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<blockquote data-quote="pemerton" data-source="post: 9519430" data-attributes="member: 42582"><p>I think there is some relevant text missing from what you have quoted. The following extracts are from <a href="https://www.burningwheel.com/burning-wheel-gold-revised-hub-and-spokes-pdf/" target="_blank">BW Hub and Spokes</a> (pp 9-11, 30-31), and set out the basic process of play:</p><p></p><p style="margin-left: 20px">In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. The synergy of inspiration, imagination, numbers and priorities is the most fundamental element of Burning Wheel. Expressing these numbers and priorities within situations presented by the game master (GM) is what the game is all about. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The players interact with one another to come to decisions and have the characters undertake actions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Everyone else plays a protagonist in the story. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of the story. The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[W]hat happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass.</p><p></p><p>The reason I've set this out is because they tell us <em>where the stakes come from</em>, <em>what counts as a dramatic moment</em>, and <em>what informs complications</em>. These are all <em>relative to player-established priorities for their PCs</em> - and are all referable back to the basic notion that <em>the GM presents the players with problems based on the players’ priorities</em>.</p><p></p><p>Hence why BW is not "if you do it, you do it": the need to roll the dice is not triggered by <em>a player's action declaration falling under a certain action-type-description</em> (like "trying to seize something by force" or "trying to read a situation*). </p><p></p><p>Nor is rolling dice triggered by "seeing consequences in the offing".</p><p></p><p>It is triggered by the interplay of <em>the way the GM's framing presents problems that pertain to player-authored priorities for their PCs</em> and <em>the intention of the player's action declaration and how it relates to those priorities</em>.</p><p></p><p>In Apocalypse World, there is scope for discussion, at the table, over whether or not a move has been triggered - the rulebook gives some examples. Those discussions are about whether or not a player's declared action really falls under the move-triggering description (eg "No, I'm not going aggro - if he really doesn't want to let me go past him, I'll go round the other way").</p><p></p><p>In Burning Wheel, there is also scope for discussion over whether or not the dice should be rolled, but that discussion is not about <em>whether the declared action falls under a certain description</em> but rather what is at stake in the situation as framed and the player's intent in response to that. It's reasonable for - and the rulebook gently encourages - the GM to stamp out "test-mongering" where the dice are rolled with an eye purely to advancement but with nothing really as stake. And conversely, it's reasonable for the player to call for a test, or an extended conflict, if they think that something important to them and their PC is in play.</p><p></p><p>This is why BW is more likely to produce a "meta-" orientation in the participants than is AW (something that [USER=16586]@Campbell[/USER] has often noted on these boards), although it is not the so-called "writers' room" of discussing plot or narrative trajectory, but rather a type of meta-level "introspection" of what really matters in the fiction.</p><p></p><p>Anyway, this is why I don't think that BW is either Type A or Type B as you've set them out, which is also why I agree with [USER=7044566]@thefutilist[/USER] that the Type A/Type B analysis is not convincing.</p><p></p><p>As you have quoted, the BW rules state that the consequences of failure must be announced prior to rolling.</p><p></p><p>However, as Luke Crane notes in the Adventure Burner (p 251, reproduced in the Codex, p 116-7):</p><p></p><p style="margin-left: 20px">I confess that I do not explicitly announce the terms of each test. Why? Two reasons: I find the result of failure implicit in most tests. If I'm doing my job correctly as the GM, the situation is so charged that the player knows he's going to get dragged into a world of **** if he fails. We project the consequences into the fiction as we're talking in pcharacter and jockeying before the test. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The second reason . . . is a bad habbit ab BWHQ. My players trust me. They know I have a devious GM-brain that will take their interests into heart and screw them gently but firmly. I can't write rules about this kind of trust and, frankly, I think basing a game solely on trust is awful. . . . However, it does have a positive side. Withholding some failure results allows for the game to move a little faster. It varies the monotony of the testing structure and provides room for the occasional inspired surprise. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Announcing the risks of failure before a roll is absolutely a good rule and practice to follow. It forms good habits. It adds a new dynamic to the game - knowing that failure isn't arbitrary when you roll the dice. I'm a poor role model, so definitely follow what's written in the book.</p><p></p><p>My own play drifts in the same direction as Luke's: the consequence of failure is very often implicit; and my players, who have known me for decades, trust me to be fair in my twists and surprises. Likewise when I'm playing I trust my GM.</p><p></p><p>In the example of play that you quote, the Circles test for Thoth is called for because it absolutely relates to Aedhros's Belief about Alicia, and also those other aspects of the character such as his Reputation. The failure is a standard invocation of the Enmity Clause for failed Circles tests.</p><p></p><p>The Surgery test for recovery is the standard one in the Anatomy of Injury sub-system. Like some of the other sub-systems, this one is closer to "if you do it, you do it" and less based around "intent and task" - though the players and GM could still dispense with it if they agreed nothing was at stake in the test. The roll for recovery time is also from the same rules sub-system.</p><p></p><p>The Ob 10 test is Beginner's Luck Scavenging. The fact that Thoth has an Instinct shows that this is a player-authored priority, and hence is not an appropriate occasion simply to "say 'yes'".</p><p></p><p>The DoF to determine the number of corpses available would have been agreed between me and Thoth's player, in a context where the availability of corpses on the boat was agreed to be a "say 'yes'" matter.</p><p></p><p>The Steel subystem is another departure from strict intent+task resolution.</p><p></p><p>The GM is the one who calls for a Steel test (Revised pp 121-2):</p><p></p><p style="margin-left: 20px">A GM can call for a Steel test under three main conditions: When the character is confronted with surprise, fear or pain. . . . GMs call for Steel tests; players don't.</p><p></p><p>The rules specify the consequences for a failed Steel test - hesitation (= 10-Will actions), with the player having to choose their hesitation response.</p><p></p><p>The GM has to exercise judgement in determining whether to call for a Steel test as part of framing, or whether to use it as a consequence. I can't remember which it was in the example that you refer to - it's possible, for instance, that there was a failed Hauling test in there that I'd forgotten about when I wrote up the actual play. Or it may have been framing rather than consequence, in which case it really serves as a type of colour with a mechanical accompaniment.</p><p></p><p>The Power test for Thoth, on the other hand, is straight down the line, classic intent+task: I as GM am not going to "say 'yes'" given the stakes for Thoth the death-artist, and so a roll is called for and on a success Thoth gets his intent (ie keeping his corpse from falling into the harbour).</p></blockquote><p></p>
[QUOTE="pemerton, post: 9519430, member: 42582"] I think there is some relevant text missing from what you have quoted. The following extracts are from [url=https://www.burningwheel.com/burning-wheel-gold-revised-hub-and-spokes-pdf/]BW Hub and Spokes[/url] (pp 9-11, 30-31), and set out the basic process of play: [indent]In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. The synergy of inspiration, imagination, numbers and priorities is the most fundamental element of Burning Wheel. Expressing these numbers and priorities within situations presented by the game master (GM) is what the game is all about. . . . The players interact with one another to come to decisions and have the characters undertake actions. One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly. Everyone else plays a protagonist in the story. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of the story. The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . . [W]hat happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task. This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass.[/indent] The reason I've set this out is because they tell us [I]where the stakes come from[/I], [I]what counts as a dramatic moment[/I], and [I]what informs complications[/I]. These are all [I]relative to player-established priorities for their PCs[/I] - and are all referable back to the basic notion that [I]the GM presents the players with problems based on the players’ priorities[/I]. Hence why BW is not "if you do it, you do it": the need to roll the dice is not triggered by [I]a player's action declaration falling under a certain action-type-description[/I] (like "trying to seize something by force" or "trying to read a situation*). Nor is rolling dice triggered by "seeing consequences in the offing". It is triggered by the interplay of [I]the way the GM's framing presents problems that pertain to player-authored priorities for their PCs[/I] and [I]the intention of the player's action declaration and how it relates to those priorities[/I]. In Apocalypse World, there is scope for discussion, at the table, over whether or not a move has been triggered - the rulebook gives some examples. Those discussions are about whether or not a player's declared action really falls under the move-triggering description (eg "No, I'm not going aggro - if he really doesn't want to let me go past him, I'll go round the other way"). In Burning Wheel, there is also scope for discussion over whether or not the dice should be rolled, but that discussion is not about [I]whether the declared action falls under a certain description[/I] but rather what is at stake in the situation as framed and the player's intent in response to that. It's reasonable for - and the rulebook gently encourages - the GM to stamp out "test-mongering" where the dice are rolled with an eye purely to advancement but with nothing really as stake. And conversely, it's reasonable for the player to call for a test, or an extended conflict, if they think that something important to them and their PC is in play. This is why BW is more likely to produce a "meta-" orientation in the participants than is AW (something that [USER=16586]@Campbell[/USER] has often noted on these boards), although it is not the so-called "writers' room" of discussing plot or narrative trajectory, but rather a type of meta-level "introspection" of what really matters in the fiction. Anyway, this is why I don't think that BW is either Type A or Type B as you've set them out, which is also why I agree with [USER=7044566]@thefutilist[/USER] that the Type A/Type B analysis is not convincing. As you have quoted, the BW rules state that the consequences of failure must be announced prior to rolling. However, as Luke Crane notes in the Adventure Burner (p 251, reproduced in the Codex, p 116-7): [indent]I confess that I do not explicitly announce the terms of each test. Why? Two reasons: I find the result of failure implicit in most tests. If I'm doing my job correctly as the GM, the situation is so charged that the player knows he's going to get dragged into a world of **** if he fails. We project the consequences into the fiction as we're talking in pcharacter and jockeying before the test. . . . The second reason . . . is a bad habbit ab BWHQ. My players trust me. They know I have a devious GM-brain that will take their interests into heart and screw them gently but firmly. I can't write rules about this kind of trust and, frankly, I think basing a game solely on trust is awful. . . . However, it does have a positive side. Withholding some failure results allows for the game to move a little faster. It varies the monotony of the testing structure and provides room for the occasional inspired surprise. . . . Announcing the risks of failure before a roll is absolutely a good rule and practice to follow. It forms good habits. It adds a new dynamic to the game - knowing that failure isn't arbitrary when you roll the dice. I'm a poor role model, so definitely follow what's written in the book.[/indent] My own play drifts in the same direction as Luke's: the consequence of failure is very often implicit; and my players, who have known me for decades, trust me to be fair in my twists and surprises. Likewise when I'm playing I trust my GM. In the example of play that you quote, the Circles test for Thoth is called for because it absolutely relates to Aedhros's Belief about Alicia, and also those other aspects of the character such as his Reputation. The failure is a standard invocation of the Enmity Clause for failed Circles tests. The Surgery test for recovery is the standard one in the Anatomy of Injury sub-system. Like some of the other sub-systems, this one is closer to "if you do it, you do it" and less based around "intent and task" - though the players and GM could still dispense with it if they agreed nothing was at stake in the test. The roll for recovery time is also from the same rules sub-system. The Ob 10 test is Beginner's Luck Scavenging. The fact that Thoth has an Instinct shows that this is a player-authored priority, and hence is not an appropriate occasion simply to "say 'yes'". The DoF to determine the number of corpses available would have been agreed between me and Thoth's player, in a context where the availability of corpses on the boat was agreed to be a "say 'yes'" matter. The Steel subystem is another departure from strict intent+task resolution. The GM is the one who calls for a Steel test (Revised pp 121-2): [indent]A GM can call for a Steel test under three main conditions: When the character is confronted with surprise, fear or pain. . . . GMs call for Steel tests; players don't.[/indent] The rules specify the consequences for a failed Steel test - hesitation (= 10-Will actions), with the player having to choose their hesitation response. The GM has to exercise judgement in determining whether to call for a Steel test as part of framing, or whether to use it as a consequence. I can't remember which it was in the example that you refer to - it's possible, for instance, that there was a failed Hauling test in there that I'd forgotten about when I wrote up the actual play. Or it may have been framing rather than consequence, in which case it really serves as a type of colour with a mechanical accompaniment. The Power test for Thoth, on the other hand, is straight down the line, classic intent+task: I as GM am not going to "say 'yes'" given the stakes for Thoth the death-artist, and so a roll is called for and on a success Thoth gets his intent (ie keeping his corpse from falling into the harbour). [/QUOTE]
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