow the rules (for turns for factoring etc etc). Pick 2 of the themed archetypes of obstacles and keep the others "banked" for Twists should they arise. Those are you 2 x stock Obstacles for the Mission. Unless the Mission is where the players are (whether that be in a safe haven of a settlement or exactly where they are in the wild of The Territories), that will entail either a test vs an obstacle, multiple tests vs complex obstacle, or a Journey conflict. Same goes for the end of the Mission. Players will either venture to a safe haven of their choice (which will entail the prior) or will call upon a Relation in the wild for downtime (if they're nearby which is established through play) or will make camp (generating the equivalent of a safe haven or downtime in the wild) which will typically entail a complex obstacle. Afterward, we cut to Player's Turn.</p><p></p><p>* Follow the players lead and use their Relationships + Beliefs + Instincts + (session) Goal as vectors for challenge when you deploy your Obstacles, Complex Obstacles, Journey opposition, and Twists.</p><p></p><p>* Play the Seasons, the Wilderness, the Weather, the Animals, the Mice, and all the dangers of The Territories/Settlements and the needs and means of the Settlements.</p><p></p><p><strong>WHAT ARE MOUSE GUARD PLAYERS SUPPOSED TO BE DOING</strong></p><p></p><p>* Lay clear and potent breadcrumbs for the GM to follow with your Relationships + Beliefs + Instincts + Goals.</p><p></p><p>* Fight for and struggle with what you believe, for those under your care and for those you care about, for your duties as a member of the Patrol, for your Patrol-mates.</p><p></p><p>* Involve your fellow players and that means all of meta-interests, teamwork, sharing your earned Checks, and even PVP when it calls for it (when you guys have opposing interests/beliefs and you're at loggerheads)!</p><p></p><p>* Describe to live.</p><p></p><p>* Know the system, engage with it competently and aggressively, embrace the pressure on you by defeating the Obstacles in front of you and completing your Mission, generate and use your checks interestingly/thematically/wisely on Player's Turn.</p><p></p><p>* Deliver a compelling Prologue when its your turn to do so.</p><p></p><p>* Perform your End of Session Rewards duties and your Winter Reflection duties with attention and care.</p><p></p><p>[HR][/HR]</p><p></p><p>That's it. Mouse Guard is a nifty (and easy...easy to run...easy to "win"; particularly in contrast with how much skill is required in running and "winning" in Torchbearer) little game, and, while it requires an integrated and well-understood reading of the text (and having Burning Wheel and Torchbearer understanding and experience doesn't hurt either), its not terribly complex (certainly by Burning Wheel standards!). But the worst thing you can do when reading or running this game is (a) atomizing or discretizing text (rather than integrating it), (b) smuggling in priors, and (c) substituting (a) + (b) for actual play and then drawing unsubstantiated inferences (while lacking the humility to realize that is what they are) or using (a) and (b) as a means for play and then coming to completely at-odds with the text and game ethos conclusions.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9277111, member: 6696971"] Excellent post and I agree with it mostly (though I don't find tests, vs, conflicts, or complex obstacles which basically entail linked tests as particularly involved). Here are some words for your thread as it pertains to Mouse Guard. I'd do the same with Torchbearer (those are the two primary games I've run in the BW family of games with TB outnumbering MG probably 10 to 1 in terms of time spent....which is a LOT of time spent running the game), but I don't have the time (nor inclination...as I've written plenty about TB elsewhere on these forums): [B]WHAT IS THE MOUSE GUARD GM SUPPOSED TO BE DOING AFTER MISSION 1[/B] (most of this is in Mission 1 as well) * Follow the evolving situation : character : setting relationships of the game (system's "say") + the Patrol Duties (system's "say") + Mission structure (system's "say") for the current session's Mission. If you're in x location and y has just happened, use the setting inputs for that location + situation context information to come up with a Duty-premised Mission or a suite of them for the players to choose from. * Follow the structure of Missions and follow the rules (for turns for factoring etc etc). Pick 2 of the themed archetypes of obstacles and keep the others "banked" for Twists should they arise. Those are you 2 x stock Obstacles for the Mission. Unless the Mission is where the players are (whether that be in a safe haven of a settlement or exactly where they are in the wild of The Territories), that will entail either a test vs an obstacle, multiple tests vs complex obstacle, or a Journey conflict. Same goes for the end of the Mission. Players will either venture to a safe haven of their choice (which will entail the prior) or will call upon a Relation in the wild for downtime (if they're nearby which is established through play) or will make camp (generating the equivalent of a safe haven or downtime in the wild) which will typically entail a complex obstacle. Afterward, we cut to Player's Turn. * Follow the players lead and use their Relationships + Beliefs + Instincts + (session) Goal as vectors for challenge when you deploy your Obstacles, Complex Obstacles, Journey opposition, and Twists. * Play the Seasons, the Wilderness, the Weather, the Animals, the Mice, and all the dangers of The Territories/Settlements and the needs and means of the Settlements. [B]WHAT ARE MOUSE GUARD PLAYERS SUPPOSED TO BE DOING[/B] * Lay clear and potent breadcrumbs for the GM to follow with your Relationships + Beliefs + Instincts + Goals. * Fight for and struggle with what you believe, for those under your care and for those you care about, for your duties as a member of the Patrol, for your Patrol-mates. * Involve your fellow players and that means all of meta-interests, teamwork, sharing your earned Checks, and even PVP when it calls for it (when you guys have opposing interests/beliefs and you're at loggerheads)! * Describe to live. * Know the system, engage with it competently and aggressively, embrace the pressure on you by defeating the Obstacles in front of you and completing your Mission, generate and use your checks interestingly/thematically/wisely on Player's Turn. * Deliver a compelling Prologue when its your turn to do so. * Perform your End of Session Rewards duties and your Winter Reflection duties with attention and care. [HR][/HR] That's it. Mouse Guard is a nifty (and easy...easy to run...easy to "win"; particularly in contrast with how much skill is required in running and "winning" in Torchbearer) little game, and, while it requires an integrated and well-understood reading of the text (and having Burning Wheel and Torchbearer understanding and experience doesn't hurt either), its not terribly complex (certainly by Burning Wheel standards!). But the worst thing you can do when reading or running this game is (a) atomizing or discretizing text (rather than integrating it), (b) smuggling in priors, and (c) substituting (a) + (b) for actual play and then drawing unsubstantiated inferences (while lacking the humility to realize that is what they are) or using (a) and (b) as a means for play and then coming to completely at-odds with the text and game ethos conclusions. [/QUOTE]
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