Editing
SGA 2003 Archive
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Von Goten's Predicament= ; Game System : [http://www.burningwheel.org/about.html Burning Wheel] ; Pitch : ; Game Master : Wilhelm ; Players : David and Lukas ; Characters : ; Date : June 23, 2003 ; Technical Notes : ; Recaps : '''Wilhelm:''' I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game). The venue was SGA Monday Night gaming. :The players were David and Lucas, new both to BW, and the Monday night group. I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect). Gotta give Luke props for the amount of support material he's made available. Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest. :The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn't give a whole lot of room for the character exploration that I think is one particular strength of BW. Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end. :The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman. Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David). :The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows. The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades. :We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!). However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse. :Only the Knower made it out of the conflagration. I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door. So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten. The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive. :The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink. And that was that. Playing throught the demo took a little over two hours. ; Player Thoughts : '''Lukas:''' I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we've played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system. :For instance, I assumed that there had to be some sort of "recharge time" with trying to use Threne of the Chamelion - i.e. I didn't think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet's numbers in order to determine my relative level of skill. :In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It's definitely something that I would be interested in looking at for a long-term game. ; Additional GM Thoughts : Now for some general comments. First of all, I tried to play the system as close to written as I could, with the exception that I used Luke's new Artha system, because it just makes way more sense than the one in the book. I started the characters with 2 fate and one persona point, which they definitely needed. The various comments from experienced players about the need for Artha to keep you alive are right on the money. :BW is definately a system that will take a certain amount of experience to gain fluency with. I definitely had to resort to more flipping through the rule books than I am normally comfortable with. One handy chart that is not on the GM screen that I'm going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one. i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc. I spent alot of time looking these up. I'm sure after a while, you'll memorize them, but it's going to take practice. :Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha. There were some really nice RP moments where I could have doled out a few more fate points, but didn't think of it. My sense is that a BW GM should not fear having a fairly free hand with the Artha. It'll all get used at the end of the day :) :As I suspected, scripting was the hard sell. Neither player was actually ever willing to write their own script. I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that "plotting your moves" is a very alien concept to most RPG players. I resorted to "interviewing" the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice. It worked out okay. And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly. My biggest fear was that the fine grained system would bog down, but that did not happen. I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll. :Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping. :The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills. The biggest problem we had in this area was finding ways to boost the Priests faith. The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5. In fact, the poor priest failed every prayer roll he made except the last. And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway. What's a poor priest to do? :One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get. The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap. :Final analysis? BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay. David remarked that he enjoyed the "gritty" feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic. I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping. And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information