Post by Lidhuin on Jul 4, 2020 23:43:28 GMT
Thoughts:
Any and all characters may engage in an adventure per season (for unblooded characters, PC or NPC, that's their action for the season. For blooded characters, it's a free action so as to not mess with the domain level).
An adventure essentially boils down to the following:
In Burning Wheel, characters have three "beliefs". Roleplaying those beliefs grants artha, and may grant traits, but most importantly drives the story. For the purposes of this game, characters may wish to tailor their beliefs to reflect the type of adventure they will go on. Unfortunately, the whole concept of beliefs is simultaneously simple and very complex, and cannot be explained in a simple post. Suffice to say that "Beliefs" represent your character's intent with the adventure, although just as with Burning Wheel, you are allowed and encouraged to go against your beliefs, and you are encouraged to either have internally conflicting beliefs, or beliefs that conflict with other players.
Players involved in an adventure will each roll for between one to three skills, depending on the beliefs/intent with the adventure.
So just as in Burning Wheel, the process thus boils down to:
State your intent.
The obstacle and consequence of failure is revealed based on the described intent.
You may now, in most circumstances, back off and decide not to take that action after all.
If you succeed, the intent happens as you described it (with some embellishment, but never embellishment that runs counter to the stated intent).
If you fail, the intent may still happen, but at least with some complications, or it may fail entirely, also with complications.
Regardless of success or failure, the story should be driven forward.
Adventures are generally not deadly, but combat in Burning Wheel can be very deadly. Failing in combat can quickly reduce your ability to fight or flee, and put you at the mercy of your enemies. Pick your battles wisely.
Any and all characters may engage in an adventure per season (for unblooded characters, PC or NPC, that's their action for the season. For blooded characters, it's a free action so as to not mess with the domain level).
An adventure essentially boils down to the following:
In Burning Wheel, characters have three "beliefs". Roleplaying those beliefs grants artha, and may grant traits, but most importantly drives the story. For the purposes of this game, characters may wish to tailor their beliefs to reflect the type of adventure they will go on. Unfortunately, the whole concept of beliefs is simultaneously simple and very complex, and cannot be explained in a simple post. Suffice to say that "Beliefs" represent your character's intent with the adventure, although just as with Burning Wheel, you are allowed and encouraged to go against your beliefs, and you are encouraged to either have internally conflicting beliefs, or beliefs that conflict with other players.
Players involved in an adventure will each roll for between one to three skills, depending on the beliefs/intent with the adventure.
So just as in Burning Wheel, the process thus boils down to:
State your intent.
The obstacle and consequence of failure is revealed based on the described intent.
You may now, in most circumstances, back off and decide not to take that action after all.
If you succeed, the intent happens as you described it (with some embellishment, but never embellishment that runs counter to the stated intent).
If you fail, the intent may still happen, but at least with some complications, or it may fail entirely, also with complications.
Regardless of success or failure, the story should be driven forward.
Adventures are generally not deadly, but combat in Burning Wheel can be very deadly. Failing in combat can quickly reduce your ability to fight or flee, and put you at the mercy of your enemies. Pick your battles wisely.