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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7100438" data-attributes="member: 42582"><p>That's not what I said, though.</p><p></p><p>I said "I will have to be speaking prayers. I don't see it as horrible. I'm looking forward to it. . . . There is something more demanding about being obliged to speak my character's prayers. I am expecting it to intensify the experience of play".</p><p></p><p>Having a <em>permission</em> to speak the prayers - which is what you refer to - is not the same as <em>being obliged</em> to speak them - which is what I referred to. It is the latter that I am looking forward to, because the greater degree of demand it imposes is something that I am expecting to intensify the experience of play.</p><p></p><p>I guess I don't agree with your description of what BW does and doesn't signal.</p><p></p><p>Here are some extracts: from the Gold rulebook, p 25, and from the Revised Duel of Wits chapter (the relevant text is not very different in Gold), pp 99, 103:</p><p></p><p style="margin-left: 20px">A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Inappropriate tasks are: “I kill him!” or “I convince him.” Those are intents. After such pronouncements, the first question any Burning Wheel player asks should be: How? By what means? The answer, “I stab him with my knife,” is an appropriate task description for a murderous character. “I persuade him to take my side by explaining his wife’s affair with the cardinal.” is appropriate in the second case. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Don’t write out any speeches, just note your actions; let the oration come organically in play. Include the intent of the action in the roleplay. The maneuver chosen is the task. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When scripting these maneuvers, players must speak their parts. Spitting out moves in a robotic fashion is not a viable use of these mechanics. The arguments must be made. Of course, no one expects us all to be eloquent, so just the main thrust or a simple retort usually suffices (but a little embellishment is nice).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Keep it simple and to the point. <em>Say what you need to in order to roll the dice.</em> A multipoint statement should be broken down into multiple actions across the exchange.</p><p></p><p>The rulebooks makes it clear that, in general, the player has to give an account of the task and that, in Duel of Wits - which breaks the back-and-forth of an argument down into indvidually resolved components, that means <em>speaking the part</em>.</p><p></p><p>If a player doesn't want to do that, then s/he doesn't build a social-oriented character, or take the Courtier lifepath (which grants Rapier Wit, the train that requires a searing <em>bon mot</em> to buff the next verbal action). If a player doesn't want to have to come up with prayers, s/he doesn't play a Faithful character.</p><p></p><p>There's nothing about the rulebook that implies that playing a Faithful character will be no different from the rather mechanical nature of clerical spellcasting in D&D: I mean, <em>Faith</em> is labelled as an Emotional Attribute, and is lost if the player doesn't have a connected Belief. I think that these aspects of the game makes it pretty clear that playing a faithful character is going to be demanding in a somewhat distinctive fashion.</p><p></p><p>Many things are unimviting to many people. The whole of D&D is obviously uninviting to some - perhaps many - potential players, in so far as there are people who like fantasy and like games yet don't play D&D (this is a favourite point made by [MENTION=996]Tony Vargas[/MENTION]).</p><p></p><p>I don't think that's the measure of a "horrible mechanic". Does the mechanic deliver the roleplaying experience it is intended to? Yes. It's actually no different from the classic D&D wish mechanic (as I noted upthread), and I've never seen anyone suggest that that is a horrible mechanic. I think it's treated as obvious that you will have to speak your wish. Likewise for a prayer.</p><p></p><p>I don't think the BW rules really address the player who wants to communicate in the course of playing the game by <em>writing</em> rather than <em>speaking</em>. In fact, every example of play I've ever read in a RPG rulebook assumes that the conversation of the game takes place by way of spoken rather than written communication.</p><p></p><p>If for some reason a player wanted to play the game, or parts of the game, by writing rather than speaking I guess that - as in any other RPG - that is something that a table would work out on an ad hoc basis.</p><p></p><p>Well, the only use of the trait - Rapier Wit - is to gain a buff, and you only get the buff by interjecting a searing <em>bvon mot</em>.</p><p></p><p>I don't see what is obtuse at all: the ability can be used as a FoRK (ie an augment) for any skill song test "for which the player can recite a clever bit of folklore obliquely pertinent to the situation". That's not obtuse - the player must recite a clever bit of folklore pertinent to the situation. If you don't do the reciting, you don't get the FoRK.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7100438, member: 42582"] That's not what I said, though. I said "I will have to be speaking prayers. I don't see it as horrible. I'm looking forward to it. . . . There is something more demanding about being obliged to speak my character's prayers. I am expecting it to intensify the experience of play". Having a [I]permission[/I] to speak the prayers - which is what you refer to - is not the same as [I]being obliged[/I] to speak them - which is what I referred to. It is the latter that I am looking forward to, because the greater degree of demand it imposes is something that I am expecting to intensify the experience of play. I guess I don't agree with your description of what BW does and doesn't signal. Here are some extracts: from the Gold rulebook, p 25, and from the Revised Duel of Wits chapter (the relevant text is not very different in Gold), pp 99, 103: [indent]A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. Inappropriate tasks are: “I kill him!” or “I convince him.” Those are intents. After such pronouncements, the first question any Burning Wheel player asks should be: How? By what means? The answer, “I stab him with my knife,” is an appropriate task description for a murderous character. “I persuade him to take my side by explaining his wife’s affair with the cardinal.” is appropriate in the second case. . . . Don’t write out any speeches, just note your actions; let the oration come organically in play. Include the intent of the action in the roleplay. The maneuver chosen is the task. . . . When scripting these maneuvers, players must speak their parts. Spitting out moves in a robotic fashion is not a viable use of these mechanics. The arguments must be made. Of course, no one expects us all to be eloquent, so just the main thrust or a simple retort usually suffices (but a little embellishment is nice). Keep it simple and to the point. [i]Say what you need to in order to roll the dice.[/i] A multipoint statement should be broken down into multiple actions across the exchange.[/indent] The rulebooks makes it clear that, in general, the player has to give an account of the task and that, in Duel of Wits - which breaks the back-and-forth of an argument down into indvidually resolved components, that means [i]speaking the part[/i]. If a player doesn't want to do that, then s/he doesn't build a social-oriented character, or take the Courtier lifepath (which grants Rapier Wit, the train that requires a searing [i]bon mot[/i] to buff the next verbal action). If a player doesn't want to have to come up with prayers, s/he doesn't play a Faithful character. There's nothing about the rulebook that implies that playing a Faithful character will be no different from the rather mechanical nature of clerical spellcasting in D&D: I mean, [i]Faith[/i] is labelled as an Emotional Attribute, and is lost if the player doesn't have a connected Belief. I think that these aspects of the game makes it pretty clear that playing a faithful character is going to be demanding in a somewhat distinctive fashion. Many things are unimviting to many people. The whole of D&D is obviously uninviting to some - perhaps many - potential players, in so far as there are people who like fantasy and like games yet don't play D&D (this is a favourite point made by [MENTION=996]Tony Vargas[/MENTION]). I don't think that's the measure of a "horrible mechanic". Does the mechanic deliver the roleplaying experience it is intended to? Yes. It's actually no different from the classic D&D wish mechanic (as I noted upthread), and I've never seen anyone suggest that that is a horrible mechanic. I think it's treated as obvious that you will have to speak your wish. Likewise for a prayer. I don't think the BW rules really address the player who wants to communicate in the course of playing the game by [I]writing[/I] rather than [I]speaking[/I]. In fact, every example of play I've ever read in a RPG rulebook assumes that the conversation of the game takes place by way of spoken rather than written communication. If for some reason a player wanted to play the game, or parts of the game, by writing rather than speaking I guess that - as in any other RPG - that is something that a table would work out on an ad hoc basis. Well, the only use of the trait - Rapier Wit - is to gain a buff, and you only get the buff by interjecting a searing [I]bvon mot[/I]. I don't see what is obtuse at all: the ability can be used as a FoRK (ie an augment) for any skill song test "for which the player can recite a clever bit of folklore obliquely pertinent to the situation". That's not obtuse - the player must recite a clever bit of folklore pertinent to the situation. If you don't do the reciting, you don't get the FoRK. [/QUOTE]
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