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*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Campbell" data-source="post: 6104934" data-attributes="member: 16586"><p>I'm really not sure why 'Let it ride' should be treated any differently from 'roll x d6, count 4-6 as a success'. Both are just as easy to ignore in play. Both are going to have a dramatic effect on play dynamics.</p><p></p><p>The purpose of RPG material is to set expectations for play. It is all a presentation of a particular play aesthetic. They're selling us on an approach to play. Mechanics only exist in our head space. They can be changed on a whim. That does not mean they have no value. They are part and parcel of the social contract that binds a group together. Players divest a GM with a certain amount of authority and the play group as a whole divest a certain amount of authority to the game as a whole. No authority exists without being granted.</p><p></p><p>The value of mechanics, settings, etc. is that they all help instruct a group and form the assumptions of play. This is valuable because otherwise we would have to negotiate a lot more of the social contract on our own and can help us develop new approaches to play. Of course if you play Burning Wheel exactly like you play D&D it will feel like D&D. If you ignore beliefs, let it ride, say yes or roll the dice, the way wises are meant to play, Elven Grief, Dwarven Greed, Human Faith, and Steel Burning Wheel will resemble any traditional RPG, albiet one with a trivial game-able advancement system. You'll also have gutted it. </p><p></p><p>Presentation is important. Resolution mechanics are a piece of presentation.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6104934, member: 16586"] I'm really not sure why 'Let it ride' should be treated any differently from 'roll x d6, count 4-6 as a success'. Both are just as easy to ignore in play. Both are going to have a dramatic effect on play dynamics. The purpose of RPG material is to set expectations for play. It is all a presentation of a particular play aesthetic. They're selling us on an approach to play. Mechanics only exist in our head space. They can be changed on a whim. That does not mean they have no value. They are part and parcel of the social contract that binds a group together. Players divest a GM with a certain amount of authority and the play group as a whole divest a certain amount of authority to the game as a whole. No authority exists without being granted. The value of mechanics, settings, etc. is that they all help instruct a group and form the assumptions of play. This is valuable because otherwise we would have to negotiate a lot more of the social contract on our own and can help us develop new approaches to play. Of course if you play Burning Wheel exactly like you play D&D it will feel like D&D. If you ignore beliefs, let it ride, say yes or roll the dice, the way wises are meant to play, Elven Grief, Dwarven Greed, Human Faith, and Steel Burning Wheel will resemble any traditional RPG, albiet one with a trivial game-able advancement system. You'll also have gutted it. Presentation is important. Resolution mechanics are a piece of presentation. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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