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General Tabletop Discussion
*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: 6097805" data-attributes="member: 4937"><p>So, BW basically lets the player script custom 'Feats'. Beliefs are like the characters alignment, and in BW they are meant to be tested. The GM is expected to craft situations that force the player to think about his Beliefs and maybe even change them in responce to this reflection. If your belief is, "We are men of action, lies do not become us.", then putting the player in situations where lying is more pragmatic than action tests his belief. Can the player follow through with that belief? Is he really willing to accept the consequences?</p><p></p><p>Instincts are like a Feat that gives you what amounts to an extra action in a specified situation. This can work both for you and against you. The benefit is that you basically get to take that extra action to interrupt the scene. The downside is the action is basically scripted. Your instincts can work against you, and get you into trouble. How does "If the meek are bullied or exploited then I will intervene" work out if the meek is a street thief, and the bully is an officer of the law? How does it work when you see someone being beaten, and it turns out that the one being beaten perpetrated a terrible injustice on the beater and what you are really seeing is an inversion of their normal power dynamics? Maybe the one getting beaten is actually the pimp of the beater, who is a male prostitute kidnapped and forced into sex slavery and for the first time in his life he's had the courage to turn on his persecuter. Leap before you look is dangerous, and a sly GM will even turn, "I always look before I leap" against you, since he who hesitates is lost, right?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6097805, member: 4937"] So, BW basically lets the player script custom 'Feats'. Beliefs are like the characters alignment, and in BW they are meant to be tested. The GM is expected to craft situations that force the player to think about his Beliefs and maybe even change them in responce to this reflection. If your belief is, "We are men of action, lies do not become us.", then putting the player in situations where lying is more pragmatic than action tests his belief. Can the player follow through with that belief? Is he really willing to accept the consequences? Instincts are like a Feat that gives you what amounts to an extra action in a specified situation. This can work both for you and against you. The benefit is that you basically get to take that extra action to interrupt the scene. The downside is the action is basically scripted. Your instincts can work against you, and get you into trouble. How does "If the meek are bullied or exploited then I will intervene" work out if the meek is a street thief, and the bully is an officer of the law? How does it work when you see someone being beaten, and it turns out that the one being beaten perpetrated a terrible injustice on the beater and what you are really seeing is an inversion of their normal power dynamics? Maybe the one getting beaten is actually the pimp of the beater, who is a male prostitute kidnapped and forced into sex slavery and for the first time in his life he's had the courage to turn on his persecuter. Leap before you look is dangerous, and a sly GM will even turn, "I always look before I leap" against you, since he who hesitates is lost, right? [/QUOTE]
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Community
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*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
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