So, how important is the Cartographer skill in terms of making sure someone in the party has it?
I've recently purchased Burning Wheel and am still only halfway through the books. I've been curious about Torchbearer, but what exactly it is still hasn't fully jelled in my mind.
The Light Dims
Here is a grim land. Summers are short. Winters are long. The towns are overcrowded. Food is expensive. Guilds control trade. Nobles
control taxes. Priests pray for our damned souls.
Out there, beyond those walls, are beasts, bogies…monsters. They inhabit the forests, live under the fields, dwell in the ruins of our burnedout
fortresses. They kidnap lone wanderers, harry our caravans, and when they are bold, they attack our towns.
This land is wild, untamable, and in it we struggle to survive. We who thought we could conquer it, subjugate it—we are but guests here, our
days numbered.
Our forebears succeeded in wedging a toehold—a small point of light in a vast, weird darkness. Their hubris led them to believe they had won, that victory was inevitable. But they were wrong. The forests retaliated. The mountains rebelled. The seas heaved in protest. Things issued forth from crevices and caves; the foam and fire spat forth a writhing, crawling answer to our forebears’ “conquest.” We battled them. We banished them. We flung spell and prayer at them. But they came like a creeping tide, forcing us steadily back.
So now most of us crowd into our walled towns and make do with what’s been given to us. Some hardy folk brave the long nights and, far behind our defenses, work the soil at dawn. A few of us—those with nothing left—take up torch and sword and stride forth into the dark wilds.
For underneath the roots are the ruins of those who came before us. Layers of foolhardy civilizations crumbling atop one another like corpses stacked in a pit. Each thought they could conquer this land. Each failed.
But in failure, they left us hope. They left us gold, artifacts, secrets, knowledge. Those brave or foolish enough to seek these treasures are
richly rewarded. Those successful enough can even rise above their station.
Thus, by risking our very blood for a handful of coins perhaps we can become heroes—but only if we survive.
What Is This Game A bout?
Torchbearer is a roleplaying game of desperate adventure. In the game, players take on the role of fortune-seeking adventurers. To earn their
fortune, they must explore forlorn ruins, brave terrible monsters and retrieve forgotten treasures.
The expeditions they undertake are taxing to body, mind and their very nature. To survive, they must carefully manage food, water and light
resources. To excel, they must fight for what they believe in. To prosper, they must fill their bags with loot and treasure.
This triumvirate of competing needs creates a wonderful tension unique to Torchbearer. Players are asked to weigh these forces in every decision they make. Some may seem easy or frivolous to start, but the deeper they become enmeshed in an adventure, the heavier and more
costly each decision becomes.
I don't want to derail the main purpose of this interesting thread. We've found 5e and DW possible to run in similar (but not identical, that's not the claim) ways, both by erroneously running DW as a traditional game (answering the question, can you run DW at all like 5e?) and by applying agenda and principles to run 5e as a fiction-first game (answering the question, can you run 5e at all like DW?) We have different grasps of some fundamental concepts, such as including effectiveness in our construct for fictional-positioning, and rejecting any hard separation of fiction and system. One timeline, not two. I don't think we should get into those here, but I mention them in order to point out committments that can lead to differing judgements.The first one might reflect a vantage point of 2nd ed AD&D. The second would be getting down into the nitty gritty of actually thinking about playing or running either Dungeon World or Torchbearer.
The idea that you might do Torchbearer or DW with 5e D&D is just ludicrous.
Given this is a Torchbearer thread I'll only elaborate on it. And only in one respect - where is the help rule in 5e D&D? Or the rule that every test (outside of a conflict, and recognising that Town and Camp Phase have their own logic) costs a turn? 5e D&D is a completely different game, once the superficial resemblances of trope are looked past.
For me, Torchbearer 2e has been far easier to get into and play than Burning Wheel. That might be because I feel more motivated to do so, because TB2e's play is so distinctive. Everything makes sense in an interwoven whole.I've recently purchased Burning Wheel and am still only halfway through the books. I've been curious about Torchbearer, but what exactly it is still hasn't fully jelled in my mind.
Burning Wheel is probably, on balance, my favourite RPG. I find it amazingly intense.I've recently purchased Burning Wheel and am still only halfway through the books. I've been curious about Torchbearer, but what exactly it is still hasn't fully jelled in my mind.
A related point: it's possible to play BW with skill - both dramatic skill (leaning into Beliefs, Relationships etc) and mechanical skill (trying for tests, and adjusting dice pools, to optimise advancement) - but BW doesn't demand skilled play in the classic sense. Speaking from my own experience as a player, if you inhabit your PC and play Beliefs etc without too much regard to how you're doing in terms of tests, advancement, gear,etc, the game will keep going. Your PC will be put through the ringer, but the approach to framing and consequence narration will keep things moving.Narrating twists is (at least as I see it) closer to GM moves in a PbtA game, than to narrating consequences in Burning Wheel. The latter is all about (i) failure of intent, and (ii) putting pressure on a PC's Beliefs, Instincts and traits. In PbtA, and it seems to me in Torchbearer, there is less focus on those dramatic concerns, and more focus on what follows from the fiction. GM prep of twist ideas plays a similar sort of function to preparing a front in AW or DW.

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