Thor Olavsrud
06-22-2005, 12:57 PM
There've been some threads here and elsewhere lately that talk about BW combat and 'realism' (whatever the hell that means), and it's got me ruminating.
It's funny, the feeling of realism in BW combat? It doesn't come from simulationism (i.e., my character does exactly this and then exactly that!) at all -- even though I suspect that's why many people think the system is 'realistic.' I'll tell you up front that neither Luke, nor any of the other guys that playtested Fight! or contributed to it have ever been in an actual fight with weapons where extreme bodily harm or death was a likely consequence. I'm not talking about sparring and martial arts training here. All we can go on is imagination and research. And while that WAS done, the aim of Fight! is not to be 'realistic' at all.
The reason it works is that it bypasses the concept of "character" entirely and works directly on the player. Every script is a 700-year-old knight saying, "Choose. But choose wisely..." And the effect is that the player's adrenaline starts pumping a little because he knows these choices are going to have serious consequences. And with the ritual of the reveal, the adrenaline starts pumping a little more, as you find out how you chose. And finally, you have that die roll, which culminates the experience.
In other words, Scripting in Fight! (or Range and Cover, or even Duel of Wits) is designed to act on the player, not the character. And that's the reason that it actually affects the player, puts him on the edge of his seat, makes him nervous about the consequences. It's real, actual drama!
This idea, this philosophy, carries over to the rest of Burning Wheel and our idea of what Burning Wheel play should be like. This is why Luke says in the book -- and many of us say here repeatedly -- focus on the player! Focus on the player's motivations, the player's desires, the player's sense of drama and the player's choices. Don't worry about the character, except as a filter through which to focus on the player.
If you, as a GM, focus ruthlessly on presenting players with difficult, thought-provoking choices and let them make them and send the story off in directions based on those choices, your players will spend sessions on the edge of their seats, full of adrenaline, and having a blast. And this will apply not only to their own characters, but to the choices that everyone else at the table is making as well. They will be mesmerized.
[/rant]
Let's talk about the above. What do you think? Agree? Disagree? No flat answers please. Back up your answers with Actual Play if possible, whether positive or negative (it doesn't have to be BW specific). Failing that, explain why you feel the way you feel. Questions or ideas about how to apply this philosophy in play are also welcome, of course.
It's funny, the feeling of realism in BW combat? It doesn't come from simulationism (i.e., my character does exactly this and then exactly that!) at all -- even though I suspect that's why many people think the system is 'realistic.' I'll tell you up front that neither Luke, nor any of the other guys that playtested Fight! or contributed to it have ever been in an actual fight with weapons where extreme bodily harm or death was a likely consequence. I'm not talking about sparring and martial arts training here. All we can go on is imagination and research. And while that WAS done, the aim of Fight! is not to be 'realistic' at all.
The reason it works is that it bypasses the concept of "character" entirely and works directly on the player. Every script is a 700-year-old knight saying, "Choose. But choose wisely..." And the effect is that the player's adrenaline starts pumping a little because he knows these choices are going to have serious consequences. And with the ritual of the reveal, the adrenaline starts pumping a little more, as you find out how you chose. And finally, you have that die roll, which culminates the experience.
In other words, Scripting in Fight! (or Range and Cover, or even Duel of Wits) is designed to act on the player, not the character. And that's the reason that it actually affects the player, puts him on the edge of his seat, makes him nervous about the consequences. It's real, actual drama!
This idea, this philosophy, carries over to the rest of Burning Wheel and our idea of what Burning Wheel play should be like. This is why Luke says in the book -- and many of us say here repeatedly -- focus on the player! Focus on the player's motivations, the player's desires, the player's sense of drama and the player's choices. Don't worry about the character, except as a filter through which to focus on the player.
If you, as a GM, focus ruthlessly on presenting players with difficult, thought-provoking choices and let them make them and send the story off in directions based on those choices, your players will spend sessions on the edge of their seats, full of adrenaline, and having a blast. And this will apply not only to their own characters, but to the choices that everyone else at the table is making as well. They will be mesmerized.
[/rant]
Let's talk about the above. What do you think? Agree? Disagree? No flat answers please. Back up your answers with Actual Play if possible, whether positive or negative (it doesn't have to be BW specific). Failing that, explain why you feel the way you feel. Questions or ideas about how to apply this philosophy in play are also welcome, of course.