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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9646457" data-attributes="member: 42582"><p>I know two of the systems on your list very well.</p><p></p><p>Burning Wheel does permit "total freedom" of the sort that [USER=22779]@Hussar[/USER] described. It is not designed for the sort of <em>learning of pre-authored setting details</em> that you talked about upthread. It doesn't use map-and-key to resolve travel; journeying is just another test (say, on Orienteering) with failure narrated in the system's usual way.</p><p></p><p>Given the way that "sandbox" is normally used, I think characterising Burning Wheel as a sandbox game would tend to mislead.</p><p></p><p>Turning to Classic Traveller, it's system for resolving on-world exploration is terrible, in my view. I discovered this first-hand, in the third or fourth session of a game that I started some years ago. There are rules for rolling for vehicle malfunction on a per-time-period basis; and there are movement rates for vehicles; but all the distances just have to be made up by the GM, in the context of a game where moving from world to world is an assumed part of play.</p><p></p><p>After the first bad experience, I just avoided having on-world exploration in subsequent sessions. That's not to say that I avoided on-world <em>action</em> - but it wasn't based around trying to get to certain places in a certain time without getting lost or similar.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9646457, member: 42582"] I know two of the systems on your list very well. Burning Wheel does permit "total freedom" of the sort that [USER=22779]@Hussar[/USER] described. It is not designed for the sort of [I]learning of pre-authored setting details[/I] that you talked about upthread. It doesn't use map-and-key to resolve travel; journeying is just another test (say, on Orienteering) with failure narrated in the system's usual way. Given the way that "sandbox" is normally used, I think characterising Burning Wheel as a sandbox game would tend to mislead. Turning to Classic Traveller, it's system for resolving on-world exploration is terrible, in my view. I discovered this first-hand, in the third or fourth session of a game that I started some years ago. There are rules for rolling for vehicle malfunction on a per-time-period basis; and there are movement rates for vehicles; but all the distances just have to be made up by the GM, in the context of a game where moving from world to world is an assumed part of play. After the first bad experience, I just avoided having on-world exploration in subsequent sessions. That's not to say that I avoided on-world [I]action[/I] - but it wasn't based around trying to get to certain places in a certain time without getting lost or similar. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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