Author Topic: review: Burning Wheel Revised  (Read 1936 times)

Nessa

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review: Burning Wheel Revised
« on: April 16, 2007, 04:37:24 PM »
"The difference between the almost right word and the right word is really a large matter--'tis the difference between the lightning-bug and the lightning."  -  Mark Twain

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Onion of Death

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Re: review: Burning Wheel Revised
« Reply #1 on: April 17, 2007, 04:55:57 PM »
So, is the lifepath similar to what you would find in Cyberpunk 2020? I've always been a fan of Cyberpunk's way of doing things, even though it is quite brutal at times.
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Mad Dr Jeffe

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Re: review: Burning Wheel Revised
« Reply #2 on: April 17, 2007, 10:04:20 PM »
sort of,

basically a LP is a set slice of time and profession (sic) which gives you points in various things to build your character. You get skills to choose from, and points to buy them so you can buy them ala cart. Traits (some have em, some dont, some are good and some are bad. Resources (you use them as a pool to buy spells, wealth, equipment and relationships and reputaitions) and maybe a + or minus on your mental or physical pools. Oh and each one is a set time in years and has special career exits. Using them you help to get to a real character so in effect its like CP and RTalsorians LP system, but without all the tedious rolling. Most games top out at a 4 or 5 lp character which is a born lifepath (noble, peaseant etc) and whatever they were able to combo to. Its actually quite fun, though you may have to take something you dont want.
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Mr_Pleasington

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Re: review: Burning Wheel Revised
« Reply #3 on: April 18, 2007, 06:12:55 AM »
I own Burning Wheel.  Reading it was like discovering roleplaying all over again.  There's a ton of great stuff there.

Pity I'll never run it.

See, I recently discovered Spirit of the Century/Fate 3.0 and it does everything cool I like about Burning Wheel but without all the complexity.  I'd advise a look.

Mad Dr Jeffe

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Re: review: Burning Wheel Revised
« Reply #4 on: April 19, 2007, 11:50:01 PM »
BW isn't really as complex as it seems at first glance, the big thing is that its hard to drift mechanically. With the main books that is. The monster burner really gives you some license to play with the system because the Designer does something you almost never see, he explains why he set it up the way he did and how to balance EVERYTHING. Examples also exist online to allow you to play in a modern sci-fi or fantasy setting too. The designer admits that the game is hard to drift btw, because it was designed that way. The game was made to force GM's to stop abusing players because he used to.

Now SOTC is my next review, and I admit its juicy... but its kind of geared to one type of play, and even though Jeff and Judd of Sons of Kryos are trying hard to use it to play Eberron Noir (which can be found on their website or in their most recent Sons of Kryos Podcast) they have had a few problems with it (and also some novel solutions). SOTC does have the best GM advice I've ever read and Im thrilled Evil Hat is doing Dresden Files using that system (which will make D&D drift easier).

Drift if you haven't guessed by now is fiddling with a system to make it more personal. Its something old school D&D players are pretty familiar with. Its not essential, and I've found it often occurs when someone doesn't grasp the rules or when they need them to do something more.

But I have a GREAT idea Dr. P... come to Twiggycon 2 this June and play BW with me, I intend to run a demo. Then you can demo SOTC for me (so I can play).  DC isn't far, and we can find a place to put you up Im sure. It prolly won't even be expensive at all...
:)

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