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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="chaochou" data-source="post: 6097840" data-attributes="member: 99817"><p>I think it's important to understand that in BW, Beliefs, Instincts and Traits are the cornerstones of character progression. Someone else may want to explain it. But then they may not do a very good job, so I think you'd be better off spending the 25 bucks or so and buying Burning Wheel Gold to see for yourself. It's an extremely good game.</p><p></p><p>Alternatively, Google Lady Blackbird, download it (it's free), print it out and run that as a one or two session shot. See how that goes down. You'll see how the game is driven almost exclusively by the player's Keys. Without Keys there is no game - nothing for the GM to do, no scripts to follow, no situations or scenes to set up, no plot to keep the players on. The onus is on the players to make things happen, crazy things, funny things, dramatic things, tense and angry things. It's all derived from the Keys, as expressed by the players. Keys in LB operate very much the same way as beliefs in BW.</p><p></p><p>In answer to @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> 's OP - I think the advice in BW is very good for running BW. I think it's good for running games driven by player protaganism. But I'm constantly surprised that you run D&D the way you do - perhaps even more surprised that you ran Rolemaster in a similar style. Rolemaster! Full of dense tables, and those remarkably obtuse percentile-ish stat values, and everyone bleeding to death anti-climactically like some wierd Peter Greenaway film. There's a game I never figured out. We found the crit tables funny but the rest of it was, like 'huh?'.</p><p></p><p>Would you suggest the BW advice for Rolemaster? I think that's an interesting question. I think you may have used it, or evolved into something similar of your own devising, for RM - but would you advise other people to bolt that advice onto RAW Rolemaster? Me, I'm not seeing it. You've said you see thematic weight in Paragon paths and race and class choices and the cosmology of 4e, perhaps as distinct from RM. I respect that, but that doesn't mean I feel the same. I like theme to start up close and personal - greed, grief, sibling rivalry, thwarted ambition, jealousy, unrequited love - all that stuff.</p><p></p><p>Anyway, I digress. I think the people who will derive any significant value from the advice in BW probably already own it, or will be interested enough to get a copy.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6097840, member: 99817"] I think it's important to understand that in BW, Beliefs, Instincts and Traits are the cornerstones of character progression. Someone else may want to explain it. But then they may not do a very good job, so I think you'd be better off spending the 25 bucks or so and buying Burning Wheel Gold to see for yourself. It's an extremely good game. Alternatively, Google Lady Blackbird, download it (it's free), print it out and run that as a one or two session shot. See how that goes down. You'll see how the game is driven almost exclusively by the player's Keys. Without Keys there is no game - nothing for the GM to do, no scripts to follow, no situations or scenes to set up, no plot to keep the players on. The onus is on the players to make things happen, crazy things, funny things, dramatic things, tense and angry things. It's all derived from the Keys, as expressed by the players. Keys in LB operate very much the same way as beliefs in BW. In answer to @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] 's OP - I think the advice in BW is very good for running BW. I think it's good for running games driven by player protaganism. But I'm constantly surprised that you run D&D the way you do - perhaps even more surprised that you ran Rolemaster in a similar style. Rolemaster! Full of dense tables, and those remarkably obtuse percentile-ish stat values, and everyone bleeding to death anti-climactically like some wierd Peter Greenaway film. There's a game I never figured out. We found the crit tables funny but the rest of it was, like 'huh?'. Would you suggest the BW advice for Rolemaster? I think that's an interesting question. I think you may have used it, or evolved into something similar of your own devising, for RM - but would you advise other people to bolt that advice onto RAW Rolemaster? Me, I'm not seeing it. You've said you see thematic weight in Paragon paths and race and class choices and the cosmology of 4e, perhaps as distinct from RM. I respect that, but that doesn't mean I feel the same. I like theme to start up close and personal - greed, grief, sibling rivalry, thwarted ambition, jealousy, unrequited love - all that stuff. Anyway, I digress. I think the people who will derive any significant value from the advice in BW probably already own it, or will be interested enough to get a copy. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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