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 find a simple way is to relinquish control of the game and let the players drive it. Once you, together with the group, have set up the Situation and Big Picture hand over the reins to the players. Saying
Ok, you have your Beliefs. Anyone wants to begin trying to achieve something?
It may be slow in the beginning, lots of questions and hesitation. But be a bit careful using this technique as it can devolve into a bunch of solo games. Nothing wrong with that but it may not be what you want.
Second method is a bit more directed. Between sessions look at beliefs that weren’t touch upon and figure out a scene where you can drop the characters straight into. Or if your players are active and send you their new ones take one of them. Drop them straight in, no fuss, full in media res. If they want to poison the king drop them into the castle kitchens and ask them where they got the poison from. Use that information, with perhaps a test, to set up their immediate obstacle. I also call this the Blades method (as I’ve take it from Blades in the Dark).
Instincts and traits I seldom get a chance to actively engage when GMing, have so many other things going on then. Leave these things up the players.
Sometimes though it really helps to see how others do it. Jump into a few actual plays, I would skip around in their character burning sessions to see if their flavour warrants more in-depth dedication.
I’m interested in a more in-depth how-to guide on running a game driven by player character Beliefs, Instincts, and Traits.
I find a simple way is to relinquish control of the game and let the players drive it. Once you, together with the group, have set up the Situation and Big Picture hand over the reins to the players. Saying
It may be slow in the beginning, lots of questions and hesitation. But be a bit careful using this technique as it can devolve into a bunch of solo games. Nothing wrong with that but it may not be what you want.
Second method is a bit more directed. Between sessions look at beliefs that weren’t touch upon and figure out a scene where you can drop the characters straight into. Or if your players are active and send you their new ones take one of them. Drop them straight in, no fuss, full in media res. If they want to poison the king drop them into the castle kitchens and ask them where they got the poison from. Use that information, with perhaps a test, to set up their immediate obstacle. I also call this the Blades method (as I’ve take it from Blades in the Dark).
Instincts and traits I seldom get a chance to actively engage when GMing, have so many other things going on then. Leave these things up the players.
Sometimes though it really helps to see how others do it. Jump into a few actual plays, I would skip around in their character burning sessions to see if their flavour warrants more in-depth dedication.