On Fires, Part 3

Blaugust Post #31

Burning Wheel has probably the best skill system I’ve read as it relates to skill use and advancement. The basic premise is that you don’t get any better by doing things that are easy. Therefore, you’re encouraged to try things that might be somewhat difficult for your character, because that’s the only way you get better. This is a bit of an oversimplification, but Burning Wheel rules are long and wordy.

To go along with this, the list of skills goes on for pages. There are the expected skills for weapons and fighting (sword, bow, armor training), an assortment of professional skills (blacksmith, haggling, dye manufacture), sorcery and sorcery-related skills (enchanting, summoning), social skills (intimidate, persuasion, falsehood), and some oddball ones like Strategy Games. There are also open-ended -wise skills that act as knowledge skills. Examples include things like Great Masters-wise, Dirty Secrets-wise, and Poacher-wise, in addition to things you might expect like Forest-wise, Noble-wise, and Tools-wise. (You can make appropriate ones up for your character and take them as non-lifepath skills.)

At low skill levels, you can advance with a few challenging skill tests and a few routine ones, but eventually the routine ones stop counting. If you never push yourself to do difficult tasks with a skill that you’re already somewhat good at, it will never get better. Burning Wheel lacks XP entirely, so this skill progression is how you get better. There are a few alternatives to trying things that you’re going to fail at, however. You can have someone else who is good at a skill teach you, which counts toward the number of skill tests you need to advance.

I’ll probably never actually play in this system, but I have talked to Tamrielo (who is my usual GM) about it. He likes the skill system and the fact that violence is rarely the right answer, but not so much all of the incredibly crunchy bits (that I haven’t actually talked about here). It’s a fun system to build characters in though, so I suspect I might just use it as inspiration for some future characters.

Blaugust Complete

Doing this for the second year was interesting. As mentioned, posting every day is a bit much for me, but this did help me get back into the swing of things. I think I’m in better shape to maintain the 3/week schedule I was in for most of last year. I think I fell into the trap Bel outlined last week, but he’s right, the “epic welcome back post” just doesn’t happen. It’s far more productive to just start writing.

On Fires, Part 2

Blaugust Post #30

A major part of what makes Burning Wheel interesting to me is the character creation. The Lifepath system is really a modified version of point-buy, but you have the character’s entire backstory built-in to the process. It’s got some… balance issues, but it makes the actual process of creating a character rather fun.

The basics are that you determine the various professions and/or roles that your character follows through life. Each one adds Time (measured in years), Resources, Skill Points, and Trait Points, some of which will automatically be spoken for in the way of required skills/traits. They’re divided into settings, such as City Dweller, Noble Court, etc. Your next lifepath can be any that you qualify for in your current setting, or a setting specified by the last lifepath you took. Moving to some settings (such as Noble Court) is fairly difficult, but some settings (such as Outcast) can be entered from almost anything.

Learn by Doing

To demonstrate the process, I’ll start with a character concept from the first RPG I played where I was more focused on the character than the character’s combat effectiveness. (The fact that the setting was modified World of Darkness helped this a lot.) Zane Dimetrius was a sorcerous professor with a decent bit of martial ability. He specialized in earth spells, but that doesn’t really seem to be an option in this system. In Burning Wheel, this means he’ll need to pick up lifepaths along the way that enable magic and some bit of physical ability, while I’d like to end at Scholar (which is in City Dweller).

Looking at Scholar, it informs some other requirements by itself. It requires either one of a number of related academic lifepaths or any sorcerous one. Since this character is intended to be a spellcaster anyway, that requirement shouldn’t be too hard to meet. You have to start with a “Born” lifepath, and I decided to go for Born Noble. Being born noble gives you the required trait “Mark of Privilege” (which may or may not be good depending on where you find yourself). The bit of martial ability is covered by becoming a Page. Page is normally the start of the path to Knight (you also have to go through Squire), but Zane decided that wasn’t for him and moves off to Arcane Devotee. This is the Noble version of the “starter” spellcaster lifepath; it grants the “gifted” trait required to actually cast spells.

From there we move out of the Noble setting. Arcane Devotee can lead to the City Dweller setting, which contains Sorcerer. (It can alternately lead to the Noble Court setting, which contains the somewhat different Court Sorcerer). Having finally picked up the sorcery skill, we finish at Scholar.

Preliminary Results

Tallying up everything gained in this process, we have a character who is 37 years old, with the required traits Base Humility, Mark of Privilege, and Know-it-All. Gifted is also a requirement, but doesn’t come automatically, one of the remaining 3 trait points must be spent on it. For skills, Riding, Calligraphy, Sorcery, and Read are required; many optional ones can come along with this choice of lifepaths like Write, Sword, and Instruction. The skill system is interesting enough to be expanded on in its own post, but there are a lot of skills listed in the book.

The number of stat points you have to spend is based on your final age, with some bonuses for various paths along the way. Generally starting older will give you more points for mental stats and fewer for physical stats, although starting younger than 15 will make you a bit short on both. While there are still plenty of decisions to make about where to spend all of the resulting points, the framework of the character is here. This is a lot more than you can get out of a lot of other systems, and it also makes the creation process itself interesting. Using a session to create characters while in a group seems like it would add some fun as well.

On Secondary Sin

Blaugust Post #23

Divinity Original Sin: Enhanced Edition is coming out “soon” on PC and the current console generation. I never finished it, but I am a big fan of the original release. Owners of the original will receive the enhanced edition for free, which is in line with what they’ve done for their previous games.

On Secondary Sin

A sequel, Original Sin 2, is now on Kickstarter. It’s one of the cases where simply promising more of the same would probably get me interested, but it looks like they’re doing a lot more than that. One of the best features of Original Sin is the ability to disagree with your partner, which results in you playing Rock Paper Scissors against each other. Points for winning are determined by your persuasion stat, and the first to 10 gets to determine what the party does.

On Secondary Sin

Original Sin 2 seems to expand on this concept, and actually let the party work on objectives at odds with each other. No word on if it will allow what Tam refers to as the “GM Victory”, but I honestly kind of hope so. It also expands co-op to include up to 4 players.

On Secondary Sin

They’re also tweaking the battle system, which was already one of the best turn-based systems I’ve seen in a long time. Given the character I played the first time around (a ranger-type) I’m not sure a cover system is going to be terribly helpful, but I’m willing to give it a chance. More interactions mostly increases the potential for unintended hilarity. And I appreciate that there are more options for the player than just humans.

On Secondary Sin

I haven’t looked forward to a Kickstarter game this much in a long time. It smashed its funding goal on the first day, so it seems likely we’ll be playing this at some point next year.

On Running, Continued

Blaugust Post #19

On Running, Continued

Shadowrun: Hong Kong came out yesterday. It’s the third Shadowrun game to come out of Harebrained Schemes since the Shadowrun Returns Kickstarter. For those who are not familiar, Shadowrun Returns was one of the first games to actually release from the big Kickstarter blitz in 2012. The Kickstarter promised 2 campaigns, and the game released in 2013 with the first one, Dead Man’s Switch. The second, Dragonfall, released as an expansion in early 2014. It got a standalone Director’s Cut release later in the year, with an updated engine. We played Dragonfall for Aggrochat Game Club.

Dragonfall seemed to be a product of having about the same amount of time to make a story+art as they had to make a story+art+engine for Dead Man’s Switch. More effort is devoted to characterization, you have a standard team, and it’s quite a bit longer. Generally speaking we seemed to like it, although if you’re going to play it for yourself, listen to the podcast afterwards, it’s full of spoilers.

Once More, With Feeling

Shadowrun: Hong Kong had its own Kickstarter, and I guess experience pays off. It released exactly when planned, which is nearly unheard of for Kickstarter games so far. I haven’t yet played it, but even starting it reveals that production values are quite a bit higher this time around. The character models are much higher resolution, the UI is cleaner, and it even starts with a voice acted cutscene. (Although I didn’t find any options for subtitles. Baby steps…) I’m currently in the middle of another RPG so I probably won’t get to this immediately, but I’m really looking forward to giving this a shot. Maybe I won’t play a troll adept who cuts things in half with a sword this time?

On Running, Continued
Seems Unlikely.