Now this is exactly what I posted about several times. Something several people said would never happen.
I believe that only two posters in this thread have given you technical replies about Burning Wheel: me, and
@Citizen Mane. A third,
@Campbell, has made some general remarks about the system.
Other posters - especially
@AbdulAlhazred and
@EzekielRaiden - have posted about techniques in Dungeon World. This is a different RPG from Burning Wheel. As per AbdulAlhazred's post not far upthread, resolution in Dungeon World is not "intent and task" coupled with "say 'yes' or roll the dice"; rather, it's "if you do it, you do it".
I have been quite clear about the role of Wises, Scavenging, Circles etc in Burning Wheel play. And have given examples from play, such as Aramina recalling the location of Evard's tower (successful Great Masters-wise), Thurgon looking for spellbooks in it, and instead finding his mother's childhood letters (failed Scavenging), Jobe looking for the Falcon's Claw and instead finding black arrows (failed Scavenging), Thurgon together with Aramina meeting Friedrich and Rufus (successful Circles).
Here's another episode of play:
Family obligations and sickness kept some members of our group away, and so two of us played Burning Wheel. We returned to
this game, with each of us playing a PC and sharing GMing responsibilities depending on whose character is at the centre of the action.
Our last session ended with Alicia and Aedhros sitting out-of-the-way on the docks, Aedhros quietly singing Elven lays. I had set as homework for my friend to determine what trouble might result from this, to be the start of our next session of this game. It turned out that, despite having over 20 months to do his homework, he hadn't!
(I had done some homework of my own, writing up the Elven Ambassador to Hardby, and the Ship's Master from last session, as NPCs. But we didn't end up needing them.)
After a bit of prompting, he decided that a petty harbour official came up to Aedhros, telling him to move on and stop begging. (The singing being treated as busking, and hence a type of begging.)
Aedhros's response was to sing a short verse of the Rhyme of Unravelling, breaking the official's belt with the result that his pants fell down. I decided that Aedhros kept singing, sufficiently to give me a test to cause the official intense sorrow (this is the Dark Elf version of Wonderment from spell songs). The official - Will B3, we agreed - fell to his knees weeping bitterly, in remorse for all his pointless past actions (including his harassment of Aedhros). An attempt to further grind him down with Ugly Truth (untrained on Perception, and suffering a +2 Ob penalty from the Deceptive trait) failed.
My friend decided that this was about the time that Alicia awoke - she has an instinct
If it shines in the dark, steal it, and he wondered if there was anything shiny revealed by the falling down of the official's trousers. I suggested a key. Alicia wanted to steal it as he wept. She called on the spirits of the coastal sea to help, and a mist rose up on the harbour. The successful Spirit Binding gave a helping die for a beginner's luck Inconspicuous test, lifting the key from the helpless, weeping man.
One of Aedhros's Beliefs was that
Only because Alicia seems poor and broken can I endure her company. To keep her poor and broken, he pick-pocketed the key from her - an easy success for B4 Sleight of Hand with Stealthy and Inconspicuous FoRKs against untrained Observation.
Alicia, unaware of what Aedhros had done, wanted to know what the key opened. She Persuaded the official to tell her (an easy success against Will 3). I (exercising GMing powers, not playing Aedhros) decided that it opened the strongroom in the harbour office, where records and the like are kept. Alicia and Aedhros agreed to break into it, to find information that might help Alicia pursue her Belief that
I will one day be rich enough to BUY a ship, and/or help get revenge on the master of the ship the two of us had sailed on.
I'll say more about this in a moment, relating it to the following:
(1) I think this has come up before, but it's worth noting that Burning Wheel is exceedingly bad at map-and-key-style, old-school dungeon crawling. To the point where drawing detailed maps of locations is certainly a bad use of whatever prep the GM does. As GM, you might have ideas about what a site looks like broadly, but you probably don't have a detailed map showing every garderobe. (And it would probably be a waste of your time if you did create that map.)
(2a) The difference between "I look for a pile of gold under a tree" and "I want to use my [Architecture skill] to find a secret entrance" is kind of significant in a Burning Wheel idiom. The latter says something about the character (I'm an architect and know how this castle was built) and is a direct response to the situation at hand (which should be responsive to the character's beliefs). To return to my first thought, if you're not working in a map-and-key idiom (to be clear, I love old-school map-and-key play as much as I love Burning Wheel), this is how you introduce secret doors, secret passages, etc. into play.
(2b) Now, it's possible that someone could run a game where the former both reveals character and is responsive to a situation (and a player could create a character, Harold the Excessively Hopeful Pirate, that has the instinct "Always search under trees for piles of gold" in order to avoid a situation where he misses out on a pile of gold buried under a tree), but I think the derision that I'm sensing in your post is suggestive of how often that comes up. In most cases, it's not appropriate for the fiction and to make that statement is as responsive to the game as having players cause fights at taverns in a D&D game. At best, it's a momentarily amusing diversion, at worst it's disruptive. There are other ways for BW characters to make money that fit with the intended play style, and there are other ways for D&D characters to get into fights that fit with the intended play styles.
In the example of play I just posted, we can see a few things happening that warrant technical exposition:
*Aedhros, following his Instinct, quietly sings the Elven lays. The GM frames a scene in which this gets him into trouble.
*Aedhros has the Belief Never admit that I am wrong and the Instinct Always repay hurt with hurt, and so sets out to humiliate the official. As this goes directly to these core, player-authored priorities for the character, a roll is called for. It succeeds.
*I can't recall, and the actual play doesn't record, how the GM adjudicated failure on Ugly Truth. Maybe that was the trigger for Alicia to wake up and join the scene?
Alicia's player asks if there is anything shining in the - *ahem- dark. As GM, I don't call for a test - I say "yes", and go straight to framing a scene that will speak to her Instinct - she sees the glint of a key that the official conceals inside his trousers.
*Alicia steals it, acting on Instinct and in pursuit of her Belief that I will one day be rich enough to BUY a ship. Again, a roll is called for by the GM. It succeeds.
*Aedhros, acting on his Belief, tries to lift the key from Alicia. Again, a roll is called for by the GM. It succeeds.
*Alicia, still in pursuit of her Belief about wealth, asks what the key opens. Again, a roll is called for by the GM, and her spell (Persuasion) succeeds. The player does not declare any sort of Wises or similar check (such as "Everyone knows that the only petty official with a big key is the keeper of the harbour levies"). So it is thrown back to me as GM, and I introduce an element that will speak to Alicia's Belief: there's a strong room, which the key opens.
I've unpacked because it illustrates several of your (that is,
@Citizen Mane's) points.
*There is no map. There is a place - Hardby, a rough and tumble pulp-ish port, whose docks host drunken sailors, Half-Orc thugs (anyone who is curious can read more of the linked actual play), and petty officials with their strong rooms, among other things. But there is no map, no key, no list of denizens. The play example shows people and places being authored as they are needed to frame scenes and keep things moving.
*Those things follow the player-authored priorities for their PCs. Why do we care about keys hidden in the trousers of officials? Because Alicia steals whatever glints in the dark! Why strong rooms? Because Alicia longs for wealth, so she can buy her own ship.
*There is no reason for a player to declare a "silly" action, like randomly looking for piles of gold and vorpal swords. The players have created these PCs - Aedhros and Alicia - presumably because they want to play [i[them[/i]. If they wanted to play Harold the Excessively Hopeful Pirate, they would have written up him instead. Or likewise my mooted character with Faeries-wise, who looks for pots of gold left under tree roots.
That last points leads directly back to the discussion about gaming the GM and "fictional positioning trickery". In a game in which scenes are framed and consequences narrated around player-authored priorities for their PCs, why would anyone bother? You don't need to game the GM to have an opportunity that speaks directly to your character made a part of play: that's the core logic of the game.
Here's another example of play, from the first session of Aedhros and Alicia:
We agreed that Aedhros had travelled on the same ship as Alicia had been working on as a weathermage. Like Aedhros, she started with zero resources and no shoes, and with only rags as clothes. I asked her player why she hadn't been paid. Because bottom has fallen out of the market in soft cheese, so the cargo can't be sold. To work with this, I first got agreement that the port we had arrived in was Hardby (where the action of one of our other BW campaigns is centred). Then, as the ship master, I explained to the crew - including Alicia - that the wedding of the Gynarch (a plot point in our other game) had been delayed, and hence no one was paying for the cheese that had been brought from the green fields and fat cows of Urnst. Some were promised they would be paid tomorrow, but Alicia was told her passage was her pay! With her Base Humility, she accepted this (and earned a fate point). While this was going on, Aedhros took advantage of the distraction to Inconspicuously sidle up to the master and pick his pocket with Sleight of Hand. This earned 1D of cash (it was agreed).
There is no reason for me to declare aimless, pointless actions such as that Aedhros looks behind water barrels for sacks of gold. I declare something core to the character - he picks the ship master's pocket! The 1D of gold is agreed by me and the GM as an appropriate element in the framing. (If I had wanted more, then the GM could legitimately have called for a test on Wealth-wise or Ship Master's-wise or similar, to establish that I am indeed correct that this is a gold-filled pocket - a test which I probably would have failed!)
Here's another example of play, from the first session of Burning Wheel that I ever GMed:
pemerton posting as thurgon on rpg.net said:
The rogue wizard, Jobe, had a relationship with his brother and rival. The ranger-assassin, Halika, had a relationship, also hostile with her mentor, and the player decided that was because it turned out she was being prepared by him to be sacrificed to a demon. It seemed to make sense that the two rival, evil mages should be one and the same, and each player wrote a belief around defeating him: in Jobe's case, preventing his transformation into a Balrog; in Halika's case, to gain revenge.
<snip>
I started things in the Hardby market: Jobe was looking at the wares of a peddler of trinkets and souvenirs, to see if there was anything there that might be magical or useful for enchanting for the anticipated confrontation with his brother. Given that the brother is possessed by a demon, he was looking for something angelic. The peddler pointed out an angel feather that he had for sale, brought to him from the Bright Desert. Jobe (who has, as another instinct, to always use Second Sight), used Aura Reading to study the feather for magical traits. The roll was a failure, and so he noticed that it was Resistant to Fire (potentially useful in confronting a Balrog) but also cursed. (Ancient History was involved somehow here too, maybe as a FoRK into Aura Reading (? I can't really remember), establishing something about an ancient battle between angels and demons in the desert.)
Jobe's player does not need to game me, as GM, to have the opportunity to find something angelic that might help him deal with his Balrog-possessed brother: that's the first scene that I frame him into!
From the technical point of view, it's worth noting that the Aura Reading test plays the role that my conjectured Wealth-wise or Ship's master-wise test would have played, had I (playing Aedhros) aspired to get more than the barest 1D of coins from the picked pocket of the ship's master.
This is why I don't take seriously, until I'm provided with actual example or plausible conjecture, these repeated suggestions about the player gaming the GM. There are no advantages to be gained by manipulation that are not more easily obtained just by playing your character honestly and with verve.
So a player, can just say anytime "I look for a secret door"...and if they make the check, 'pop' the secret door was there all along. So the character can 'find' a secret door...anytime anywhere.
My example of a player saying "I look for a pile of gold under a tree" would never happen.....but a player saying "I look for a secret door" can happen all the time.
(3) Unless your characters have a fixation on secret doors or your game is, in part, about stealthy infiltration, "I look for a secret door" should not be a regular intent statement (intent because this only tells us what the character wants, but nothing about how the character achieves it).
The whole framing of "a player can any time hope to find a secret door" rests on the premise that this is a meaningful move in play. Sometimes it will be - I posted an example, upthread, from the Adventure Burner.
Here's another example where rather than a secret door it was a vessel to catch blood in (as best I recall, the situation was being resolved via Fight!, and Tru-Leigh's player declared an Assess action to look for vessels in the room):
The principal characters: Jobe, a wizard who wants to redeem his brother possessed by a balrog, and learn the balrog's plans so as to stop the pending apocalypse; Joachim, the balrog-possed brother, lying unconscious and healing in the tower of Jabal, a powerful and socially prominent wizard, who is hoping that when Joachim recovers he will be able to serve as teacher of wizards; Alenihel, a Glorfindel-style elven warrior down on his luck, and so serving (ronin-style) as a bodyguard to Jabal; Halika, a wizard-assassin who was apprenticed to Joachim and treated very badly by him, and has now sworn to find him and flay him, then send his soul to . . . [a bad place]; Tru-leigh, a snake-handling oracle from the hills who is under the control of a dark naga, and has been tasked to bring Joachim to his master so that the naga can spill Joachim's blood and thereby bind the spirits of nature to it.
<snip>
while Jobe and Tru-leigh (both PCs) were recuperating and restocking in a dodgy inn, Halika (a former PC, now mostly NPC) scouted out Jabal's tower so as to learn how to break in and take vengeance on Joachim. Jobe and Tru-leigh were worried that Halika was about to strike before they could go and recover Joachim themselves, so they fed her a sleeping potion. But then, as they tried to sneak into Jabal's tower through the catacombs, they got lost. So Halika was able to wake from her coma and head off on her own, trying to preempt them.
Halika broke into the tower (using her jumping spell) and went to the room where Joachim was recovering. Alenihel (another PC) tried to stop her, but was blasted to unconsciousness by her Emperor's Hand (force lightning-style) attack. Opposed checks were then made: could Halika decpaitate the unconscious Joachim before Jobe and Tru-leigh got there? Halika won the role, and so the answer was yes. The session ended with the head dropping to the floor and landing next to the body of the unconscious elf, just as Jabal entered from one doorway and Jobe from another with Tru-leigh behind him.
<snip>
Shocked by the decapitation, Jobe and Tru-leigh stand for a few seconds while Halika tries but fails to cut down Jabal so she can escape with the body. When they regain their senses, Tru-leigh rushes in to grab a chamber pot and place it under the neck of the body, to make sure no blood is lost.
In a FRPG session I ran yesterday, the action was in a bedroom in a mage's tower, where a wizard had been lying unconsciousness on a divan recovering from a terrible wound, but then was rather brutally decapitated by an assassin. One of the players, whose PC ran into the room just as the decapitation took place, asked whether there was a vessel in the room in which the PC could catch the decapitated mage's blood.
I resolved this by setting a DC for a Perception check - and because, as the player argued with some plausibility, it was likely that a room for convalescing in would have a chamber pot, jug/ewer, etc - I set the DC fairly low. The player succeeded, and the PC was able to grab the vessel and catch the blood as desired.
But most of the time players won't be declaring actions to observe vessels for catching blood, because it's not salient. Similarly for the finding of secret doors. Or the looking for piles of gold.