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<blockquote data-quote="pemerton" data-source="post: 7644889" data-attributes="member: 42582"><p><a href="https://www.burningwheel.com/the-sword-demo-adventure/" target="_blank">The Sword</a> is a free demo adventure for Burning Wheel that is also reproduced in the Adventure Burner. The following is from scenario intro:</p><p></p><p style="margin-left: 20px">The Sword is a very simple, one-scene scenario designed to introduce new players to Burning Wheel. To keep play focused on the important aspects of learning the rules, the players are placed in conflict with one another. This isn't the normal mode of play for Burning Wheel. The player-versus-player aspect is used only to facilitate demonstration.</p><p></p><p>Various examples throughout the BW rulebooks - some of which are contrived, some of which seem to be drawn from actual play - present both cooperative and competitive scenarios as between the PCs. The statement of principles for players in the game says the following (I'm quoting from Revised p 269; the text is identical in Gold as best I recall):</p><p></p><p style="margin-left: 20px">Finally, there is the sacred and most holy role of the players. In Burning Wheel games, players have a number of duties:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Prime among them is the responsibility to offer hooks to their GM and the other players in the form of Beliefs, Instincts and traits. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Players in Burning Wheel use their character to drive the story forward - to resolve conflicts and create new ones. Players are <em>supposed</em> to push and risk their characters, so they grow and change in unforeseen ways. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Participate. Help enhance yur friends' scenes and step forward and make the most of your own. It doesn't matter if you "win," so long as the story spins in a new and interesting direction. If the story doesn't interest you, <em>it's your job to create interesting situations and involve yourself</em>. If a player's desires and priorities are disruptive for the group as a whole, then it's that player's job to excuse himself from the game and find another group. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . . Listen to the other players, riff off of them, take their leads and run with them. Expand on their madness, but also rein them in when they get out of hand. Remember that you're playing in a group, and <em>everyone</em> has to have fun.</p><p></p><p>I think this is actually pretty close to what [MENTION=16586]Campbell[/MENTION] has been talking about in his recent posts. The fiction might involve PC cooperation and/or conflict, but the table is meant to be collaborative - not around story (<em>unforeseen ways</em>, <em>new and interesting directions</em>) but around engaging, character-pushing situations.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7644889, member: 42582"] [url=https://www.burningwheel.com/the-sword-demo-adventure/]The Sword[/url] is a free demo adventure for Burning Wheel that is also reproduced in the Adventure Burner. The following is from scenario intro: [indent]The Sword is a very simple, one-scene scenario designed to introduce new players to Burning Wheel. To keep play focused on the important aspects of learning the rules, the players are placed in conflict with one another. This isn't the normal mode of play for Burning Wheel. The player-versus-player aspect is used only to facilitate demonstration.[/indent] Various examples throughout the BW rulebooks - some of which are contrived, some of which seem to be drawn from actual play - present both cooperative and competitive scenarios as between the PCs. The statement of principles for players in the game says the following (I'm quoting from Revised p 269; the text is identical in Gold as best I recall): [indent]Finally, there is the sacred and most holy role of the players. In Burning Wheel games, players have a number of duties: * Prime among them is the responsibility to offer hooks to their GM and the other players in the form of Beliefs, Instincts and traits. . . . * Players in Burning Wheel use their character to drive the story forward - to resolve conflicts and create new ones. Players are [I]supposed[/I] to push and risk their characters, so they grow and change in unforeseen ways. . . . * Participate. Help enhance yur friends' scenes and step forward and make the most of your own. It doesn't matter if you "win," so long as the story spins in a new and interesting direction. If the story doesn't interest you, [I]it's your job to create interesting situations and involve yourself[/I]. If a player's desires and priorities are disruptive for the group as a whole, then it's that player's job to excuse himself from the game and find another group. . . . . . . Listen to the other players, riff off of them, take their leads and run with them. Expand on their madness, but also rein them in when they get out of hand. Remember that you're playing in a group, and [I]everyone[/I] has to have fun.[/indent] I think this is actually pretty close to what [MENTION=16586]Campbell[/MENTION] has been talking about in his recent posts. The fiction might involve PC cooperation and/or conflict, but the table is meant to be collaborative - not around story ([I]unforeseen ways[/I], [I]new and interesting directions[/I]) but around engaging, character-pushing situations. [/QUOTE]
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