TwoSix
The Year of the TwoSix
To be very clear, it's not a game. It's a statement of play principles.I have played OSE and Moldvay I like. But never heard of this one before
To be very clear, it's not a game. It's a statement of play principles.I have played OSE and Moldvay I like. But never heard of this one before
I think that the range of consequences would be likely understood by the players and would keep to within a reasonable limitation based on the scale of taken actions, unless the game or GM are particularly punishing. And the players would likely know that unless they're going into the game blind or have never played under that GM before.To me, if the possible consequences range from an agent might try and poison you in a park through a van will pull up and discharge a dozen agents trying to kidnap you to a coup will occur in your homeland, and a battalion of soldiers come after you, then I don't really know what the consequences are.
I'm talking about an actual play experience that happened with an experienced GM and experienced players, who had been playing together for years.I think that the range of consequences would be likely understood by the players and would keep to within a reasonable limitation based on the scale of taken actions, unless the game or GM are particularly punishing. And the players would likely know that unless they're going into the game blind or have never played under that GM before.
The post I've quoted goes on to provide an illustration of that sort of alternative framework.I, as GM, had to decide how much effort the faction devoted to thwarting the PCs, and how seriously the resources dedicated to that effort were deployed. The rules of the game gave me measures for things like how many and how potent spells can a NPC cast, but nothing more. So all the rest was simply up to me to decide, with the upshot of my decision being the full gamut from the PCs experience little threat to the PCs are utterly hosed.
RM has no inherent devices for handling or mitigating this, because it's mechanics are basically more elaborate and simulationist versions of classic D&D mechanics (with a few exceptions - eg it has rudimentary but still workable social mechanics); but it assumes a completely different framing context from the very artificial environment of the classic D&D dungeon (which constrains and channels possible threats so the PCs don't get automatically hosed by the forces arrayed against them).
This experience is one reason why I prefer systems that - like classic D&D - provide a framework for the introduction and prosecution of adversity, but - unlike classic D&D - have a framework that will work in the more verisimilitudinous/naturalistic contexts that I prefer.
Wait, what? The game doesn't allow the players to roleplay out a situation on their own? They have to roll the dice and adjust their behaviors to what the dice say? Am I understanding that correctly? I think I am, because I googled it and found more questions about it on the BW forum that seem to say yes, BW constrains your character's behavior, but I want to make sure.As the BW rulebook says (p 72), "There is no social agreement for the resolution of conflict in this game. Roll the dice and let the obstacle system guide the outcome." If that is what one is looking for - RPGing without social agreement between the participants for the resolution of conflict, then a system is needed. Because the sort of RPGing you are talking about is precisely the social agreement that BW eschews.
It absolutely is them exercising control over the fiction. I didn't send them to the sage or library. I didn't come up with the goal. The DM as you note in your response there is completely reactionary to the player driven play.Here's and example of the sort of thing I mean: the players want information to help make an informed decision, and in order to do that all this other play has to happen first, which is not about them exercising control over the fiction but just about doing whatever has to be done to prompt the GM to provide the information
The players are declaring actions. That's all you're describing here: they describe their PCs doing something for a reason.It absolutely is them exercising control over the fiction. I didn't send them to the sage or library. I didn't come up with the goal. The DM as you note in your response there is completely reactionary to the player driven play.
The presence of constraints may not be (well, clearly is not) to taste, but that doesn't mean it doesn't support player-driven RPGing. Through BITs, players get to establish priorities for play, and the intent/task structure allows for players to have a great deal of control over what success looks like for their little dudes (successes are sacrosanct). And the game never tells the players what their character thinks. Loss in a Duel of Wits doesn't mean that a character's mind has been changed, only that they lost an argument and words alone aren't going to be sufficient to get what they want. They'll have to try something else that's in line with the new situation. Similarly, just because Aedhros hesitates before he can commit a murder in cold blood, it doesn't mean that his player isn't in control of Aedhros; it just means that something new's been revealed about Aedhros and the player and the GM now have something new to grapple with (Is Aedhros actually capable of murder? Will he try again?).(a) I cannot imagine why you think that "Burning Wheel supports player-driven RPGing" when no, it doesn't--even if it only takes over during duels of wits or at times like that, the game is very much not letting the player drive even their own characters;
Yes, and that reason is to drive play. Their actions are quite literally determining where the fiction is going. I'm not initiating anything after the very first scene. It's all reaction after that.The players are declaring actions. That's all you're describing here: they describe their PCs doing something for a reason.
Sorry, I'm not following.as opposed to the players only seeking out a dragon lair and then finding it once they have leveled up enough when the players control the fiction? That does not appear to be a big difference…

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.