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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Iosue" data-source="post: 6098892" data-attributes="member: 6680772"><p>Every Advantage and Disadvantage in GURPS is worth character points (or minus points in the case of Disadvantages). Your character is created with a set number of character points (typically 100, with less for more gritty games and more for more "four-color" games). Advantages cost a varying number of character points, while Disadvantages add to the points you can spend.</p><p></p><p>Through playing the game, you get more character points to spend on things like more Advantages, skill upgrades, and attribute upgrades. Just like in character generation, you can also gain points by taking on more Disadvantages in the course of the game. So, you can use your earned character points to buy Advantages or "buy off" Disadvantages. Implicit in this (or perhaps explicit, it's been a while since I've looked at the rules) is the idea of a credit system. You could, in the course of the game, gain an Advantage that you have to pay off with future earned character points. You could gain a Disadvantage that would give you more earned character points. Celebrim mentions trading one flaw for another of equal worth. You could also trade in Advantages.</p><p></p><p>Now where the assumptions perhaps differ, if I understand BW correctly, is that GURPS in theory attempts to keep all players on a relatively even power level base, so if you change a -5 point flaw for another -5 point flaw, there's no mechanical bonus involved -- the change is purely reflected in the character's story and the game world. You have to take on a new flaw, or change from a -5 point flaw to a -10 point flaw to get an actual bonus (points to spend elsewhere). Thus inasmuch as GURPS incentivizes change, it encourages change for the worse, or in a sense, more plot-hooky and interesting. BW seems to incentivize change for change's own sake, perhaps because it places more explicit value in player-generated story hooks.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6098892, member: 6680772"] Every Advantage and Disadvantage in GURPS is worth character points (or minus points in the case of Disadvantages). Your character is created with a set number of character points (typically 100, with less for more gritty games and more for more "four-color" games). Advantages cost a varying number of character points, while Disadvantages add to the points you can spend. Through playing the game, you get more character points to spend on things like more Advantages, skill upgrades, and attribute upgrades. Just like in character generation, you can also gain points by taking on more Disadvantages in the course of the game. So, you can use your earned character points to buy Advantages or "buy off" Disadvantages. Implicit in this (or perhaps explicit, it's been a while since I've looked at the rules) is the idea of a credit system. You could, in the course of the game, gain an Advantage that you have to pay off with future earned character points. You could gain a Disadvantage that would give you more earned character points. Celebrim mentions trading one flaw for another of equal worth. You could also trade in Advantages. Now where the assumptions perhaps differ, if I understand BW correctly, is that GURPS in theory attempts to keep all players on a relatively even power level base, so if you change a -5 point flaw for another -5 point flaw, there's no mechanical bonus involved -- the change is purely reflected in the character's story and the game world. You have to take on a new flaw, or change from a -5 point flaw to a -10 point flaw to get an actual bonus (points to spend elsewhere). Thus inasmuch as GURPS incentivizes change, it encourages change for the worse, or in a sense, more plot-hooky and interesting. BW seems to incentivize change for change's own sake, perhaps because it places more explicit value in player-generated story hooks. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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