Can you say more on The Burning Wheel? The information on the site doesn’t distinguish it much from other TTRPGs that I can tell, aside from being a D6 system. What makes it unique and worth playing? (You don’t have to provide a huge rundown haha I’m just curious!)
Sure! I tried to keep this short and failed miserably, but I'd be happy to expound even more upon specific things later, if people want more :)
(Please note that, as with any ttrpg, it would be hard to claim any of the things mentioned here are wholly original to The Burning Wheel. It would be even harder to claim that no other systems have used these mechanics or philosophies in the 20 years since The Burning Wheel came out. I am not going to claim either of those things - its the combination of them and the play experience they have resulted in for me that make it unique, so that's the angle from which I'm writing this post.)
So. why is it worth playing? How is it different?
I could talk about the skill learning system, the war rules codex, the whole concept of versus tests vs bloody versus tests. But to me, there are two main ways that it stands out from other systems: its treatment of role-play as a mechanism, and the overall philosophy behind the game's design, including the concept of setting clear expectations.
(using section headers to break up the text lol)
The most obvious thing to point out is that there's a whole set of encounter mechanics for social situations or debates (Circles checks, Duel of Wits, etc.) - sort of the epitome of crunchy role play. But thats not what I'm getting at! What I'm getting is the fact that good role play is integral to the way the game functions.
Let's go back, all the way to character creation: When you're burning a character, you selecting life paths (page to squire to knight, etc.) with their associated skills and traits, then tie them in a pretty bow with beliefs and instincts to guide the character's actions. All of these things feed into each other to make a complete character. Easy! Familiar! We all know how to make a character, even if the numbers and labels are different!
What really matters to this engine once you're playing is whether the character you're acting as matches what you built. If it doesn't, the rules nudge you to redefine your character until it does through systems of rewards, penalties, and consequences. You are rewarded for sticking to and acting on your traits, beliefs, and instincts through different types of points distributed and voted on by fellow players, which can be used to alter the course of events or turn the tide of a bad situation later on. If you're not living up to a trait, on the other hand, you can lose it and all its benefits. (Took the fortitude trait, but ran from trouble one too many times? tough luck! the other players voted to take away that trait and now you can't call on it in moments of peril.) The beliefs and traits of a single character can end up at odds with each other, resulting in characters having to make choices that in other systems might seem insignificant or carry few lasting consequences, but here may alter the function of your character.
It's not all punitive measures, btw! One of my characters caused problems for everyone else by refusing to put away a weapon when someone else was in danger, playing off of an instinct that states he draws his weapon whenever his master does. After the session, another player suggested everyone consider nominating the Brave trait for him the next time we update them. As a character-type trait, it has no effect when rolling dice but does mean that henceforth and forevermore, anyone who interacts with him will notice a sense of bravery. Delightful!!
Also, the beliefs of different characters are practically guaranteed to stray from one another at some point, which is the primary source of inter-PC conflict. Because the mechanics of the game encourage and reward sticking to your beliefs or following your stated instincts even when it makes things significantly harder or causes problems, you're much more inclined to do it. As someone who is terrible at not slipping back into the same kind of character over and over again, I think this fucking rules.
I'm playing with a group of people I've been gaming with for almost five years, and this has opened the way for much richer dynamics between our characters than any of the other systems we've played, in part because as players we're less interested in acting on concensus to drive the plot forward. Working as one unit simply isn't the goal, and if it was, we would play a different system that encourages and rewards that.
the game's philosophy, aka setting intentions and also reading rules:
Now we're starting to get at the philosophy behind the game's design: It believes you have to know why you're playing burning wheel instead of literally any other game. This isn't a system you play on accident. It's admittedly a complicated game with a LOT of rules. It asks for a huge amount of engagement from all of the players, not just the GM - something like inter-PC conflict can only work well if everyone is on the same page (figuratively, but also literally lol) and ready to help adjudicate rules, ask for tests, discuss intentions, etc. Dream scenario for a chronic rules lawyer lol.
Obviously any game will be more fun if everyone has actually learned the rules before they start playing, but this is one where it's extremely difficult (if not impossible) to play if most players haven't learned them, and deeply rewarding if they have. It really operates on the expectation that everyone is putting in work, and everyone has respect for the time and effort the others are bringing to the table.
It's hard to put a finger on how this all impacts play other than the obvious elegence of People Knowing What Theyre Doing, but on a purely emotional and meta level, knowing that everyone is investing so much time and effort to play a game with you is just.. idk, it feels special and makes the time itself feel even more valuable. In that sense, the satisfaction of playing the game isn't coming from the game itself, but is still shaped by it.
(In my mind, this is the #1 reason to try the game, but as @thydungeongal alluded to yesterday, finding people willing and able to do it is also the #1 hurdle to, like, actually having a good time. it would be completely miserable otherwise.)
Also, for a game that does not boast a collaborative nature the way some others do, it is honestly pretty fuckin collaborative lol. I don't know that this was Luke Crane's intention in designing the game, but closing out sessions by going through and grading everyone's work and giving each other glorified gold stars, you will inevitably end up discussing and dissecting things, learning from people's character work, and seeing where and how you can improve individually and as a group. It creates a table culture that values honest expressions of discomfort or dissatisfaction, and also of appreciation and celebration. It's after-care. It leads naturally into setting intentions and expectations for the next session. It just feels really nice!!!
That's obviously a table culture that can be cultivated anyway, and it's a practice my group has learned to be very intentional about facilitating, but it's just interesting how The Burning Wheel of all systems manages to support that. I think that's what the website means when it says playing this changes how you play other rpgs lol
So yeah, idk how much more to say and also I'm sooooooo so eepy and was like an hour late for work, so its a weird brain day. but there you go lol