Difference between revisions of "Talk:Burning Wheel"

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--[[User:Ethicalthief|Ethicalthief]] 08:44, 2 July 2012 (MST)0) I had a good time.
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--[[User:Ethicalthief|Ethicalthief]] 08:44, 2 July 2012 (MST)
  
1) It feels like you're conflating a couple things. BW's assumed setting is medieval in outlook, and its character generation supports that. The game design is less modern than I like. It feels like it's far more concerned with getting things ''right'' than making things ''fun''.
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0) I had a good time.
1.1) I have a modern outlook, yes, but I don't think that's causing me a disconnect with the medieval nature of the setting. Instead, my modern outlook on game design makes me wonder why the system obscures the fun.
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1.1.1) See 0); I had a good time. But at some points it felt in spite of the system instead of because of it.
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1.1.1.1) I just like doing this.
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4.6) Persuasion in general. When the Obstacle is set at a target's will, and then potentially increased for disadvantages and other things, it is automatically at least 3 and probably 4-5.
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1) It feels like you're conflating a couple things. BW's assumed setting is medieval in outlook, and its character generation supports that. The game design is less modern than I like. It feels like it's far more concerned with getting things ''right'' than making things ''fun''.<br/>
4.6.1) When a character with Exponent 5 (mine) is supposed to be an expert, exponent 4-5 means I fail ~50% of the time. That number is frustratingly high.
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1.1) I have a modern outlook, yes, but I don't think that's causing me a disconnect with the medieval nature of the setting. Instead, my modern outlook on game design makes me wonder why the system obscures the fun.<br/>
4.6.2) Yes, I can FoRK and find Advantages, but that's not the point. If Exp 5 means I can make a good living at whatever it is because I'm an expert, the basic example of a roll, the lowest Obstacle of a roll, shouldn't be causing me to fail half the time.
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1.1.1) See 0); I had a good time. But at some points it felt in spite of the system instead of because of it.<br/>
4.6.3) It's possible that the Duel of Wits makes Persuasion less frustrating.
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1.1.1.1) I just like doing this.<br/>
4.6.3.1) Though that should only occur when you want to have a debate or something. Not when you want to lean on an innkeeper.
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4.6.3.1.1) I still just like making these.
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5) You need to remember to give out Artha. I don't know whether you consciously thought there were no moments that merited it at game, or you were caught up in herding us cats and managing the system.
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4.6) Persuasion in general. When the Obstacle is set at a target's will, and then potentially increased for disadvantages and other things, it is automatically at least 3 and probably 4-5.<br/>
5.1) I would totally have been too busy herding cats to remember.
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4.6.1) When a character with Exponent 5 (mine) is supposed to be an expert, exponent 4-5 means I fail ~50% of the time. That number is frustratingly high.<br/>
 +
4.6.2) Yes, I can FoRK and find Advantages, but that's not the point. If Exp 5 means I can make a good living at whatever it is because I'm an expert, the basic example of a roll, the lowest Obstacle of a roll, shouldn't be causing me to fail half the time.<br/>
 +
4.6.3) It's possible that the Duel of Wits makes Persuasion less frustrating.<br/>
 +
4.6.3.1) Though that should only occur when you want to have a debate or something. Not when you want to lean on an innkeeper.<br/>
 +
4.6.3.1.1) I still just like making these.<br/>
  
7.1) I wouldn't worry about explosive character growth right now. This is a test of system, not a long-term campaign you need to balance.
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5) You need to remember to give out Artha. I don't know whether you consciously thought there were no moments that merited it at game, or you were caught up in herding us cats and managing the system.<br/>
7.1.1) Even if it were, you would get your stride on roll this, don't roll this before we gained more than, likely one point of something.
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5.1) I would totally have been too busy herding cats to remember.<br/>
7.2) I think the sandbox is working fine so far.
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 +
7.1) I wouldn't worry about explosive character growth right now. This is a test of system, not a long-term campaign you need to balance.<br/>
 +
7.1.1) Even if it were, you would get your stride on roll this, don't roll this before we gained more than, likely, one point of something.<br/>
 +
7.2) I think the sandbox is working fine so far.<br/>
  
 
--[[User:Dieterthebold|Dieter the Bold]] 12:06, 2 July 2012 (MST) I don't disagree with your (1) points. More examples and explication of its philosophy would help in finding the fun, but the system doesn't do itself many favors in helping towards that goal. I'd appreciate more from you on what in the system is "pre-modern" compared to modern.
 
--[[User:Dieterthebold|Dieter the Bold]] 12:06, 2 July 2012 (MST) I don't disagree with your (1) points. More examples and explication of its philosophy would help in finding the fun, but the system doesn't do itself many favors in helping towards that goal. I'd appreciate more from you on what in the system is "pre-modern" compared to modern.
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You're right on (7). I'm not sure whether I'd pick this back up where we left off or if I'd start again from the beginning.
 
You're right on (7). I'm not sure whether I'd pick this back up where we left off or if I'd start again from the beginning.
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--[[User:Ethicalthief|Ethicalthief]] 13:38, 2 July 2012 (MST)
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The distinction that is forming in my head between Burning Wheel and what I'd call a more modern game system is roughly... Burning Wheel is more concerned with making things within the game ''world'' work accurately than making things within the game ''play'' work smoothly. It's kind of like having a really powerful and flexible database system but a UI that makes eyes bleed; it can do the job really, really well if you're willing to suffer for it. Another analogy is Dwarf Fortress, a game of incredible detail and flexibility, but one that makes no effort to help you play it. You sink or swim based on your willingness to read scores of wiki help pages made by fans, and to experiment and fail over and over again.
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I feel like a more modern game system (and modern isn't exactly the right word, as Burning Wheel is certainly a contemporary of nWoD, Fate, D&D 4E, etc.) understands that in order to make gameplay enjoyable, it has to provide an enjoyable interface between the players and what the players are doing.
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All that said, I'm not done trying out the system.

Revision as of 14:38, 2 July 2012

--Ethicalthief 08:44, 2 July 2012 (MST)

0) I had a good time.

1) It feels like you're conflating a couple things. BW's assumed setting is medieval in outlook, and its character generation supports that. The game design is less modern than I like. It feels like it's far more concerned with getting things right than making things fun.
1.1) I have a modern outlook, yes, but I don't think that's causing me a disconnect with the medieval nature of the setting. Instead, my modern outlook on game design makes me wonder why the system obscures the fun.
1.1.1) See 0); I had a good time. But at some points it felt in spite of the system instead of because of it.
1.1.1.1) I just like doing this.

4.6) Persuasion in general. When the Obstacle is set at a target's will, and then potentially increased for disadvantages and other things, it is automatically at least 3 and probably 4-5.
4.6.1) When a character with Exponent 5 (mine) is supposed to be an expert, exponent 4-5 means I fail ~50% of the time. That number is frustratingly high.
4.6.2) Yes, I can FoRK and find Advantages, but that's not the point. If Exp 5 means I can make a good living at whatever it is because I'm an expert, the basic example of a roll, the lowest Obstacle of a roll, shouldn't be causing me to fail half the time.
4.6.3) It's possible that the Duel of Wits makes Persuasion less frustrating.
4.6.3.1) Though that should only occur when you want to have a debate or something. Not when you want to lean on an innkeeper.
4.6.3.1.1) I still just like making these.

5) You need to remember to give out Artha. I don't know whether you consciously thought there were no moments that merited it at game, or you were caught up in herding us cats and managing the system.
5.1) I would totally have been too busy herding cats to remember.

7.1) I wouldn't worry about explosive character growth right now. This is a test of system, not a long-term campaign you need to balance.
7.1.1) Even if it were, you would get your stride on roll this, don't roll this before we gained more than, likely, one point of something.
7.2) I think the sandbox is working fine so far.

--Dieter the Bold 12:06, 2 July 2012 (MST) I don't disagree with your (1) points. More examples and explication of its philosophy would help in finding the fun, but the system doesn't do itself many favors in helping towards that goal. I'd appreciate more from you on what in the system is "pre-modern" compared to modern.

Your (4) points reveal a flaw?/exception? in the skill level system. Most Social skills are either Versus (meaning variable Obstacle) or Obstacle=Target Will (which is default 3). Which means that any rolls you make require exceptional luck, a master level skill, or detailed plotting (Help + Advantage). This definitely seems like a disincentive unless you're making a full-on schemer or diplomat. While the game classifies B5 vs Ob3 as a Routine/Easy test, it's definitely on the high end.

5.1 was for sure the situation, and as I've evaluated how the game went, you were good for a Fate point or two.

You're right on (7). I'm not sure whether I'd pick this back up where we left off or if I'd start again from the beginning.

--Ethicalthief 13:38, 2 July 2012 (MST)

The distinction that is forming in my head between Burning Wheel and what I'd call a more modern game system is roughly... Burning Wheel is more concerned with making things within the game world work accurately than making things within the game play work smoothly. It's kind of like having a really powerful and flexible database system but a UI that makes eyes bleed; it can do the job really, really well if you're willing to suffer for it. Another analogy is Dwarf Fortress, a game of incredible detail and flexibility, but one that makes no effort to help you play it. You sink or swim based on your willingness to read scores of wiki help pages made by fans, and to experiment and fail over and over again.

I feel like a more modern game system (and modern isn't exactly the right word, as Burning Wheel is certainly a contemporary of nWoD, Fate, D&D 4E, etc.) understands that in order to make gameplay enjoyable, it has to provide an enjoyable interface between the players and what the players are doing.

All that said, I'm not done trying out the system.