Berandor
02-22-2010, 08:39 AM
From here: http://www.burningwheel.org/forum/showthread.php?4087-BE-s-(and-BW-s)-Relation-to-Other-Indie-Games&p=38925#post38925
With intent, the consequences are intended to be a logical outcome of the test being made. So if you are attempting to pop the lock on the door before the guards find you, the consequences are about the guards finding you or not being able to pick the lock.
The intent of the passage quoted above is to make sure that everyone is on the same wavelength about the connection between the intent and the potential ramifications. In this case, the GM could tell you whether you'll open the door but the guards will see you, or whether you'll realize that the lock is too tough and you won't be able to get it open before the guards approach.
Stakes could mean that. But in many games, but not all, it has been more broadly interpreted to allow consequences that are not directly related to the test at hand. In some games, like Primetime Adventures, this might be appropriate. But it's not suitable for Burning Wheel or Sorcerer, for instance.
I assume that's still true? If so, then I had a wrong idea of intent and consequences, as I approached it much too broadly. I thought consequences could bring about any kind of "failure", even if disconnected from the intent. E.g.
Intent: I want to pick the lock before the guards come
Consequence: you pick the lock, but the safe has already been cleaned out by another thief.
With intent, the consequences are intended to be a logical outcome of the test being made. So if you are attempting to pop the lock on the door before the guards find you, the consequences are about the guards finding you or not being able to pick the lock.
The intent of the passage quoted above is to make sure that everyone is on the same wavelength about the connection between the intent and the potential ramifications. In this case, the GM could tell you whether you'll open the door but the guards will see you, or whether you'll realize that the lock is too tough and you won't be able to get it open before the guards approach.
Stakes could mean that. But in many games, but not all, it has been more broadly interpreted to allow consequences that are not directly related to the test at hand. In some games, like Primetime Adventures, this might be appropriate. But it's not suitable for Burning Wheel or Sorcerer, for instance.
I assume that's still true? If so, then I had a wrong idea of intent and consequences, as I approached it much too broadly. I thought consequences could bring about any kind of "failure", even if disconnected from the intent. E.g.
Intent: I want to pick the lock before the guards come
Consequence: you pick the lock, but the safe has already been cleaned out by another thief.