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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="innerdude" data-source="post: 6099468" data-attributes="member: 85870"><p>Hmm, that's really interesting. I don't know if I'd ever thought of "classic" D&D as having those mediating forces in place. In this area, class "levels" are the same kind of thing; as a player you know you're "Level 4," and thus capable of rising up to meet certain challenges. In GURPS, there's no indication, on the surface, how the GM is going to present any given encounter. You simply don't have those obvious clues. (Wow, my mind is really spinning on this, pemerton. You may have highlighted something that may be a cause for my general dislike of GURPS.)</p><p></p><p>I'm no GURPS expert, but I'm slowly becoming familiar with it as our group plays. I think the only "mediating" force in GURPS is (as you'd expect from a hardcore simulationist game) is the GM's ability to effectively convey scene information. Meaning, the GM has to take a RIGOROUS approach to giving the party as much "good information" as absolutely possible, because that's the only way players can make intelligent decisions within a process / simulation environment. </p><p></p><p>Savage Worlds is somewhat this way too, but not nearly to the extent as GURPS, since there's stuff like bennies for plot protection and player protagonism, "interlude" rules for setting up character backgrounds with bennies as rewards, etc. As a result, players aren't expected to expend nearly as much effort analyzing the "real world" costs of taking a particular course of action, because they know they have at least one or two tricks up their sleeve if they get in trouble. GURPS presents zero kind of buffer for this, at least in RAW.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6099468, member: 85870"] Hmm, that's really interesting. I don't know if I'd ever thought of "classic" D&D as having those mediating forces in place. In this area, class "levels" are the same kind of thing; as a player you know you're "Level 4," and thus capable of rising up to meet certain challenges. In GURPS, there's no indication, on the surface, how the GM is going to present any given encounter. You simply don't have those obvious clues. (Wow, my mind is really spinning on this, pemerton. You may have highlighted something that may be a cause for my general dislike of GURPS.) I'm no GURPS expert, but I'm slowly becoming familiar with it as our group plays. I think the only "mediating" force in GURPS is (as you'd expect from a hardcore simulationist game) is the GM's ability to effectively convey scene information. Meaning, the GM has to take a RIGOROUS approach to giving the party as much "good information" as absolutely possible, because that's the only way players can make intelligent decisions within a process / simulation environment. Savage Worlds is somewhat this way too, but not nearly to the extent as GURPS, since there's stuff like bennies for plot protection and player protagonism, "interlude" rules for setting up character backgrounds with bennies as rewards, etc. As a result, players aren't expected to expend nearly as much effort analyzing the "real world" costs of taking a particular course of action, because they know they have at least one or two tricks up their sleeve if they get in trouble. GURPS presents zero kind of buffer for this, at least in RAW. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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