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<blockquote data-quote="pemerton" data-source="post: 9820454" data-attributes="member: 42582"><p>In Burning Wheel, connections between PCs are established mostly as Beliefs. For instance, when my friend and I built PCs for a game, my PC (Aedhros, an embittered Tolkienesque dark elf) had the Belief <em>Only because Alicia [my friend's PC] seems poor and broken can I endure her company</em>.</p><p></p><p>The rules of the game give me an incentive to either play into this Belief, or against it. Either way, that is going to involve my character interacting with Alicia, and her seeming poverty and broken-ness. Events in play led to me rewriting that Belief, first as <em>Only because Alicia is not entirely without capability can I endure her company</em>; and then, after Aedhros failed to heal the dying Alicia and so had to let her be taken into the company of the evil, blood-letting necromancer Thoth (my friend's new PC, to be played while Alicia undergoes the long recovery from her mortal wound), I changed the Belief again, to <em>I will free Alicia and myself from the curse of Thoth!</em></p><p></p><p>Thoth, meanwhile, has as one of his Beliefs <em>Aedhros is a failure, so I will bind him to my will</em>.</p><p></p><p>The dynamics between PCs (and thus players) that these Beliefs set up aren't necessarily intended to support indefinitely open-ended campaigns: they tend to produce a movement towards crisis and resolution. But they do achieve the goal of establishing connections that matter to play!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9820454, member: 42582"] In Burning Wheel, connections between PCs are established mostly as Beliefs. For instance, when my friend and I built PCs for a game, my PC (Aedhros, an embittered Tolkienesque dark elf) had the Belief [I]Only because Alicia [my friend's PC] seems poor and broken can I endure her company[/I]. The rules of the game give me an incentive to either play into this Belief, or against it. Either way, that is going to involve my character interacting with Alicia, and her seeming poverty and broken-ness. Events in play led to me rewriting that Belief, first as [I]Only because Alicia is not entirely without capability can I endure her company[/I]; and then, after Aedhros failed to heal the dying Alicia and so had to let her be taken into the company of the evil, blood-letting necromancer Thoth (my friend's new PC, to be played while Alicia undergoes the long recovery from her mortal wound), I changed the Belief again, to [I]I will free Alicia and myself from the curse of Thoth![/I] Thoth, meanwhile, has as one of his Beliefs [I]Aedhros is a failure, so I will bind him to my will[/I]. The dynamics between PCs (and thus players) that these Beliefs set up aren't necessarily intended to support indefinitely open-ended campaigns: they tend to produce a movement towards crisis and resolution. But they do achieve the goal of establishing connections that matter to play! [/QUOTE]
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