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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8993807" data-attributes="member: 82106"><p>Yeah, OTOH, one of the reasons you can 'burn' any sort of genre of game out of Burning Wheel is that these conflicts have a common architecture. Whether you are flying X-Wings or doing a sword fight, or playing the game of bluff and deception in the 'poison shell game' scene of Princess Bride, you have the same sort of dramatic structure of give and take. One side obtains an advantage, the other side responds, back and forth, and finally victory and defeat. BW's conflict systems don't really care WHAT the fiction is, there may be specific cases (IE in TB2 certain types of weapons work better in certain situations, and obviously the details of the fiction decides which Wises and Nature you can bring into play) but the same architecture will work fine for X-Wing and sword fights. </p><p></p><p>This is what I have always meant when referencing the flexibility of something like BW, or PbtAs though it may depend on the exact move sets available. Whereas you'd basically have to make up a subsystem to run an X-Wing fight in 5e (albeit it could be based on existing rules) there's no need to do that at all in BW! Yeah, you may have to describe things a certain way, and you may WANT to construct some mechanical elements to bring more color to things, but the basic structure of Fight! is already perfectly able to handle the action AFAICT (not having a lot of experience with that system).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8993807, member: 82106"] Yeah, OTOH, one of the reasons you can 'burn' any sort of genre of game out of Burning Wheel is that these conflicts have a common architecture. Whether you are flying X-Wings or doing a sword fight, or playing the game of bluff and deception in the 'poison shell game' scene of Princess Bride, you have the same sort of dramatic structure of give and take. One side obtains an advantage, the other side responds, back and forth, and finally victory and defeat. BW's conflict systems don't really care WHAT the fiction is, there may be specific cases (IE in TB2 certain types of weapons work better in certain situations, and obviously the details of the fiction decides which Wises and Nature you can bring into play) but the same architecture will work fine for X-Wing and sword fights. This is what I have always meant when referencing the flexibility of something like BW, or PbtAs though it may depend on the exact move sets available. Whereas you'd basically have to make up a subsystem to run an X-Wing fight in 5e (albeit it could be based on existing rules) there's no need to do that at all in BW! Yeah, you may have to describe things a certain way, and you may WANT to construct some mechanical elements to bring more color to things, but the basic structure of Fight! is already perfectly able to handle the action AFAICT (not having a lot of experience with that system). [/QUOTE]
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