Burning Wheel: Difference between revisions

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Burning Wheel is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy [[RPG]]s.
'''''Burning Wheel''''' is a roleplaying system created by Luke Crane in 2002, revised to the aptly-named Burning Wheel revised 2005, and re-updated to Burning Wheel Gold in 2011. Character creation ('Character Burning') is done by choosing 'lifepaths' within each of the playable races. The main setting is unapologetically even more Tolkienesque than the basic D&D including Trolls that turn to stone in sunlight and Orcs who were formerly elves. For Men, however, the lifepaths are designed based on 12th-century France, so it's also much more medieval than many fantasy [[RPG]]s.


The system's main agenda is focus on generating conflict and eschewing minor dice rolls in favor of advancement of the story—and ''major'' dice rolls. It is stated by the author that events in-game should involve as much personal stake as possible for the characters. If there is no conflict, no dice are rolled. Complimentary to this is the advancement system: rolling anything related to a character that can improve, in most cases even if the roll fails, advances your skill if there is something at stake involved in rolling. The result is that redundant dice checks are eliminated and all rolls should be tied to story advancement.
The system's main agenda is focus on generating conflict and eschewing minor dice rolls in favor of advancement of the story—and ''major'' dice rolls. It is stated by the author that events in-game should involve as much personal stake as possible for the characters. If there is no conflict, no dice are rolled. Complimentary to this is the advancement system: rolling anything related to a character that can improve, in most cases even if the roll fails, advances your skill if there is something at stake involved in rolling. The result is that redundant dice checks are eliminated and all rolls should be tied to story advancement.
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Two other full games use adaptations of the Burning Wheels rules but require no additional books: [[Burning Empires]], which uses the [[Iron Empires]] science fiction setting and [[Mouse Guard]], which adapts the graphic novels of the same name to RPG form.
Two other full games use adaptations of the Burning Wheels rules but require no additional books: [[Burning Empires]], which uses the [[Iron Empires]] science fiction setting and [[Mouse Guard]], which adapts the graphic novels of the same name to RPG form.


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This game includes examples of:
* [[All Trolls Are Different]] Based on Tolkien's trolls the basic '''Burning Wheel''' troll is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.
* [[All Trolls Are Different]] Based on Tolkien's trolls the basic '''Burning Wheel''' troll is big, dumb and turns to stone permanently when exposed to sunlight. However different traits can give the horns, hooves, an unexplained likableness and even an immunity to sunlight. They're still likely to be bigger, dumber and tougher than any other PC race, but apart from that they can be very different.
* [[Annoying Arrows]]: Averted. A bow or crossbow can incapacitate your average conscript with a single shot from just the pain alone.
* [[Annoying Arrows]]: Averted. A bow or crossbow can incapacitate your average conscript with a single shot from just the pain alone.