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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7095632" data-attributes="member: 42582"><p>Yes.</p><p></p><p>The Blossome are Falling has Honour for BW. As far as Sanity is concerned, there is the Steel mechanic, the Corruption mechanic, and other options could easily be created using those as guidelines, and the ideas presented in the Magic and Monster Burners.</p><p></p><p>There are multiple considerations:</p><p></p><p>(1) Artha is earned in all sorts of ways that relate to Beliefs, Instincts and Traits: manifesting them in play; having them cause trouble in play; dramatically exemplifying them; dramatically departing from them.</p><p></p><p>(21) The dice pool system means that probability spreads are very different from D&D. If you boost DCs in 5e then some tasks become unattainable.</p><p></p><p>(3) Say 'yes' based on dramatic/pacing consideratins rather than an ingame causal assessment of whether or not success is uncertain means that ability ratings don't strictly correlate to success rates.</p><p></p><p>Inspiration has the limitation that it provides Advantage and hence doesn't stack with other sources of Advantage - therefore, especially in large quantities, potentially destablising other mechanical systems (and players rather than the GM handing it out doesn't seem to alleviate this issue); and turning into a bonus rather than a reroll compromises bounded accuracy.</p><p></p><p>As does BW: games can be focused on social conflict, combat, exploration, sword & sorcery hijinks, Dune (the <a href="https://www.burningwheel.com/wiki/images/Jihad.pdf" target="_blank">Jihad: Burning Sands supplement</a>, etc; with variant magic systems (eg Ars Magica-style "spontaneous" spell creation), various Emotional attributes, various races and lifepaths, etc.</p><p></p><p>Combat can be tactical (Fight!, Range and Cover), or not (Bloody Versus, Intent and Task), or switch back in forth in the same campaign if desired. Social conflict can be tactical and detailed (Duel of Wits) or not. There are many other options presented in the main book (the "Spokes" that contrast with the "Hub") and supplements. Eg Range and Cover can be used to adjudicate jousts, and skirmish-level or even mass combat. The skill system ranges from crafting to Logistics and Strategy, and the situations of play can be equally varied. And as Burning THACO shows, Beliefs can be player-chosen or focused on a GM's pre-authored situation.</p><p></p><p>It won't play like D&D; but, as I've said, D&D won't play like BW either.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7095632, member: 42582"] Yes. The Blossome are Falling has Honour for BW. As far as Sanity is concerned, there is the Steel mechanic, the Corruption mechanic, and other options could easily be created using those as guidelines, and the ideas presented in the Magic and Monster Burners. There are multiple considerations: (1) Artha is earned in all sorts of ways that relate to Beliefs, Instincts and Traits: manifesting them in play; having them cause trouble in play; dramatically exemplifying them; dramatically departing from them. (21) The dice pool system means that probability spreads are very different from D&D. If you boost DCs in 5e then some tasks become unattainable. (3) Say 'yes' based on dramatic/pacing consideratins rather than an ingame causal assessment of whether or not success is uncertain means that ability ratings don't strictly correlate to success rates. Inspiration has the limitation that it provides Advantage and hence doesn't stack with other sources of Advantage - therefore, especially in large quantities, potentially destablising other mechanical systems (and players rather than the GM handing it out doesn't seem to alleviate this issue); and turning into a bonus rather than a reroll compromises bounded accuracy. As does BW: games can be focused on social conflict, combat, exploration, sword & sorcery hijinks, Dune (the [url=https://www.burningwheel.com/wiki/images/Jihad.pdf]Jihad: Burning Sands supplement[/url], etc; with variant magic systems (eg Ars Magica-style "spontaneous" spell creation), various Emotional attributes, various races and lifepaths, etc. Combat can be tactical (Fight!, Range and Cover), or not (Bloody Versus, Intent and Task), or switch back in forth in the same campaign if desired. Social conflict can be tactical and detailed (Duel of Wits) or not. There are many other options presented in the main book (the "Spokes" that contrast with the "Hub") and supplements. Eg Range and Cover can be used to adjudicate jousts, and skirmish-level or even mass combat. The skill system ranges from crafting to Logistics and Strategy, and the situations of play can be equally varied. And as Burning THACO shows, Beliefs can be player-chosen or focused on a GM's pre-authored situation. It won't play like D&D; but, as I've said, D&D won't play like BW either. [/QUOTE]
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