Burning Wheel
Some thoughts of mine regarding Burning Wheel and my GMing attempts with it. I'd very much appreciate feedback on the discussion page.
1) Burning Wheel is very medieval in its outlook. I think this is also true for the majority of Warhammer (with some bits of Renaissance thinking and minor Steampunk threads).
1.1) Our (we the players) thinking is decidedly modern.
1.2) This can lead to a disconnect in interpreting what the system is trying to do (simulate a medieval setting while providing a fun game) VS how we prefer to play (influenced by modern tropes of "adventurers" able to do nearly anything).
2) A medieval skillset will be limited to what you were taught by your family members (i.e., their jobs) or from your master/mistress (an apprenticeship).
2.1) Most people couldn't read and few had the spare resources to take time off from providing for themselves & family to learn other useful things.
2.2) There aren't many public libraries or proper schools, and obviously no internet.
2.3) A list of lifepaths (besides the Born ones) that provide General skill points (Note how all besides the first and last are wealthy): Peasant Pilgrim, Master Craftsman, Banker, Magnate, Lord, Dame, Baron, Viscount, Count, Duke, Noble Prince, Prince of the Blood, Chamberlain, Advisor to the Court, Ship's Captain, Thinker
3) Attempting things untrained, i.e., Beginner's Luck, isn't a big deal.
3.1) Rolls only take place if there's something at stake or a situation to create interesting effects in the story.
3.2) "Everyperson" abilities are well within reach of your average character.
3.3) Failure to meet the Obstacle doesn't mean failure to achieve your goal. It just means the GM can introduce complications.
3.3) EXAMPLES
Need to climb a rocky hill or tree? Doubled obstacle= 2. Everyone's Speed is B4 (Rumi B5). Easily doable. Especially if you add another die for Working Carefully. Want to climb a steep rock wall or tricky tree? Doubled obstacle= 4. Still doable with Working Carefully and gaining an Advantage (ladder, actual climbing tools, etc.)
Need to build a campfire? Doubled obstacle= 2. Everyone's Perception is B4 (Rumi B5). Work Carefully and gather very dry material for an Advantage. Still doable in wet weather (Ob 4)
Trying to live off the land? Foraging at Obstacle 2 will let you avoid death. Obstacle 4 means you're doing OK.
Want to trick someone into giving something up or doing something for you? It's certainly possible, but you'll want to gain Advantage by coming up with a very plausible lie...
4) Why not have General skills with Specialties under them?
4.1) I feel that in a medieval setting this would ruin the effect. Modern settings that makes much more sense.
4.2) The exception would be Social Skills. I feel that these can prevent a serious barrier against characters getting into more interactions.
4.3) But in Burning Wheel's case it is designed to either move forward via "Say Yes" or to risk of complications from failed skill rolls.
4.4) Should this be handled by giving every character Persuasion? That gives everyone at least a chance to beat an NPCs Will if they FoRK in supporting skills, call for Help or claim Advantage somehow.
4.5) Or maybe set Obstacles for tests based on what the PC is asking (instead of vs Will), modified by Advantage (PC is being flattering) and Disadvantage (the NPC doesn't like you)?
5) Why spend points on something that would be considered a Disadvantage/Flaw in any other system?
5.1) To get Artha (Fate point). Play up this Disadvantage in a situation where it really does disadvantage you gets you an automatic Fate Point (good for ignoring Superficial wound penalties and making any roll open-ended (6s explode))
6) Resources aren't as problematic, as we thought because we (espcially I) didn't understand the system.
6.1) I totally missed the tiny section that says GMs and Players should develop a monetary language, as fighting over Resource Obstacles isn't as inspiring as fighting over sous and deniers (BW goes with a French currency).
6.2) Resources are a generalized trait that reflects status, influence, property, etc., and are localized (meaning that Peter's baronial tax collector wouldn't have his B2 resources in Tilea without proper planning)
6.2.1) Interpreting it from Burning Wheel's philosophy of creating interesting stories through conflicts and complications, I think it doesn't make sense to test Resources for things associated with your expected lifestyle.
6.2.2) For B0 characters, this would only apply if they're actively working. So Jason as Peter's bodyguard works out and Rumi being an actual employee on the barge would cover everything.
6.2.3) In these cases I should give out actual currency to the B0 characters, with the understanding and cooperation of those players that this can't turn into actual penny counting to gain Resources.
6.2.3.1) Unless they make a real go of role-playing scrimping, scrounging, schemeing and saving...
6.3) Going from B0 to B1 only requires one successful test.
6.3.1) Therefore, you just have to win 1D in cash from an adventure and succeed on any difficulty Resources test and you have your new B1 resources trait.
6.3.2) Going to B2 is just one Routine and one Difficult/Challenging test.
6.3.3) But this is where smart GM & player agreement comes into play to control tests asked for and given.
6.4) I think it would also make sense to allow testing against higher Obstacles by living below your established living standard for an agreed upon period and then claiming an Advantage via the "savings".
6.4.1) Although this would have ramifications, as people might look askance at, say, a B1 Pit Fighter suddenly staying at the poorest accomadations and eating the thinnest of gruels.
6.5) Burning Wheel tries to do an accurate representation for a medieval setting, but doesn't really match up for a traditional fantasy setting.
6.5.1) Meaning that medieval times weren't big on coinage while fantasy settings are nothing but coins (to make adventuring easier).
7) How to GM Burning Wheel?
7.1) When to offer tests without leading to explosive character growth?
7.1.1) This is more of a GM-thing I was struggling with. I can control it by limiting tests to specific difficulties (i.e., only routine or difficult) or just by saying "Yes", but I need to avoid unfairly frustrating players.
7.2) Does Sandbox really work for the Burning Wheel system?
7.2.1) Because players role-playing their Beliefs and Instincts is the main driver of Artha generation, the GM has to put in extra planning or really be on their toes to provide sufficient grist for the player mill. I'm thinking that maybe a more traditional campaign would be better processed by everyone.
7.3) I totally should have had a conflict or situation that got the players together right from the get-go. By leaving things so open, I now have two groups where one doesn't really want anything to do with the other.