In particular, this will draw attention to the precise details of BW's rules for scene-framing (RM doesn't have clear rules for this, but just assumes the GM will extrapolate particular situations from their setting prep plus encounter rolls), its rules for when the dice are to be rolled (RM doesn't have entirely clear rules for this either, but when I played it we defaulted to AW-esque "if you do it, you do it" but for every action taken by a character - so lots of rolls!), and its rules for how consequences are to be established (RM does have clear rules for this, based around the various combat, manoeuvre and skill resolution tables). Paying attention to those details will help a RM GM (like me) understand what BW is telling me to do differently, and why.
This prompted me to finally pick up my copy of Burning Wheel Revised Edition. You seem to claim there are clear rules for
- scene framing
- when the dice are to be rolled
- how consequences are to be established
So I went looking for those.
For scene framing the only mention I could find of scene at all is in the appendix under the role of "Role of the GM" (page 268) where it says. "More than any other player, the GM controls the flow of the game. He has the power to begin and end scenes, to present challenges and instigate conflicts." "Scene" is not an entry in the index. Could you please point me to the relevant section(s)?
----------
Regarding when dice are to be rolled we have from the hub under the heading "When to roll" sub heading "Tests" (page 16): "When a player takes an action with his character where the result is uncertain, an ability is tested. When we need to know ho well, how much or how quickly a character performs in game, we roll the dice." A bit later we have "In fact in a situation involving conflict, a test is
required". This very formulation strongly indicate that there are other situations where the rules are not clearly defining rolling the dice.. Finally we have "A player cannot narrate an act in the game that will affect another character without testing an ability to back it up". This final cannot be seriously taken as a hard well defined rule, as that would prohibit any action affecting what another character can see to take one of infinitely many ridiculous effects of trying to interpret it as a hard literal rule. (pat on the back, giving a voluntary hair cut, helping them get around after having broken their legs)
Staying on that topic a little bit more. When we get to the Spokes under "Testing Your Abilities" (page 26) we do have the formulation "Dice rolls called for by the GM and the players are at the heart of play". When to roll is not covered in the summary "Testing Abilities in Brief", is not explicitly mentioned under the appendixes of GM and Player responsibilities beyond indirectly trough the wide concept of "mechanics". Overall I feel like there are no more instructions about how to use the rules than in D&D. It is for instance common practice for players to request checks in D&D, so this being specifically called out is nothing profound making BW stand apart.
------
Finally regarding how consequences are to be established. This really surprised me as I thought from what you had said that BW was a "get intent on success" game with hard "fail forward" rules - and this seemed to align decently with my somewhat hazy memory. Looking at the rules though this is not the case at all! Actually it goes out of it way to explain it is not this kind of game.
Take get intent on success: Under the heading "Intent" page 27 we have the following formulation "The results, wether or not the target actually dies from the bolow - as desired by the attacker - is determined by the results of a die roll. Roll well and the character comes closer to accomplishing the stated intent." This is not saying you get the intent on a success. But reading on.
Under the heading Success page 32 we have "If the successes equal or exceed the obstacle the character has succeeded in his goal - completed the task at hand in the manner the player described in the Task and Intent sections" If reading only this you might at first think this is intent being successfully, but it only say you
completed the task. There are then 2 instructor segments and one example that try to clarify a bit, but introduces nothing I think would not normally reasonably be read into the proper rules text. Immediately afterward under the subheading "Intent and Success" we get the following formulation "Is the
intent successful? That is another matter, largely left to the results of the roll." This is followed by an example showing how differing level of success can affect the intent outcome. The last sentence of the instructor and the section is "Processing success versus intent is a delicate and varied process and is one of the prime duties of the GM." This is not clear rules; and certainly not
intent on success. How this differs from any
healthy trad play beyond being a bit more explicit about what is going on is beyond me.
There are of course the elements of the Rim that say more about how a success looks like under those particular sub-systems, but again "They aren't 100% neccessary to game play, but they will make the experience of playing this game more rich, fluid and dramatic".
And then for fail forward: Under the heading "Failure" page 34 we have the following formulation "First and most directly,
the stated task goal and intent do not come to pass. However, in a failure, intent is more important than the task goal." This indicate that fail forward in terms of the task succeeding is allowed. This is indeed radical. However is it required to make use of this possibility? Reading on.
Next section is "Two Directions". This states that it is the GMs job to declare the failure effect
before roll. This mean that if the GM is actually doing their job this section covers the main issue people have complained about as the problem with "fail forward" in a living world context. If the GM state that they will be seen by a cook on the other side on a failure, the players can cry foul if there are no cook there on a success. It wouldn't be an offence against the BW rules, but it would be an offence against the social contract indicating this should be a living world game.
Then we have the section with a name that seem to be would be the big ting saying that fail forward should be used: "Failure complicates the matter". However reading this, that is what this section is saying at all. Rather it is just pointing out the completely uncontroversial point that catastrophic failure is lame. It boils down to little less than the almost completely uncontroversial statement that "save or die is bad".
And the final nail in the coffin of the idea that fail forward is mandated by BW is in the summary "Testing Abilities in Brief" on page 41. There we have "Failure - The character either does not complete the task or completes the task but new conditions presented by the GM interfered with his intent". Simply the thing not happening is a fully accepted outcome. Indeed failure on the task with extra is not an accepted failure outcome according to this. The "complication" is only required if the
option of allowing the task itself to succeed is actually employed.