A Different Game
The Burning Wheel is an indie RPG that is a cut-above. The Gold Edition is its third and combines material that had previously been in two volumes, the Burning Wheel rules and the Character Burner. The Burning Wheel is a narrative game with a great deal of crunch and elements of a simulation style game. The mechanics are scale-able so that the referee can use quick simple resolutions or more detailed and lengthy systems to place emphasis on the conflict and outcome. The characters are very detailed with motivations and ethics that guide the player in role-playing them. The story is intended to be that which develops at the table, not one the referee has scripted ahead of time. It is an adventure game built to emphasize relationship and conflict and includes many new concepts. This game took me several reads in order to fully grasp it - it's that different from most other RPGs.
The Character Burner, or chargen system, is one of the more detailed chargen systems I have encountered. Players can choose to play a human, an elf, a dwarf or an orc in the Gold Edition. The Character Burner uses a life path system that generates the character's backstory and characteristics (skills & traits) from birth to the point where they start adventuring. Each race has a unique life paths to choose from. Instincts and Beliefs give the character motivation and something to fight for.
Conflict is at the center of The Burning Wheel and the referee is tasked with challenging each character's Beliefs in an effort to develop story and see the character grow and change as the game progresses. Characters frequently undergo significant changes in their goals and attitudes as a result of their conflicts. The Burning Wheel uses a dice pool system of six sided dice for testing various abilities, skills, and traits. Success leads to improvement, but so does challenging oneself with more difficult tests even though the attempt fails. Conflicts may involve combat, which can be handled one of three ways depending on the desired complexity level of the mechanics used, social conflict, chases, negotiation and spell casting.
The Burning Wheel introduces several new concepts and this can make the learning curve a bit steep. Rather than using money, the game makes use of a resource mechanic. If a character desires to by something, they may test their Resources to see if they are able to fund the purchase. Leveraging one's Resources can also lead to debt. Circles is another novel concept. Circles refers to the groups of people the player character has access to. One can test their Circles to discover information or acquire assistance in some endeavor. Circles and Resources are abilities which are developed through Life Paths and through adventuring.
The Burning Wheel does not include a specific default setting and their are a number of setting books that have been published for it ranging from a post apocalyptic setting to one based on ancient Japan. Because there is no default setting, there is no bestiary. The Burning Wheel PC races and life paths do imply a rather Tolkienesque setting, however. This works quite well in my experience as Middle Earth is the setting I have used The Burning Wheel for. The human Life Paths seem historical for the most part and I could easily see The Burning Wheel being used for a game set in a medieval European setting as well. The setting books will generally introduce their own unique Life Paths that reflect life in that setting.
This is not a dungeon delving sort of game. The Burning Wheel is about creating a story together as we play characters who test themselves and have their goals and attitudes changed by their experiences during the game. If dungeon Delving is desired, The Burning Wheel folks have a game, Torchbearer, specifically designed for that type of play. I consider it an excellent game and should probably give it its own post someday. This hobby offers so many great games it is hard to find the time for all of them!
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