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*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Celebrim" data-source="post: 6097444" data-attributes="member: 4937"><p>Could you elaborate? My principle complaint about the advice - beyond the ugly, condescending, and vulgar tone of the writing - is that if you divorse it from what it is saying about its own mechanics it is so generic that you could play in just about any manner and still say you were following the advice. For example, suppose your concept of fun is hack and slash adventure, well if you provide powerful monsters to fight and amazing treasures to be won then you could say you were doing exactly what the above advises. If the DM makes sure that the characters abilities match the provided challenge, then well, you are again following the advice. If the DM talks to the Paladin character before the game starts about what 'lawful good' means in the context of his game, so as to avoid disputes later on, you are following the advice. In other words, outside its discussion of the somewhat unique mechanics of Burning Wheel, such as the fact it encourages the players to invent custom 'feats', the overall advice isn't really that revolutionary IMO. </p><p></p><p>What about the advice, other than the tone of brutal one-way-ism it adopts in delivering it, bothers you?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6097444, member: 4937"] Could you elaborate? My principle complaint about the advice - beyond the ugly, condescending, and vulgar tone of the writing - is that if you divorse it from what it is saying about its own mechanics it is so generic that you could play in just about any manner and still say you were following the advice. For example, suppose your concept of fun is hack and slash adventure, well if you provide powerful monsters to fight and amazing treasures to be won then you could say you were doing exactly what the above advises. If the DM makes sure that the characters abilities match the provided challenge, then well, you are again following the advice. If the DM talks to the Paladin character before the game starts about what 'lawful good' means in the context of his game, so as to avoid disputes later on, you are following the advice. In other words, outside its discussion of the somewhat unique mechanics of Burning Wheel, such as the fact it encourages the players to invent custom 'feats', the overall advice isn't really that revolutionary IMO. What about the advice, other than the tone of brutal one-way-ism it adopts in delivering it, bothers you? [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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