For games of Burning Wheel, what do you consider to make a good roleplayer, as a GM? What are some things to avoid? Socially, what type of player makes it enjoyable to GM a game?
I'm mostly focused on Burning Wheel, but general advice is great too.
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Sign up to join this communityFor games of Burning Wheel, what do you consider to make a good roleplayer, as a GM? What are some things to avoid? Socially, what type of player makes it enjoyable to GM a game?
I'm mostly focused on Burning Wheel, but general advice is great too.
Many of the following are about stuff around the game; very little is actually "in the game" stuff.
Edit due to reduction of question:
For Burning Wheel in specific...
Aramis' list is nice, but one thing that often sets a player apart for me, is having a purpose for their character.
Nothing makes a character realistic, like having goals and desires that they will actively work towards throughout the game. Usually "I like money, I do job for money" isn't all that wonderful, but a character with real direction can truly inspire me as a GM and can created a lot of wonderful situations for all.
General RPG questions seem to be covered, so I thought I'd drop some BW specific advice.
The player has three responsibilities:
1) Write beliefs that tie into the campaign's situation and aggressively seek out situations that address those beliefs. Also, when those beliefs are resolved, re-write their beliefs that are in line with the changing focus of the campaign.
2) Master the game a little bit at a time. Don't try to learn every bit of BW at once but if you see a Range and Cover coming up in the next game, or a big Resources roll that you want to make, re-read that section.
3) Keep track of artha earned and skills tested.
No-one has mentioned the Adventure Burner yet. While The Burning Wheel is the rules themselves and Monster Burner is about how the system works under the hood, the Adventure Burner is about how to most effective run and play the system. Just as Monster Burner is more than just monsters, Adventure Burner is much more than building adventures:
In addition, this volume provides extensive insight into the Burning Wheel system. 150 pages of commentary guide the reader through the game and its application in play. A handful of new and clarified rules complete the book.
These assets make the Adventure Burner an invaluable resource for neophytes and haggard veterans alike.
I just finished reading it, and I learned a lot of use for both players and GMs. It's full of focused advice on every aspect of the system, how they relate, and practical how-to instructions for making the system fire on all cylinders.
I think these 25 player responsibilities and 20 GM responsibilities are a pretty cool summary. Each of these points has more detail in the original article:
- Lobby for your Advantage dice.
- Remind the GM when you’re taking double obstacle penalties.
- When your character acts, first state your Intent, then your Task
- Ask for Linked Tests.
- Remember to decide if you’re working carefully or not
- Allocate extra successes to Patiently and Quickly unprompted.
- Remind the other Players and the GM to Let it Ride.
- When Helping, Narrate and Hand Over.
- Roleplay and Explain your FoRKs.
- Roll a Die of Fate for expendable Toolkits.
- Track tests and their difficulty for advancement.
- Mark a test for advancement when Helping.
- Remember to test a Social Skill when you’re roleplaying.
- Log your practice time.
- Log your Beginner’s Luck tests.
- Track moments for Artha.
- Track how much Artha you’ve spent on your Stats and Skills.
- Be Responsible for your resources.
- Track only successful Perception tests for Advancement.
- Track only successful Faith tests for Advancement.
- Remember to name your Circles NPCs when you roll well enough.
- Track building a Circles contact into a Relationship
- Speak up when your Instincts come into play.
- Track how much Artha you spend in pursuit of your Beliefs.
- And last, but not least, Fight for what you Believe!
These last few are stuff I think is important, but might not be explicitly Burning Wheel Gold “rules canon.”
- Use Wises to contribute to the game world and the fiction
- Burn your character with input from the other players and the GM.
- Flesh out your lifepaths, but leave the real meat of them to be discovered and revealed in play.
- Help the GM flesh out the world.
- Keep notes during play.
- Ask for the mechanics to be used.
- Assign Consistent Obstacle Numbers.
- Assess and determine disadvantage
- Double the Base Obstacle, not the modifiers
- Assess and announce when a series of tests are going to be Linked.
- Hold a player’s Intent and Task as sacrosanct.
- Always inform the players of the consequences of failing a task.
- Present failures as complications, not as total dead ends and flat negatives.
- Remember that, Succeed or Fail, you have to Let it Ride.
- When a player undertakes a long task, break it up by asking what others are doing meanwhile
- Don’t frame a scene that doesn’t challenge a character’s Beliefs
- Track moments to nominate PCs for Artha
- Track moments for trait nominations.
- Track moments for Deeds Artha.
- Say Yes or Roll the Dice.
- Keep track of the Resources Cycle.
- Offer The Gift of Kindness on failed Resources
- Watch your Players’ Affiliations and Reputations.
- Invoke the Enmity Clause on failed Circles Tests
- Remember to note down things the players have seen as Steel tests for advancement
- Give life to the setting
The comprehensive list above is very good.
One of the most important things you can do as a player is to play socially- in other words- look for opportunities to make your fellow players shine. If there's a locked door and you are playing the beefy fighter.. let the thief have a chance to pick it before you break it down. If there's an encounter with demons, turn to the cleric or wizard and say "what can you tell me about these monsters? You should be an expert.."
Roleplaying happens when the players make it happen, but it doesn't have to be about all of the players interacting with the GM. Some of the interactions should be player-to-player as well.
Also, in the case of player vs player conflict- know how to simultaneously manage a conflict in character while you cooperate out of character to build an interesting scene is a key skill.
Do what you can to keep the game going- look for possibilities and follow-on action and consequences that are interesting but don't stop the action.. and don't leave it up to the GM to 'rescue' a scene by retconning anything.