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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="robertsconley" data-source="post: 9676414" data-attributes="member: 13383"><p>After reading up on Burning Wheel and talking to friends who’ve played it extensively since release, I’d describe it more precisely as a game that challenges a character’s beliefs and motivations in dramatic ways. How those challenges play out can vary significantly, often depending on player choices and table culture.</p><p></p><p>In that regard, it’s not so different from most traditional play styles. Even in my Living World sandbox, players can choose to engage with situations that test their characters' ideals. For example, a paladin caught in a civil war where both factions commit atrocities, each believing their cause is just, faces a moral dilemma that divine guidance alone may not resolve.</p><p></p><p>The key difference I gathered from those conversations is that Burning Wheel is designed to focus campaigns around such challenges. In contrast, in my Living World sandbox, that sort of narrative is one of many that might emerge, depending on where the players go and what they engage with.</p><p></p><p>And just to clarify for [USER=42582]@pemerton[/USER]: I’m reporting what came out of those conversations. The friends in question are long-time Burning Wheel players and are also familiar with how my sandbox campaigns work. It became clear they have a different take on the system than the one you’ve presented here.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9676414, member: 13383"] After reading up on Burning Wheel and talking to friends who’ve played it extensively since release, I’d describe it more precisely as a game that challenges a character’s beliefs and motivations in dramatic ways. How those challenges play out can vary significantly, often depending on player choices and table culture. In that regard, it’s not so different from most traditional play styles. Even in my Living World sandbox, players can choose to engage with situations that test their characters' ideals. For example, a paladin caught in a civil war where both factions commit atrocities, each believing their cause is just, faces a moral dilemma that divine guidance alone may not resolve. The key difference I gathered from those conversations is that Burning Wheel is designed to focus campaigns around such challenges. In contrast, in my Living World sandbox, that sort of narrative is one of many that might emerge, depending on where the players go and what they engage with. And just to clarify for [USER=42582]@pemerton[/USER]: I’m reporting what came out of those conversations. The friends in question are long-time Burning Wheel players and are also familiar with how my sandbox campaigns work. It became clear they have a different take on the system than the one you’ve presented here. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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