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<blockquote data-quote="buzz" data-source="post: 4503575" data-attributes="member: 6777"><p>I disagree with this. BW does not <em>encourage</em> failure. The obstacles (i.e., DCs in D&D lingo) are not skewed towards failing.</p><p></p><p>What BW does is simply make failure <em>interesting</em>. The player declares their intent, hammers out what the task(s) needed to achieve the intent is, and then rolls. Success = player gets their stated intent; failure = player does not get their stated intent. This allows for lots of juicy, interesting outcomes.</p><p></p><p>What I will say BW encourages is <em>trying</em>. Skill advancement is tied to attempting tasks across a range of difficulties, regardless of whether your PC succeeds or fails (i.e., they learn from their mistakes).</p><p></p><p>Anyway...</p><p></p><p>To paraphrase Ryan Dancey, BW is the greatest FRPG written in the last ten years. IME, it plays amazingly well, and DoW and Fight! rock on toast.</p><p></p><p>That said... it seems that people either love it or hate it. Since <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16153&cat=0&bestseller" target="_blank">the core rules are only $25</a>, I'd suggest you check it out for yourself. </p><p></p><p><strong>And follow the guidelines for getting started lain out in the rulebooks!</strong> The surest way to get off on the wrong foot with BW is to dive in with a massive campaign where you try to use all the rule systems from the start. <strong>Don't do this.</strong> Do what the book says. Stick to the core resolution rules (simple tests, Circles, Resources, artha) and get a handle on advancement. Slowly bring in Duel of Wits. Before you do Fight! or Range and Cover, play some sample combats.</p><p></p><p>And definitely go to <a href="http://www.burningwheel.org" target="_blank">the BW website</a> and make use of the great forums and wiki.</p></blockquote><p></p>
[QUOTE="buzz, post: 4503575, member: 6777"] I disagree with this. BW does not [I]encourage[/I] failure. The obstacles (i.e., DCs in D&D lingo) are not skewed towards failing. What BW does is simply make failure [I]interesting[/I]. The player declares their intent, hammers out what the task(s) needed to achieve the intent is, and then rolls. Success = player gets their stated intent; failure = player does not get their stated intent. This allows for lots of juicy, interesting outcomes. What I will say BW encourages is [I]trying[/I]. Skill advancement is tied to attempting tasks across a range of difficulties, regardless of whether your PC succeeds or fails (i.e., they learn from their mistakes). Anyway... To paraphrase Ryan Dancey, BW is the greatest FRPG written in the last ten years. IME, it plays amazingly well, and DoW and Fight! rock on toast. That said... it seems that people either love it or hate it. Since [URL="http://www.indiepressrevolution.com/xcart/product.php?productid=16153&cat=0&bestseller"]the core rules are only $25[/URL], I'd suggest you check it out for yourself. [B]And follow the guidelines for getting started lain out in the rulebooks![/B] The surest way to get off on the wrong foot with BW is to dive in with a massive campaign where you try to use all the rule systems from the start. [B]Don't do this.[/B] Do what the book says. Stick to the core resolution rules (simple tests, Circles, Resources, artha) and get a handle on advancement. Slowly bring in Duel of Wits. Before you do Fight! or Range and Cover, play some sample combats. And definitely go to [url=http://www.burningwheel.org]the BW website[/url] and make use of the great forums and wiki. [/QUOTE]
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