Could someone explain beliefs and instincts from Burning Wheel?mhensley said:Yep, me too. I used these ideas to get my players to round out their wfrp characters in my present game. BW is a goldmine of gamemaster theory.
Could someone explain beliefs and instincts from Burning Wheel?mhensley said:Yep, me too. I used these ideas to get my players to round out their wfrp characters in my present game. BW is a goldmine of gamemaster theory.
mmadsen said:Could someone explain beliefs and instincts from Burning Wheel?
mmadsen said:Could someone explain the d6 System wild die?
I disagree. By it's very nature, it's an idea that's separate from--and thus can work independent of--a system's mechanics. You can easily apply the same idea to D&D, and let a character's throwing axes be awesome, African-style throwing irons, or let a Sorcerer's powers be the result of weird, techno-magical implants instead of a draconic heritage. A magic missile can look like a little flying demon that shrieks through the air towards its caster's target, if a player wants it that way. Whether you call this a meta-mechanic or a design philosophy, it's definitely something that can be applied to other games.MoogleEmpMog said:Also, I don't really think you can call Champions' effects-based mechanics a 'meta-mechanic' in the same sense as these others. It's a design philosophy that has to be implemented from the ground up, not something you can bolt onto an existing system.
Thanks, Jeph, for explaining the meta-mechanic (and thanks to everyone else who has done likewise).Jeph said:Beliefs are exactly what they sound like. Write down three things that your character believes. Typically, you have one representing your character's past, one tying you into the situation at hand, and one to act as a flag for how you want the story and your character to develop. When your beliefs cause interesting things to happen -- for instance, if your "I am the rightful heir to the throne" belief leads you to throw down in a duel against another contender -- you get Artha, which is kinda analogous to Action Points in some d20 games.
This is perfect for D&D.Jeph said:Instincts are three things that your character does, even when you don't specify them. You don't have to tell the GM your character is doing their instinct. It is assumed that they always do. Examples: "I always carry enough coin to buy room and board for a few nights at a good in," "I always start combat in aggressive stance," or "if I'm surprised, I cast Blade Bind at the enemy." They're usually I Always, I Never, or If/Then deals. They can also help you get around roadblock actions in combat. For instance, if an instinct says that you draw your sword whenever you detect a threat, you don't need to spend an action getting out your weapon. When Instincts make trouble for you -- say, you end up casting Blade Bind on the maid when catches you off guard and the master of the house kicks you out as a result -- you get a slightly-less-kickass type of Artha.
mmadsen said:Thanks, Jeph, for explaining the meta-mechanic (and thanks to everyone else who has done likewise).
So the interesting twist is that Burning Wheel has the player define three beliefs: one past, one present, and one future. I like it.
Mirzah The Thief, aka "Arshama the Spice Merchant"
Adjectives*:
sly, devious, extravagant, witty, adaptable, resourceful, easygoing
Beliefs:
Life is short, then you die. Make the most of it while you can!
Fools are soon parted from their wealth.
He who fights and runs away lives to fight another day!
Instincts:
Always return a favor.
Never trust a stranger.
Never admit guilt!