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Autor Thema: [Burning Wheel] Raising the Stakes - Regelüberlegung  (Gelesen 23693 mal)

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Tzelzix

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[Burning Wheel] Raising the Stakes - Regelüberlegung
« Antwort #195 am: 05. März 2010, 11:35:07 »
Da ich eh schon für RPGs durch die Weltgeschichte tingel, wird sich da sicher ein Treffpunkt machen lassen. Ansonsten bleibt natürlich immer noch Skype.
Never attribute to malice that which can be adequately explained by stupidity.

Tyrion the Imp

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[Burning Wheel] Raising the Stakes - Regelüberlegung
« Antwort #196 am: 06. März 2010, 20:58:00 »
Gerade gesehen, aus Burning Wheel Classic (sozusagen der "Red Box"):

Zitat
DON'T USE THIS SYSTEM

That’s right. You heard what I said. Don’t use it. If you are rolling dice in the
course of the game you have done something wrong. Or at least that is how I see
it. But I admit that I am somewhat of a roleplaying purist. Telling a consensual
story with players sitting around the table, all inputting their parts of the narrative
is the most perfect game to me. It requires loads of imagination, insight, teamwork,
a certain level of verbosity, sense of curiosity, and a hunger for knowledge—all
attributes that are well suited to any aspect of life, not just the gaming table.

Ok, now that we all feel good about ourselves, I will say it again: Don’t use this
system. Dice and numbers just get in the way of good story. And that is what we
are all after, deep down, isn’t it? A good story. We come to this game inspired by
brilliant narratives and we want to participate. We want our chance to act in
the story, to change things, to do it our way—we come to the game to get in on
the action. The system should be subordinate to that desire, kept in your pocket
as a back-up to your own good story. It should support that story and help it
move along, not bog it down, and drag it in impossible circles. That is why you
shouldn’t use this system, or any system for that matter.

Let the story reign. My favorite nights around the table are the nights when
we don’t roll any dice, the nights where all the hurdles are overcome with a little
discussion, a little teamwork and a lot of roleplaying. Trust me, these nights are
not just “sit around the campfire and talk about our adventure” nights. I have
run whole rebellions without touching the dice. The inspiring words of a
commander are far more important to the game and to the players than a roll of
the dice.

This system is the antithesis of that free form of storytelling. It is exacting,
accurate and sometimes harsh. A well-placed roll of the dice will tell you
unequivocally if you have succeeded or failed—if you survive or if you are destined
to bleed out your life staring at the twilit sky. This system will inject such a fierce
drama into the game that players might come to enjoy it. They might look forward
to rolling the dice—to seeing their ideas accurately represented in those little
cubes. And we wouldn’t want that! We wouldn’t want the system to actively
support the characters and their development. We wouldn’t want all this to make
sense, now, would we? So, like I said, don’t use this system.
Gewinner des WM-Tippspiels 2010
»For it is the chief characteristic of the religion of science that it works«

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