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Why does ENWorld hate Burning Wheel?
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<blockquote data-quote="Razjah" data-source="post: 6584811" data-attributes="member: 98806"><p>This is extremely true! One thing I find fascinating about BW is that if you aren't <em>playing as a group</em> it is very easy to be telling three stories with one GM (4 person group). It doesn't take too much effort for the players to write beliefs that interact with each other, but it does need to be conscious. D&D seems to run under an assumption of adventurers being folk heroes and almost a tangent to society, similar to how comics rarely address what it is like to live in a world where 10% of the population is potentially extremely volatile and dangerous. Burning Wheel has the PCs as people who are involved in the campaign situation, but they are regular people with obligations and jobs- not adventures who are essentially para-military monster slaying hobos (I'm exaggerating for a point). </p><p></p><p>I find it good to use FATE's guest appearances as an idea. In FATE everyone knows a couple people in the party, if not all of them. You can do something similar in BW using the beliefs. </p><p>LotR Example:</p><p>-Gimli: I will prove dwarven courage and skill by besting Legolas in killing the most orcs.</p><p>-Legolas: I'll show Gimli that elves are superior even in war by killing more orcs that him.</p><p></p><p>-Aragorn B1: I pledge everything, even my life, to ensuring Frodo reaches Mount Doom.</p><p>-Aragorn B2: I am the true king of Gondor, I must claim the throne to win this war.</p><p>-Frodo B1: I need Aragorn's skill and knowledge of the wilderness to reach Mount Doom.</p><p>-Frodo B2: Samwise is my best friend, I must see that no harm comes to him. </p><p></p><p>Things like that can help ensure the group stays together, cares about each other, and actually cooperates.</p><p></p><p></p><p></p><p>3 PCs works wonderfully for BW, 4 is good too. But my playgroup has 7 total, 6 PCs and a GM in BW doesn't work nearly as well.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6584811, member: 98806"] This is extremely true! One thing I find fascinating about BW is that if you aren't [I]playing as a group[/I] it is very easy to be telling three stories with one GM (4 person group). It doesn't take too much effort for the players to write beliefs that interact with each other, but it does need to be conscious. D&D seems to run under an assumption of adventurers being folk heroes and almost a tangent to society, similar to how comics rarely address what it is like to live in a world where 10% of the population is potentially extremely volatile and dangerous. Burning Wheel has the PCs as people who are involved in the campaign situation, but they are regular people with obligations and jobs- not adventures who are essentially para-military monster slaying hobos (I'm exaggerating for a point). I find it good to use FATE's guest appearances as an idea. In FATE everyone knows a couple people in the party, if not all of them. You can do something similar in BW using the beliefs. LotR Example: -Gimli: I will prove dwarven courage and skill by besting Legolas in killing the most orcs. -Legolas: I'll show Gimli that elves are superior even in war by killing more orcs that him. -Aragorn B1: I pledge everything, even my life, to ensuring Frodo reaches Mount Doom. -Aragorn B2: I am the true king of Gondor, I must claim the throne to win this war. -Frodo B1: I need Aragorn's skill and knowledge of the wilderness to reach Mount Doom. -Frodo B2: Samwise is my best friend, I must see that no harm comes to him. Things like that can help ensure the group stays together, cares about each other, and actually cooperates. 3 PCs works wonderfully for BW, 4 is good too. But my playgroup has 7 total, 6 PCs and a GM in BW doesn't work nearly as well. [/QUOTE]
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