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<blockquote data-quote="Zinovia" data-source="post: 5464789" data-attributes="member: 57373"><p>I got Burning Wheel, which sounds fun to me. I like the idea of life paths, at least in theory. I'd have to look over the mechanics to see how well it works in practice.</p><p></p><p>My players are another story however. The last time I used the phrase "narrative control" at the table, most of them stared at me in slack-jawed beffudlement, with no clue as to the meaning of my cryptic utterance. I have been using a modified fate point system for a year or so. Despite the explanation I gave when introducing the system, and the text printed on the fate point cards, it came as a complete shock to one of the players when my husband pointed out that instead of using his fate point to reroll a fumbled lock picking check, he could use it to decree that the door was unlocked to begin with. It wasn't an important door, so that was perfectly fine. He had no idea, because all they ever use fate points for are rerolls and the occasional recharge of an encounter power. It says right on the card "Use this to change the world in a minor way". Narrative control is too scary to a group that wants to sit there and be fed the story like baby birds safe in their nest. My group is reactive, not proactive, with the exception of the only two players to have ever GMed.</p><p></p><p>I think Burning Wheel or similar narrative games would freak them out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Zinovia, post: 5464789, member: 57373"] I got Burning Wheel, which sounds fun to me. I like the idea of life paths, at least in theory. I'd have to look over the mechanics to see how well it works in practice. My players are another story however. The last time I used the phrase "narrative control" at the table, most of them stared at me in slack-jawed beffudlement, with no clue as to the meaning of my cryptic utterance. I have been using a modified fate point system for a year or so. Despite the explanation I gave when introducing the system, and the text printed on the fate point cards, it came as a complete shock to one of the players when my husband pointed out that instead of using his fate point to reroll a fumbled lock picking check, he could use it to decree that the door was unlocked to begin with. It wasn't an important door, so that was perfectly fine. He had no idea, because all they ever use fate points for are rerolls and the occasional recharge of an encounter power. It says right on the card "Use this to change the world in a minor way". Narrative control is too scary to a group that wants to sit there and be fed the story like baby birds safe in their nest. My group is reactive, not proactive, with the exception of the only two players to have ever GMed. I think Burning Wheel or similar narrative games would freak them out. :p [/QUOTE]
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