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How does Burning Wheel play?
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<blockquote data-quote="kensanata" data-source="post: 4232669" data-attributes="member: 47845"><p>I've been running a game with two players via Skype. A typical session will start with me setting the scene and asking the players what they want to do. They're in a city with several goals. One of them is to extract person X who doesn't want to leave, and is sick and therefore not reachable. The priest then says, "I will use a Circles roll to find the priest who is tending Gylippos. My Circles is X. I'll fork (grants +1) my my Temple-Wise skill by looking for an appropriate temple, and being a well known priest I'll use my Affiliation with Y (granting +2) on my roll." The DM determines the obstactle, player rolls dice, and stuff happens.</p><p></p><p>Basically I'm saying that any element of narrative control by the players needs to be supported by dice rolling. Players spend a lot of time looking over their skill list and deciding what skill to use, what bonuses might apply (and narrating them into their action in order for them to actually apply).</p><p></p><p>We haven't had a fight in four sessions, and we did not use the Duel of Wits for the first two sessions.</p><p></p><p>We also have <a href="http://campaignwiki.org/wiki/Krythos/HomePage" target="_blank">a campaign wiki</a>, but that probably gives you little insight into how the game plays.</p><p></p><p>The <a href="http://campaignwiki.org/wiki/Krythos/Session_1" target="_blank">report for the first session</a> is a post-game analysis of what the various scenes were about. It might give you some insight into the structure of the game.</p><p></p><p>The bookkeeping mentioned by others is something each player handles for his own character. For every successful test, they note the skill and the difficulty. A certain number are required to increase those skills.</p><p></p><p>The main point during the session is the push forward the plot and to earn Artha (akin to action points) while doing so. Artha is what you need for those really difficult and heroic stunts and I find these provide excellent principles to guide players. At the end of every session we spend up to half an hour talking about who earned Artha rewards for what.</p><p></p><p>As there are no maps and practically no fights, my prep time is about five mintes per session. That's a welcome change!</p></blockquote><p></p>
[QUOTE="kensanata, post: 4232669, member: 47845"] I've been running a game with two players via Skype. A typical session will start with me setting the scene and asking the players what they want to do. They're in a city with several goals. One of them is to extract person X who doesn't want to leave, and is sick and therefore not reachable. The priest then says, "I will use a Circles roll to find the priest who is tending Gylippos. My Circles is X. I'll fork (grants +1) my my Temple-Wise skill by looking for an appropriate temple, and being a well known priest I'll use my Affiliation with Y (granting +2) on my roll." The DM determines the obstactle, player rolls dice, and stuff happens. Basically I'm saying that any element of narrative control by the players needs to be supported by dice rolling. Players spend a lot of time looking over their skill list and deciding what skill to use, what bonuses might apply (and narrating them into their action in order for them to actually apply). We haven't had a fight in four sessions, and we did not use the Duel of Wits for the first two sessions. We also have [url=http://campaignwiki.org/wiki/Krythos/HomePage]a campaign wiki[/url], but that probably gives you little insight into how the game plays. The [url=http://campaignwiki.org/wiki/Krythos/Session_1]report for the first session[/url] is a post-game analysis of what the various scenes were about. It might give you some insight into the structure of the game. The bookkeeping mentioned by others is something each player handles for his own character. For every successful test, they note the skill and the difficulty. A certain number are required to increase those skills. The main point during the session is the push forward the plot and to earn Artha (akin to action points) while doing so. Artha is what you need for those really difficult and heroic stunts and I find these provide excellent principles to guide players. At the end of every session we spend up to half an hour talking about who earned Artha rewards for what. As there are no maps and practically no fights, my prep time is about five mintes per session. That's a welcome change! [/QUOTE]
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