Not all games can or should be BURNING WHEEL, but every game can learn from it. Here's how... PROLOGUE: The magic of our hobby is an elusive thing. The sessions of legend are memorable and amazing for a combination of factors: social synergy, shared mood, nutrition, timing, setting, story, system, visual aids, GM and player skill, energy levels, and know-how. Let's face it, it's lightning-in-a-bottle. BURNING WHEEL (by Luke Crane and Dan Abram) sets itself apart for many reasons, primarily by ha
Hankerin Ferinale simplifies Burning Wheel down to three steps:
I feel Ironsworn is a good mix of PbtA and BW. At its core it is a PbtA, moves and all that jazz. But it hands over narrative drive to the players in a direct way. Ironsworn demands Vows to be sworn, essentially telling the Player that if this matter for your character a vow need to be made. Its progress then tacked and when fulfilled rewards given. I see parts of the Artha Cycle there (minus the meta-currencies) but one not as active as BW’s.
I feel Ironsworn is a good mix of PbtA and BW. At its core it is a PbtA, moves and all that jazz. But it hands over narrative drive to the players in a direct way. Ironsworn demands Vows to be sworn, essentially telling the Player that if this matter for your character a vow need to be made. Its progress then tacked and when fulfilled rewards given. I see parts of the Artha Cycle there (minus the meta-currencies) but one not as active as BW’s.
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