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What is *worldbuilding* for?
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<blockquote data-quote="pemerton" data-source="post: 7373568" data-attributes="member: 42582"><p>In Burning Wheel a player is free to change any/all PC Beliefs at any time (unless the Belief is an additional Belief resulting from a particular build element which introduces constraints; and some Belief changes can have knock on effects - eg you lost the Faithful trait if you don't have at least one Belief that expresses your faith).</p><p></p><p>The GM is entitled to veto a change, however, if (i) s/he takes the view it's an attempt to squib in the face of a challenge to the existing Belief, or (ii) s/he is about to frame a challenge to the existing Belief.</p><p></p><p>The nearest thing to Beliefs in Cortex+ Heroic is a PC's milestones. Here is a sample milestone, which illustrates their general structure:</p><p></p><p style="margin-left: 20px">WORDS, NOT DEEDS</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1 XP when you begin an action scene with a non-attack action</p> <p style="margin-left: 20px">3 XP when you inflict emotional stress or take mental stress via an argument</p> <p style="margin-left: 20px">10 XP when you either foreswear conversation as useless or when you foreswear the initiation of violence</p><p></p><p>You can trigger the 1 XP no more than once per action; the 3 XP no more than once per scene; and the 10 XP only once, which then closes out the milestone and requires the PC to take on a new milestone. You can't change milestones otherwise.</p><p></p><p>The PC with the above milestone took it on after closing out this one:</p><p></p><p style="margin-left: 20px">DEEDS, NOT WORDS</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1 XP when you act on impulse.</p> <p style="margin-left: 20px">3 XP when you admit to an ally that your lack of self-control scares you.</p> <p style="margin-left: 20px">10 XP when you learn to control your impulses, or when impulsive action causes you to be stressed out.</p><p></p><p>Coming up with effective (and moderately balanced) milestones is an important part of PC build in this system. I treat it as a negotiation between GM and player.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7373568, member: 42582"] In Burning Wheel a player is free to change any/all PC Beliefs at any time (unless the Belief is an additional Belief resulting from a particular build element which introduces constraints; and some Belief changes can have knock on effects - eg you lost the Faithful trait if you don't have at least one Belief that expresses your faith). The GM is entitled to veto a change, however, if (i) s/he takes the view it's an attempt to squib in the face of a challenge to the existing Belief, or (ii) s/he is about to frame a challenge to the existing Belief. The nearest thing to Beliefs in Cortex+ Heroic is a PC's milestones. Here is a sample milestone, which illustrates their general structure: [indent]WORDS, NOT DEEDS 1 XP when you begin an action scene with a non-attack action 3 XP when you inflict emotional stress or take mental stress via an argument 10 XP when you either foreswear conversation as useless or when you foreswear the initiation of violence[/indent] You can trigger the 1 XP no more than once per action; the 3 XP no more than once per scene; and the 10 XP only once, which then closes out the milestone and requires the PC to take on a new milestone. You can't change milestones otherwise. The PC with the above milestone took it on after closing out this one: [indent]DEEDS, NOT WORDS 1 XP when you act on impulse. 3 XP when you admit to an ally that your lack of self-control scares you. 10 XP when you learn to control your impulses, or when impulsive action causes you to be stressed out.[/indent] Coming up with effective (and moderately balanced) milestones is an important part of PC build in this system. I treat it as a negotiation between GM and player. [/QUOTE]
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