Rob Alexander
03-04-2008, 02:18 PM
(I was going to post this in the rpg.net "Don't 'get' , but would like to" thread (here (http://forum.rpg.net/showthread.php?t=381406)), but thought I'd get a better response by asking here instead. I'm not the guy who posted about BW there.)
I ran my first session of BW two weeks ago, and will be running my second tomorrow night. I've had the books for months, and there's lots of things that I find really impressive, but I've always been put off by the sheer complexity and by various things that jibe badly with what I, as a GM, want to offer players.
I'm still not convinced that the crunch, the oddities and the weird nooks-and-crannies are worth it, but I'm willing to give it a try. I reached this point after a few things 'clicked' in my head about what the rules are meant to achieve.
So, here's "What I've 'got'", "What I Don't Get", and "My Concerns". If anything here sounds wrong - learn me!
What I've 'Got'
Intent/Task/Linked Tests
Just reading the book, I missed the significance of this part. It wasn't until I read (http://www.burningwheel.org/forum/showthread.php?t=5350) that I realised quite how radical it's meant to be.
So, the mandatory intent & task thing is mechanism for players to propose dramatic things and for the GM to have structure adjudicating them. It's part reminder (propose intent, break it down), and part an explicit mechanism (break it down into *tests*). It provides a simple mechanism for the GM to adjudicate ambitious players plans. It keeps the GM from messing up player plans through ineptitude and forgetfulness, which is a plus to me as a player or GM.
Downside: it flies in the face of what a lot of roleplayers want or expect, especially if handled clumsily or too briskly. See the recent comments by 'Higgins' in his "sell me on" thread.
Beliefs
Let the players say, quite precisely and in their own words, what they want the game to be about and get it right there on the character sheet. (I.e. they're very explicit flags).
Artha & BITs
(a) Let players choose (on the fly) which tests they really care about
(b) Reward players for playing interesting characters who are idiosyncratic, colourful and flawed (rather than ruthlessly efficient)
(c) *Compensate* players by giving them game power later in return for acting against their best interests.
I think that (c) is the big one.
(c) is a bit like Compells in FATE/SotC, but in BW it doesn't rely on the GM - he gets to rubber-stamp it, but the rules are pretty clear. In SotC so far, I've struggled to provide Compells - they're just one more thing to think about while GMing, on top of anything else. In BW the players should be able to look after themselves - if they don't claim their points, tough.
I think that the (Player Interests)->BITS->Artha->(PC Effectiveness) mechanism is slick as hell and the thing that's pushed me over the edge into finally trying BW. I've run TSOY before, but Keys always seemed so clumsy; BW is better because Beliefs and Instincts are free text. The fact that Keys gave XP (which could be spent immediately to improve skills etc) was also a bit wierd to me.
(Plus, getting a point of any Artha is a nice feeling, I suspect, because it can be spent right away. In TSOY you had to wait until you have 5, 10 or more XP before it was any use. Not having been a *player* in either game, this is guesswork, but consistent with my experience in other contexts. You *can* save up Artha, but you don't have to. And you can *stop* saving at any time if your immediate need seems great enough.)
Advancement by Use, and Failures Still Count
(a) Encourage players to be creative with their use of skills (e.g. there's an example on these boards where someone used Candlemaking over days or weeks to form a candle that could burn through the ropes binding them).
(b) If you fail a test, your plan doesn't work out but you most likely got a high-value (difficult or challenging) tick that takes you closer to improving your skills. (This I got later than the rest, after I'd run my first session)
Scripted Combat
Provide unpredictability and ample opportunity for real fuckups. (This is just here for completeness, I liked the idea from the get-go and so far it seems to work well in play).
Circles and Wises
Let the players create the world around them. Like the intent and task thing, it lets players have grand ambitions and carry them out (or fail to) very directly.
Strong Constraints on Lifepath Order
Creativity comes from constraints - force players to think in new ways. (I did a full burn for a couple of NPCs and the history it's implied is quite interesting. That said, this is one of the aspects of the game I'm least sold on - I want to play by the rules, but I don't want to tell a player that their excellent and highly suitable character background just isn't possible by the rules).
What I Don't Get
A Difficult test can't replace a Routine one. Why?
Lots of expensive traits let you "round up when X", meaning that for some characters they're really valuable and for others they have no effect. Why?
Similarly, how an extra point of Speed, Agility or Perception is sometimes immensely valuable, sometimes not (because it does or doesn't boost reflexes). Same with wound tolerances. I understand that avoiding this kind of thing is hard, but why?
The lifepaths make little attempt to balance character power. 4LP lets you choose a Field Slave or a Swordsinger. Why?
Above all, the the sheer mind-blowing detail and intricacy of the system compared to most games with the same Forge/Storygame values. Why? What's the point? What does it get you that "leather/padded armour gives +1 Ob on agility-based skills, excluding melee combat but including missile weapons"?
My Concerns
1) My impression, from reading these boards, is that the type of insights described here are crucial for getting BW to work. In the absence of such insights, you'll get fuckups, and groups who abandon the system after a session or two. Especially if you come from a traditional rpg background, a lot of the intent isn't obvious.
2) Following on from the last one, really: the stuff that makes BW stand out from traditional rpgs doesn't leap out on first reading. Given the intricacy of the system, some stuff that's unique needs to be massively emphasised if people like me are going to "get it". When I first read it, BITs, Artha and Intent/Task just faded into the background compared to combat, damage and sorcery, which are cool in their way but nowhere near as powerful or revolutionary as the other stuff.
I ran my first session of BW two weeks ago, and will be running my second tomorrow night. I've had the books for months, and there's lots of things that I find really impressive, but I've always been put off by the sheer complexity and by various things that jibe badly with what I, as a GM, want to offer players.
I'm still not convinced that the crunch, the oddities and the weird nooks-and-crannies are worth it, but I'm willing to give it a try. I reached this point after a few things 'clicked' in my head about what the rules are meant to achieve.
So, here's "What I've 'got'", "What I Don't Get", and "My Concerns". If anything here sounds wrong - learn me!
What I've 'Got'
Intent/Task/Linked Tests
Just reading the book, I missed the significance of this part. It wasn't until I read (http://www.burningwheel.org/forum/showthread.php?t=5350) that I realised quite how radical it's meant to be.
So, the mandatory intent & task thing is mechanism for players to propose dramatic things and for the GM to have structure adjudicating them. It's part reminder (propose intent, break it down), and part an explicit mechanism (break it down into *tests*). It provides a simple mechanism for the GM to adjudicate ambitious players plans. It keeps the GM from messing up player plans through ineptitude and forgetfulness, which is a plus to me as a player or GM.
Downside: it flies in the face of what a lot of roleplayers want or expect, especially if handled clumsily or too briskly. See the recent comments by 'Higgins' in his "sell me on" thread.
Beliefs
Let the players say, quite precisely and in their own words, what they want the game to be about and get it right there on the character sheet. (I.e. they're very explicit flags).
Artha & BITs
(a) Let players choose (on the fly) which tests they really care about
(b) Reward players for playing interesting characters who are idiosyncratic, colourful and flawed (rather than ruthlessly efficient)
(c) *Compensate* players by giving them game power later in return for acting against their best interests.
I think that (c) is the big one.
(c) is a bit like Compells in FATE/SotC, but in BW it doesn't rely on the GM - he gets to rubber-stamp it, but the rules are pretty clear. In SotC so far, I've struggled to provide Compells - they're just one more thing to think about while GMing, on top of anything else. In BW the players should be able to look after themselves - if they don't claim their points, tough.
I think that the (Player Interests)->BITS->Artha->(PC Effectiveness) mechanism is slick as hell and the thing that's pushed me over the edge into finally trying BW. I've run TSOY before, but Keys always seemed so clumsy; BW is better because Beliefs and Instincts are free text. The fact that Keys gave XP (which could be spent immediately to improve skills etc) was also a bit wierd to me.
(Plus, getting a point of any Artha is a nice feeling, I suspect, because it can be spent right away. In TSOY you had to wait until you have 5, 10 or more XP before it was any use. Not having been a *player* in either game, this is guesswork, but consistent with my experience in other contexts. You *can* save up Artha, but you don't have to. And you can *stop* saving at any time if your immediate need seems great enough.)
Advancement by Use, and Failures Still Count
(a) Encourage players to be creative with their use of skills (e.g. there's an example on these boards where someone used Candlemaking over days or weeks to form a candle that could burn through the ropes binding them).
(b) If you fail a test, your plan doesn't work out but you most likely got a high-value (difficult or challenging) tick that takes you closer to improving your skills. (This I got later than the rest, after I'd run my first session)
Scripted Combat
Provide unpredictability and ample opportunity for real fuckups. (This is just here for completeness, I liked the idea from the get-go and so far it seems to work well in play).
Circles and Wises
Let the players create the world around them. Like the intent and task thing, it lets players have grand ambitions and carry them out (or fail to) very directly.
Strong Constraints on Lifepath Order
Creativity comes from constraints - force players to think in new ways. (I did a full burn for a couple of NPCs and the history it's implied is quite interesting. That said, this is one of the aspects of the game I'm least sold on - I want to play by the rules, but I don't want to tell a player that their excellent and highly suitable character background just isn't possible by the rules).
What I Don't Get
A Difficult test can't replace a Routine one. Why?
Lots of expensive traits let you "round up when X", meaning that for some characters they're really valuable and for others they have no effect. Why?
Similarly, how an extra point of Speed, Agility or Perception is sometimes immensely valuable, sometimes not (because it does or doesn't boost reflexes). Same with wound tolerances. I understand that avoiding this kind of thing is hard, but why?
The lifepaths make little attempt to balance character power. 4LP lets you choose a Field Slave or a Swordsinger. Why?
Above all, the the sheer mind-blowing detail and intricacy of the system compared to most games with the same Forge/Storygame values. Why? What's the point? What does it get you that "leather/padded armour gives +1 Ob on agility-based skills, excluding melee combat but including missile weapons"?
My Concerns
1) My impression, from reading these boards, is that the type of insights described here are crucial for getting BW to work. In the absence of such insights, you'll get fuckups, and groups who abandon the system after a session or two. Especially if you come from a traditional rpg background, a lot of the intent isn't obvious.
2) Following on from the last one, really: the stuff that makes BW stand out from traditional rpgs doesn't leap out on first reading. Given the intricacy of the system, some stuff that's unique needs to be massively emphasised if people like me are going to "get it". When I first read it, BITs, Artha and Intent/Task just faded into the background compared to combat, damage and sorcery, which are cool in their way but nowhere near as powerful or revolutionary as the other stuff.