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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6099909" data-attributes="member: 54877"><p>No, I think D&D and BW are different because I've played all versions of D&D, some of them quite a lot, and I've also played BW and seen firsthand exactly why it is different. This has nothing to do with role playing pretension, and that you even suspected I was being a role playing snob by my comments further reinforces my belief that you haven't played BW. No one that had played BW would ever say that it played anything like D&D.</p><p></p><p>I roleplay in D&D. I roleplay in BW. There is sufficient overlap in what happens that we can talk about them both as roleplay (e.g. speaking in character) and sufficient differences that the experience is very different. Saying that they are alike because they share roleplay is like saying that hard-core folk music and avant-garde classical are alike because they are both music.</p><p></p><p>Told the story without mechanics is a <strong>meaningless </strong>measurement to me. That's a big part of the point. If I wanted to tell the story without mechanics, I'd simply tell the story. It's the experience of how they story gets told, and what that produces at the table. It's as different as, if you'll pardon yet another analogy, walking around the hill to mountain climbing to flying to driving the long way around. </p><p></p><p>Not a question of <strong>better</strong>, but <strong>different</strong>. I supposed that you might torture BW into playing something more exactly like D&D in experience, but I have to say that it would be a fairly dismal prospect. You'd have a lot of overhead in mechanics that now would be providing no payout at all, and meanwhile you'd be missing different overhead in other mechanics and having to make up for it. </p><p></p><p>I ran a couple of long D&D-ish campaigns using Fantasy Hero over the course of several years. Fantasy Hero is a lot closer to D&D than BW will ever be, mechanically. And we deliberately ran those games to be fairly close to D&D. But even in that one, we were conscious that we were using FH instead of D&D because we wanted something D&D-like that had no Vancian spell slots or forgettable magic, had custom "class packages" that were very flexible, was generally skill-based, etc. So we knew which way to flow when there was a question. Magic missile is not auto hit because there are no auto hits in FH. But we'll have some low-powered but scalable spell that only a wizard can get that shoots out magic darts because D&D has magic missile. Same tropes, different way to explore them.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6099909, member: 54877"] No, I think D&D and BW are different because I've played all versions of D&D, some of them quite a lot, and I've also played BW and seen firsthand exactly why it is different. This has nothing to do with role playing pretension, and that you even suspected I was being a role playing snob by my comments further reinforces my belief that you haven't played BW. No one that had played BW would ever say that it played anything like D&D. I roleplay in D&D. I roleplay in BW. There is sufficient overlap in what happens that we can talk about them both as roleplay (e.g. speaking in character) and sufficient differences that the experience is very different. Saying that they are alike because they share roleplay is like saying that hard-core folk music and avant-garde classical are alike because they are both music. Told the story without mechanics is a [B]meaningless [/B]measurement to me. That's a big part of the point. If I wanted to tell the story without mechanics, I'd simply tell the story. It's the experience of how they story gets told, and what that produces at the table. It's as different as, if you'll pardon yet another analogy, walking around the hill to mountain climbing to flying to driving the long way around. Not a question of [B]better[/B], but [B]different[/B]. I supposed that you might torture BW into playing something more exactly like D&D in experience, but I have to say that it would be a fairly dismal prospect. You'd have a lot of overhead in mechanics that now would be providing no payout at all, and meanwhile you'd be missing different overhead in other mechanics and having to make up for it. I ran a couple of long D&D-ish campaigns using Fantasy Hero over the course of several years. Fantasy Hero is a lot closer to D&D than BW will ever be, mechanically. And we deliberately ran those games to be fairly close to D&D. But even in that one, we were conscious that we were using FH instead of D&D because we wanted something D&D-like that had no Vancian spell slots or forgettable magic, had custom "class packages" that were very flexible, was generally skill-based, etc. So we knew which way to flow when there was a question. Magic missile is not auto hit because there are no auto hits in FH. But we'll have some low-powered but scalable spell that only a wizard can get that shoots out magic darts because D&D has magic missile. Same tropes, different way to explore them. [/QUOTE]
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