Showing posts with label The Burning Wheel. Show all posts
Showing posts with label The Burning Wheel. Show all posts

Wednesday, November 20, 2013

Fire in the Garden

This post is just to highlight the excellent podcast, Fire in the Garden. This series of videos takes you through the basics of the Burning Wheel system. I highly recommend these if you're curious about the system, have read or played the game but things didn't quite gel. Take a look at the first in the series below:




Monday, March 25, 2013

Thwarted by Technology

I recorded the first session of the Burning Wheel campaign I launched on Saturday. It appears that track has disappeared from my phone, so, unfortunately, a detailed record from which to build a transcript does not exist. That was going to be today's post, but you get this instead. It's almost as good.

Actually, it's not. Instead, I will write a summary to act in place of it, unless I can somehow recover the recording.

Edit: Apparently there is a limit to the number of hours you can have up on SoundCloud. Since I didn't plan on using the raw audio, I could have just listened to it in the editor and taken notes. I could upgrade to paid plan for $3/month, but that only allows me to have up to four hours of audio maximum.

I will be exploring other options before deciding how to proceed.

Monday, March 18, 2013

Wizard School, or Harry Potter and the Burner's Wheel

This is an idea I've had for a long time now, exploring the story of how a Wizard happens. On a whim last week, I began thumbing through my Burning Wheel books. I don't know why I didn't look to this system for this kind of story sooner, but it's a perfect fit.

A week later, and we have three freshly burned characters ready to begin their journey down the path of arcane mastery.

I plan on posting something from our sessions, either audio files or transcripts. I still haven't decided. I will likely collect material for a few sessions before taking this anywhere, but I haven't been this excited for a game in years.

Friday, June 29, 2012

Burning Wheel Recap

I ran that simple scenario for some of my players last night. Fun was had by all, but I don't know that they are sold on the game. Character creation is very complicated when the players don't know what half the stuff means. The actual play was a blast, and the only thing that gave them any trouble were the full Fight! rules. I chalk this up to their inexperience. None of them have played non-D20 based games, and Burning Wheel is a pretty radical game to throw in their laps.

Their favorite part is the collective world building, and I think we'll be importing it into our other games almost immediately. The other stuff, I think, will make sense with time, assuming we play it again.

Next is DCC RPG, which is a pretty big hit with all but one of the players.

Wednesday, June 27, 2012

This Wheel's on Fire

My gaming group met up on Monday to discuss what's next. We agreed that a series of one-shots and shorter campaigns would be the right vibe for the summer. Even better was that they loved my pitch for The Burning Wheel, despite having never played it.

Rather than run "The Sword", which is a fine introductory adventure in of itself, I opted to pitch them a very simple theme: the players are Trolls guarding a bridge. I left it up to them to decide what they're guarding and who they're guarding it from, and they really took to the world-building part of the game. Here is what they came up with:

A few hundred years ago, the Trolls lived in the Aazoth forest. That was before the Elves moved in and swept them from their homeland, murdering many in the process. Afterwards, they traveled north, through the Grimgör Mountains, where they clashed with the Dwarfs. Deep beneath the earth, the Trolls seethed with hatred and vowed to someday get revenge. It wasn't until a wizard by the name of Golgomoth offered to assist them that such a day would be come possible. The Wizard plunged the land into constant, creeping darkness, allowing the Trolls to wander the surface freely without fear of turning to stone.
The players will guard the bridge that leads to Golgomoth's tower. In addition to collecting tolls, they are guarding against the Elven king to the south, who is rumored to be marching north to beat back the darkness slowly washing over his forest.

Friday, June 22, 2012

Keeping it Short vs. Going Long

The Pathfinder game I was playing in wrapped up last night. We did not succeed at our given task, but we did not die. As I've said in previous posts, I'm okay with failure. Not every game can end with the PCs coming out on top, and whether they succeed, fail, or die, all of these stop the game. I got my cool moment last session, when my Dwarf Cleric single-handedly dragged a Troll that one other player and I slayed back to town.

As a group, we're a little on the fence about what to do next. One player, who has never DMed, wants to run his first, epic campaign. Others have suggested doing a series of one-offs to give us a break from a longer game. I'm happy to play either, but the conversation got me thinking about the differences between long and short games.
I got interested in roleplaying through the Lord of the Rings Trilogy (the movies, not the books, which I ha. . .we'll go into this another time) and RPGs like Morrowind. Naturally, I wanted to recreate how big those worlds felt in my games. I used to spend hours drawing maps, detailing fantastic locations, and developing my game world's mythology. It was a lot of fun.

It also took a lot of time. Preparing for these games requires a considerable time investment in the world building. This is in addition to the time required to prepare sessions. More importantly, epic campaigns also take a lot of time to complete. In my ten years of gaming, I was able to succeed at finishing exactly one of these epic games. The others fell apart for various reasons: I lost motivation, the game lost steam, players moved away, etc. Those are the risks you run when you go long.

The rewards, however, are real. Paramount among them is when your players begin treating it as a living breathing world. This does happen in shorter games too, but longer games provide more opportunity for this to happen. It also provides more opportunity to develop the NPCs and the Villains. Epic campaigns almost never have to rely on the generic big bad evil guy for a plot hook, and I think players roleplay more and more the longer they spend with their characters.
Recently, I've really come to enjoy the short game. My DCC RPG campaign, which kicked off last Sunday, has an overarching framework, but all of the adventures are episodic with the goal of each one being completable within a single session.

The benefits of the short game run directly contrary to the the problems of the long game. The game never loses steam because each session is different, which I find to be a motivating factor as a GM. If one player moves away or leaves, another can be folded into the group easily. The short game is also the ideal situation for a group with rotating DMs and offers a unique opportunity for group world-building.

The problems of the short game are numerous. The game can suffer from "villain of the week" syndrome, making the campaign feel more like a comic book or a TV show. There is seldom opportunity for the big world building in longer games, which may or may not be a drawback for some.It also lends itself to a kick-down-the-door and steal all the treasure type of play, which can be fun but repetitive.

The single greatest advantage of the short game is that it puts your players at the forefront of all the action. That's not to say it can't happen in the long game, but I've found that the machinery of longer games gives a lot of screen time to NPCs. Occasionally, too much.
If we go with a series of short games, I'm thinking of running a very simple one-shot Burning Wheel game. I feel it may be soon to introduce the group to yet another game as it was only last month I dropped the Heavy Metal cover of the DCC on the gaming table, but I think a very RP-intense session would be a good palette cleanser.

Wednesday, May 16, 2012

Chasing the Dragon

This next sentence could be a complete falsehood: the majority of people who play roleplaying games either find their ideal system or they leave the hobby. It seems true to me, but that doesn't necessarily make it so. In my high school, when I began roleplaying, there was a rather large crowd of people interested in P&P gaming and we played a wide variety of systems: various editions of D&D, Werewolf, Vampire: The Masquerade, Mage, Big Eyes Small Mouth, Shadowrun, etc. I don't live around the area anymore, but, from what I can tell, a lot of those people don't play games anymore. Those who do pretty much play whatever system they have the most books for, or whatever is most nostalgic for them.

Maybe I have some genetic disorder where I'm predisposed to wanting to see what hue of grass is on the other side of the metaphorical fence, but I'm always looking at new systems. I've become pretty good at finding ones that fit particular needs but I've yet to find the one. This is not a quest for perfection; rather, the ideal system for me and my players.



Without getting into semantics, let's define the ideal system as one that serves my purposes best. These change depending on the type of game I want to play. The Burning Wheel game I'm running right now is intensely story driven. There's plenty of action, too, but each fight, due to the nature of the system, means a whole lot more as combat is so lethal. The players have to want to risk death and seem to do so only if it means accomplishing their goals. This is, bar none, the best ruleset I've found for any fantasy game where the focus is going to be on roleplaying. The Duel of Wits rules function like a social combat for negotiating conflict; players write beliefs as part of character creation and are rewarded for testing them in play; the lifepath system creates fully-formed personalities from which to easily build back stories.

It is everything I want for a campaign that will have a narrative focus. Should I want to do a dungeon crawler-style campaign or something flavored closer to high fantasy, it would be a poor choice. It's not that the rules couldn't handle those types of games; it's just not well suited for it. The mantra-like response I get to this idea is that the type of game is determined by the players, not the system. I feel like this is one of those nature/nurture arguments. Both are important, but to say one trumps the other is conjecture.

I've yet to find my ideal system for dungeon crawling campaigns. I've never played 1st or 2nd edition D&D, but 3.X and Pathfinder are definitely not those systems. At low levels, it's hard to see why, but anyone who has taken characters over level 10 can attest to the exercise in tedium that combat becomes and anyone who has DMed high-level is well-aware of the amount of prep work it takes to hold this game together.



I'm holding out for Dungeon Crawl Classics RPG, but I am skeptical. Without a doubt, it's going to replace Pathfinder for most of my high-fantasy needs, but I hesitate to say that it will be ideal. I hope I'm wrong.

And there is the other, larger issue at the core of this post: does a RPG system exist which handles RP-intense campaigns and combat-heavy games with equal grace and measure?