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Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Manbearcat" data-source="post: 6104897" data-attributes="member: 6696971"><p>The statement makes perfect sense in a game that puts ethos mechanics (mechanical resolution and character progression) squarely at the center of its design space. The primary order of business is testing characters' convictions and putting them under pressure to reconsider when the utilitarian, pragmatic route may be yield a more accessible route to the immediate sought end. Essentially, if you don't care about serial, story coherency, the GM or a player (in the case of a player authored bang/opener to the scene) can compose any number of borderline disconnected, ethos-centered vignettes in succession. I wouldn't recommend it (I've done it in practice as an evening of training exercise for new players), but its doable. A "living, breathing world" need not exist.</p><p></p><p>I think one of the main ways that "system matters" is in the robustness of the resolution systems and the contest mechanics; especially with respect to the "win or loss condition and character and story progression".</p><p></p><p>- Robust combat mechanics when dealing with violent opposition</p><p>- Robust humanity/sanity/horror mechanics when dealing with the occult or supernatural</p><p>- Robust ethos mechanics when dealing with tests of faith, conviction, belief</p><p>- Robust social, investigation, or exploration mechanics during non-combat resolution</p><p></p><p>There is a gamist inclination in many (most?) gamers that inclines them toward being pro-active when their engaging and interacting with the various facet of games will reward them with a legitimate, codified contest and transparent resolution to that contest based on their own acumen/merits. D&D has wargame roots and a corresponding evolution, has always had robust combat mechanics and PC build tools centered primarily on combat resolution, especially with respect to other resolution mechanics. I suspect that if its cultural genesis and evolution involved much more robust humanity and ethos testing and non-combat resolution mechanics (and corresponding PC build tools and progression paths) that D&D (and its overarching culture) would be a different beast than it is today.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6104897, member: 6696971"] The statement makes perfect sense in a game that puts ethos mechanics (mechanical resolution and character progression) squarely at the center of its design space. The primary order of business is testing characters' convictions and putting them under pressure to reconsider when the utilitarian, pragmatic route may be yield a more accessible route to the immediate sought end. Essentially, if you don't care about serial, story coherency, the GM or a player (in the case of a player authored bang/opener to the scene) can compose any number of borderline disconnected, ethos-centered vignettes in succession. I wouldn't recommend it (I've done it in practice as an evening of training exercise for new players), but its doable. A "living, breathing world" need not exist. I think one of the main ways that "system matters" is in the robustness of the resolution systems and the contest mechanics; especially with respect to the "win or loss condition and character and story progression". - Robust combat mechanics when dealing with violent opposition - Robust humanity/sanity/horror mechanics when dealing with the occult or supernatural - Robust ethos mechanics when dealing with tests of faith, conviction, belief - Robust social, investigation, or exploration mechanics during non-combat resolution There is a gamist inclination in many (most?) gamers that inclines them toward being pro-active when their engaging and interacting with the various facet of games will reward them with a legitimate, codified contest and transparent resolution to that contest based on their own acumen/merits. D&D has wargame roots and a corresponding evolution, has always had robust combat mechanics and PC build tools centered primarily on combat resolution, especially with respect to other resolution mechanics. I suspect that if its cultural genesis and evolution involved much more robust humanity and ethos testing and non-combat resolution mechanics (and corresponding PC build tools and progression paths) that D&D (and its overarching culture) would be a different beast than it is today. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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