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coming back to this after some time...

coming back to this after some time...

  • It gives XP for playing, roleplaying well, roleplaying your disads, and completion of goals.
  • It gives mechanical detail for physical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character scale-scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disadsdisadvantages are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.

It indirectly rewards violence by being detailed in combat but not so much elsewhere, thothough it does have an extensive skill system. The combat disads being high value encourages them to be taken, but the GM has to be proactive to prevent the traditional violence-driven cycle.

  • It gives XP for playing, roleplaying well, roleplaying your disads, and completion of goals.
  • It gives mechanical detail for physical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disads are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.

It indirectly rewards violence by being detailed in combat but not so much elsewhere, tho it does have an extensive skill system. The combat disads being high value encourages them to be taken, but the GM has to be proactive to prevent the traditional violence-driven cycle.

  • It gives XP for playing, roleplaying well, roleplaying your disads, and completion of goals.
  • It gives mechanical detail for physical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character-scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disadvantages are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.

It indirectly rewards violence by being detailed in combat but not so much elsewhere, though it does have an extensive skill system. The combat disads being high value encourages them to be taken, but the GM has to be proactive to prevent the traditional violence-driven cycle.

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  • It gives XP for playing, roleplaying well, rolelayingroleplaying your disads, and completion of goals.
  • It gives mechanical detail for phsyicalphysical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disads are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.
  • Skill use is rewarded by skill specific experience
    • needing to attempt stuff you are incapable of doing is required to advance skills and attributes - Failure isn't required, but is likely
    • doing easy stuff is required for low skill levels - and worthless for high ones
    • Helping someone better than you stilstill counts as the full difficulty for skill experience, so helping someone do something you can't succeed at yourself still counts for advancing that skill
    • other skills that you have can provide bonus dice by linked tests or by "FoRKing" them in.
  • Failure is encouraged to be made interesting
  • Retries are prohibited
  • Help is multiply rewarded - the helper gains experience as if tackling it alone, the helped gains a bonus die for the task.
  • Playing defined beliefs and traits is rewarded with one of two types of expendable, Fate and Persona depending on which, and how.
  • per session, the player most useful to the group and the player who played best, both by group vote, is rewarded with a Persona point. In groups over 2p, they have to go to different players.
  • Heroics, story completion, and storyline subplot resolution can be rewarded with a 3rd expendable, Deeds
  • Artha: Fate, Persona and Deeds. These are one-use expendables, easily earned.
    • Fate grants extra dice for each 6 rolled, spent after rolling to "open end"
    • Persona is used to add extra dice before rolling, and to survive mortal wounds.
    • Deeds doubles your skill or stat for one roll, or allows rerolling all failed dice on a roll.
    • dice from artha don't count for experience, so they are how you do the stuff you can't and still succeed.
  • Social (Duel of Wits) and Physical (Range and Cover, Fight) combats receive mechanical detail
  • Magic has plenty of mechanical detail

Mouse Guard, despite its origins in Burning Wheel, is a very different game because the reward cycles require you to nerf yourself to get freedom to pursue your own goals. The conflict system can be used for non-combat encounters, and it's great fun. I've used conflict for things like building a dam, moving a behivebeehive, and travellingtraveling across a burning grass field. When you get the same detail level for these as for a fight, it's a high chance that players will consider them the high point of the session rather than the combats, which can hurt badly. The requirement for failures to advance a skill is also interesting, in that failures always bring some consequence, and in the GM turn, that's allowed to be a more interesting encounter.

For Burning Wheel, encourage non-combattantcombatant PC's. And then simply turn them loose. The system rewards playing their beliefs quite strongly, so don't approve ones that lead to psychotic behaviors.

  • It gives XP for playing, roleplaying well, rolelaying your disads, and completion of goals.
  • It gives mechanical detail for phsyical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disads are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.
  • Skill use is rewarded by skill specific experience
    • needing to attempt stuff you are incapable of doing is required to advance skills and attributes - Failure isn't required, but is likely
    • doing easy stuff is required for low skill levels - and worthless for high ones
    • Helping someone better than you stil counts as the full difficulty for skill experience, so helping someone do something you can't succeed at yourself still counts for advancing that skill
    • other skills that you have can provide bonus dice by linked tests or by "FoRKing" them in.
  • Failure is encouraged to be made interesting
  • Retries are prohibited
  • Help is multiply rewarded - the helper gains experience as if tackling it alone, the helped gains a bonus die for the task.
  • Playing defined beliefs and traits is rewarded with one of two types of expendable, Fate and Persona depending on which, and how.
  • per session, the player most useful to the group and the player who played best, both by group vote, is rewarded with a Persona point. In groups over 2p, they have to go to different players.
  • Heroics, story completion, and storyline subplot resolution can be rewarded with a 3rd expendable, Deeds
  • Artha: Fate, Persona and Deeds. These are one-use expendables, easily earned.
    • Fate grants extra dice for each 6 rolled, spent after rolling to "open end"
    • Persona is used to add extra dice before rolling, and to survive mortal wounds.
    • Deeds doubles your skill or stat for one roll, or allows rerolling all failed dice on a roll.
    • dice from artha don't count for experience, so they are how you do the stuff you can't and still succeed.
  • Social (Duel of Wits) and Physical (Range and Cover, Fight) combats receive mechanical detail
  • Magic has plenty of mechanical detail

Mouse Guard, despite its origins in Burning Wheel, is a very different game because the reward cycles require you to nerf yourself to get freedom to pursue your own goals. The conflict system can be used for non-combat encounters, and it's great fun. I've used conflict for things like building a dam, moving a behive, and travelling across a burning grass field. When you get the same detail level for these as for a fight, it's a high chance that players will consider them the high point of the session rather than the combats, which can hurt badly. The requirement for failures to advance a skill is also interesting, in that failures always bring some consequence, and in the GM turn, that's allowed to be a more interesting encounter.

For Burning Wheel, encourage non-combattant PC's. And then simply turn them loose. The system rewards playing their beliefs quite strongly, so don't approve ones that lead to psychotic behaviors.

  • It gives XP for playing, roleplaying well, roleplaying your disads, and completion of goals.
  • It gives mechanical detail for physical combat, and in some editions and sourcebooks, magical combat - like AD&D, it grows out of a character scale wargame.
  • It makes little distinction about killing, and it's easy to accidentally kill an opponent in melee.
  • The most valuable disads are those that make combat harder, such as missing limbs, followed by those that mandate or deny violence - this encourages polarized characters.
  • Skill use is rewarded by skill specific experience
    • needing to attempt stuff you are incapable of doing is required to advance skills and attributes - Failure isn't required, but is likely
    • doing easy stuff is required for low skill levels - and worthless for high ones
    • Helping someone better than you still counts as the full difficulty for skill experience, so helping someone do something you can't succeed at yourself still counts for advancing that skill
    • other skills that you have can provide bonus dice by linked tests or by "FoRKing" them in.
  • Failure is encouraged to be made interesting
  • Retries are prohibited
  • Help is multiply rewarded - the helper gains experience as if tackling it alone, the helped gains a bonus die for the task.
  • Playing defined beliefs and traits is rewarded with one of two types of expendable, Fate and Persona depending on which, and how.
  • per session, the player most useful to the group and the player who played best, both by group vote, is rewarded with a Persona point. In groups over 2p, they have to go to different players.
  • Heroics, story completion, and storyline subplot resolution can be rewarded with a 3rd expendable, Deeds
  • Artha: Fate, Persona and Deeds. These are one-use expendables, easily earned.
    • Fate grants extra dice for each 6 rolled, spent after rolling to "open end"
    • Persona is used to add extra dice before rolling, and to survive mortal wounds.
    • Deeds doubles your skill or stat for one roll, or allows rerolling all failed dice on a roll.
    • dice from artha don't count for experience, so they are how you do the stuff you can't and still succeed.
  • Social (Duel of Wits) and Physical (Range and Cover, Fight) combats receive mechanical detail
  • Magic has plenty of mechanical detail

Mouse Guard, despite its origins in Burning Wheel, is a very different game because the reward cycles require you to nerf yourself to get freedom to pursue your own goals. The conflict system can be used for non-combat encounters, and it's great fun. I've used conflict for things like building a dam, moving a beehive, and traveling across a burning grass field. When you get the same detail level for these as for a fight, it's a high chance that players will consider them the high point of the session rather than the combats, which can hurt badly. The requirement for failures to advance a skill is also interesting, in that failures always bring some consequence, and in the GM turn, that's allowed to be a more interesting encounter.

For Burning Wheel, encourage non-combatant PC's. And then simply turn them loose. The system rewards playing their beliefs quite strongly, so don't approve ones that lead to psychotic behaviors.

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aramis
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Source Link
aramis
  • 71.2k
  • 3
  • 119
  • 270
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