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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Nagol" data-source="post: 6104699" data-attributes="member: 23935"><p>And that's great when you have a mechanism where the GM can reasonably know what the players want to pay attention to -- disadvantage in CHAMPIONS, beliefs and instincts in BW. It also helps if the campagn is set up so the PCs are primarily reactive.</p><p></p><p>I can guess what my players will react to based upon a few tells, but it's no where near an exact science. In addition, I don't track how the players are prioritising ther agendas and what lenses they are filtering the incoming information through. All I know is what ties if any the PCs have developed with the situation and what the PCs are currently planning. They get to make the (hopefully) meaningful decisions of what to do and when to do it.</p><p></p><p>Once the hook is baited and cast ("Undead in Durbinsdale! Home of friends, allies, and rivals!") then the PCs make a choice about how to respond. If they choose not to engage then the situation needs to play itself out so that choice can be meaningful and determine what the next set of hooks may be. Their choices and the effects on the world will affect how the world reacts to them even and in some cases especially if they decide to remain uninvolved. "If you choose not to decide, you still have made a choice!"</p></blockquote><p></p>
[QUOTE="Nagol, post: 6104699, member: 23935"] And that's great when you have a mechanism where the GM can reasonably know what the players want to pay attention to -- disadvantage in CHAMPIONS, beliefs and instincts in BW. It also helps if the campagn is set up so the PCs are primarily reactive. I can guess what my players will react to based upon a few tells, but it's no where near an exact science. In addition, I don't track how the players are prioritising ther agendas and what lenses they are filtering the incoming information through. All I know is what ties if any the PCs have developed with the situation and what the PCs are currently planning. They get to make the (hopefully) meaningful decisions of what to do and when to do it. Once the hook is baited and cast ("Undead in Durbinsdale! Home of friends, allies, and rivals!") then the PCs make a choice about how to respond. If they choose not to engage then the situation needs to play itself out so that choice can be meaningful and determine what the next set of hooks may be. Their choices and the effects on the world will affect how the world reacts to them even and in some cases especially if they decide to remain uninvolved. "If you choose not to decide, you still have made a choice!" [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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