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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Nytmare" data-source="post: 6104687" data-attributes="member: 55178"><p>I think that it's really easy to misunderstand that that sentence means in regards to what Burning Wheel is trying to do. It's not saying that the world beyond the bounds of what the characters can see and hear is in stasis, waiting till they get within eye and earshot. It's saying that changes to the game world that are not meant to poke and prod at the characters, and especially the characters' beliefs and instincts can be ignored by the game master.</p><p></p><p>As for Nagol's example, the Burning Wheel would suggest either not littering the landscape with things that the players are going to ignore, or more to the point, make it so that the players want to pay attention to it.</p><p></p><p>I always see Instincts and Beliefs almost like an adventure "wish list." You should be able to see what kind of game and story the players are hoping for. Is there a character that lives to root out and destroy the undead? Someone who races to the defense of helpless people at almost any cost? Someone hunting for a powerful magical staff that was lost somewhere in the nearby area? </p><p></p><p>There's nothing about that sentence that would prevent you from dangling hooks in front of your players, it's just telling you to make sure that the hook is baited with things that they'd bite at.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 6104687, member: 55178"] I think that it's really easy to misunderstand that that sentence means in regards to what Burning Wheel is trying to do. It's not saying that the world beyond the bounds of what the characters can see and hear is in stasis, waiting till they get within eye and earshot. It's saying that changes to the game world that are not meant to poke and prod at the characters, and especially the characters' beliefs and instincts can be ignored by the game master. As for Nagol's example, the Burning Wheel would suggest either not littering the landscape with things that the players are going to ignore, or more to the point, make it so that the players want to pay attention to it. I always see Instincts and Beliefs almost like an adventure "wish list." You should be able to see what kind of game and story the players are hoping for. Is there a character that lives to root out and destroy the undead? Someone who races to the defense of helpless people at almost any cost? Someone hunting for a powerful magical staff that was lost somewhere in the nearby area? There's nothing about that sentence that would prevent you from dangling hooks in front of your players, it's just telling you to make sure that the hook is baited with things that they'd bite at. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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