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:
Thanks for that! I’m just reading Burning Wheel (again) and yeah, the part that strikes me the most is the Artha cycle. Roleplay -> Artha -> Tests -> Advancement.
I think the author of the article, though, was pointing out things about Burning Wheel that are relatively easy to port to other systems. That tends to leave the stuff that’s less mechanically specific, and more a matter of general design. You could use his three points in dang near any game, but the Artha cycle would be quite a bit more work, if doable at all.
Thanks for that! I’m just reading Burning Wheel (again) and yeah, the part that strikes me the most is the Artha cycle. Roleplay -> Artha -> Tests -> Advancement.
I think the author of the article, though, was pointing out things about Burning Wheel that are relatively easy to port to other systems. That tends to leave the stuff that’s less mechanically specific, and more a matter of general design. You could use his three points in dang near any game, but the Artha cycle would be quite a bit more work, if doable at all.