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How does Burning Wheel play?
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<blockquote data-quote="eyebeams" data-source="post: 4237332" data-attributes="member: 9225"><p>Do you complain about everyone who thinks your game is good but not perfect?</p><p></p><p>It's pretty simple: You, like many designers and players, have seemingly bought into falsely identifying averages with real expectations of what will happen in play, but the value of an average as a metric relies n a decent number of instances. Let it Ride reduces the number of instances.</p><p></p><p></p><p></p><p>At this point, I think Let it Ride is probably classic Edwardsian Calvinball, really. People like avoiding annoying rolls, so they interpret it in as many ways they can manage that lets them roll less and feel ideologically strong.</p><p></p><p></p><p></p><p>See, this disagrees with Buzz's interpretation, which is if the stakes change, the LiR instance dies. See how this is working out? The guy coming to your defense got it wrong. Or maybe he didn't on even numbered days of the month, but did on odd days. It's all pretty wacky at this point, since theres a cauldron of designs mixing with ideas people want to believe post hoc.</p><p></p><p>Sure, I'd like to get rid of monotonous rolls (like in D&D, where part of the game balance comes from trying to bore you into making a mistake).</p><p></p><p>My solution came from reading Iron Heroes, which formalized the negotiation process that normally occurs when players want some good stuff and ransack their character sheets for a rationale. IH's skill challenges provide a tool for this, so I figured that rather than using LiR as an us against them tool, Id make it a tactical player tool.</p><p></p><p>I did it because I like your game. Maybe you should relax a touch and make that the center of your attention.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 4237332, member: 9225"] Do you complain about everyone who thinks your game is good but not perfect? It's pretty simple: You, like many designers and players, have seemingly bought into falsely identifying averages with real expectations of what will happen in play, but the value of an average as a metric relies n a decent number of instances. Let it Ride reduces the number of instances. At this point, I think Let it Ride is probably classic Edwardsian Calvinball, really. People like avoiding annoying rolls, so they interpret it in as many ways they can manage that lets them roll less and feel ideologically strong. See, this disagrees with Buzz's interpretation, which is if the stakes change, the LiR instance dies. See how this is working out? The guy coming to your defense got it wrong. Or maybe he didn't on even numbered days of the month, but did on odd days. It's all pretty wacky at this point, since theres a cauldron of designs mixing with ideas people want to believe post hoc. Sure, I'd like to get rid of monotonous rolls (like in D&D, where part of the game balance comes from trying to bore you into making a mistake). My solution came from reading Iron Heroes, which formalized the negotiation process that normally occurs when players want some good stuff and ransack their character sheets for a rationale. IH's skill challenges provide a tool for this, so I figured that rather than using LiR as an us against them tool, Id make it a tactical player tool. I did it because I like your game. Maybe you should relax a touch and make that the center of your attention. [/QUOTE]
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