The Forge Reference Project

 

Topic: Burning Wheel Lite Lark
Started by: abzu
Started on: 8/3/2004
Board: Indie Game Design


On 8/3/2004 at 2:11am, abzu wrote:
Burning Wheel Lite Lark

So, I'm bored at work. What do I do when I'm bored at work and have read every forum post and news article? Design a game.

Goal: To distill my game design concepts in BW down to their most mechancally simpe components while retaining the feel of the game.

What I'm looking for: Comments from people who've read the game, as well as fresh eyes. I like to brainstorm, who knows what'll come of it.

End goal: To "recreate" BW, but also to take this final product and see if it can be overlaid on another conceptual framework.

Basic Mechanics
All players roll three dice (3D) for any and all of their character's abilities.

Abilities are rated: Useless, Crap, Good, Excellent and Superb. Ratings determine TN.
Useless is TN 6, Crap TN 5, Good TN 4, Excellent TN 3, Superb TN 2.

All abilities start rated Useless.

Difficulty of a test is determined by the number of successes needed to pass (as in BW, we'll call it the Obstacle). There are only three difficulties: Routine (Ob 1), Difficult (Ob 2) and Challenging (Ob 3).

Character Burning
Use the lifepath system, however there are no set stats, skills or attributes. The only thing a player takes from each lifepath is its title. In play, the character posesses any ability that the player can reasonably describe under one of his lifepaths.

For example, a player makes a character: Born Peasant, Farmer, Hunter. During the game, he has to determine poisoned or rotten grain from good stock, he rolls his three dice. Due to his lifepaths, he could reasonably be described to have that knowledge.

Life experience
Each lifepath that could reasonably be applied to a situation improves the rating and reduces the TN by one.

So for our farmer, he'd have a Crap chance at sorting that grain. He'd roll 3D at TN 5 needing 1 success. Actually that's not too bad of a chance at all.

A character with the lifepaths Soldier, Sergeant and Captain would have a Good TN for anything relating to soldiering. He'd roll 3D and need TN 4 for success. If this career soldier was forced to sort that farmer's bad grain, he'd roll 3D and need 6s for success (he's Useless at it).

Traits
Traits can be purchased for the character during burning as in the standard game. Also, they can be gained as lifepath traits. There are three types of traits:
Traits that grant an additional ability. These start at Crap for 3 pts, Good for 6, Excellent for 9, Superb for 12. Such as Gifted, which would grant the character the ability to do magic shtuff.
Traits can allow a reroll of a single die. They cost 2 pts.
Traits can break a tie. They cost 1 pt.

Various fantasy races would have their Common Traits which I won't detail right here an now.

Task Resolution
This is where I am divided. Task resolution can be simply resolved using the BW system: Whoever gets more successes wins, or roll equal to the set difficulty and pass the test.

But what about doing something different? Something more fluid to stay in line with the open character concepts.

In that vein, every character gets three chance to pass a test. A player isn't required to take all three chances, but he may if he desires.

The GM often describes a problem that must be overcome. People are getting sick in town, for example. A player is expected to come up with a solution. "I check the grain, is it poisoned?"

Test your Farmer lifepath.

State your intent -- what you are looking for -- and state how you are doing it.

If the player succeeds on the first try, the GM offers any information he has on the subject (degree of which can be based on successes over obstacle) and the player may narrate a detail into the story.

If the player succeeds on the second try, he has taken twice as long to complete his task. (Should there be a time or turn mechanic in the game?)

If the player succeeds on the third try, he barely passes the test and the GM may narrate some detail into the story based on the player's actions. For example, in order to discover that the grain was poisoned, our former farmer had to taste some of the grain. Now he's sick.

Conflict Resolution
Again, I'm divided here. Part of me thinks it would be cool to use the scripting mechanic with these die mechanics. All melee attackes would have an Add of 1 in this case, and missile weapons would still use the DOF to generate their IMS.

Use three volleys in the exchange, but characters only get one action in each. Script as normal.

Or, abstract it. Using the Rule of Three described under Task Resolution above, players each roll three times per conflict. This becomes something of a dice game, but it could be fun.

Win with Three out of Three
Total Victory. Winning player narrates the result. It can be as ugly or as neat as he wants to be.

Win with Two out of Three
Victory. Victorious player comes out bruised and scratched, but on top. He suffers one wound (see below), and may narrate a non-fatal/mortal/preposterous fate for his target.

Win with One out of Three
Barely scrape out a victory, may inflict one wound, if applicable, but both participants then must then retreat to their respective corners.

Lose Three out of Three
You're fucked.

Lose Two of Out of Three
You may deliver a rueful speech stating how you will get your revenge.

Lose One out of Three
"Get your hands off of me!"

This needs more work, but I think I like the direction.

Wounding
Wounding would be done in three types: Incidental hits subtract -1D, Mark hits subtract -2D, Superb hits subtract -3D.

Or... Incidental hits raise TNs by 1, Mark hits raise TNs by 2, Superb hits raise TNs by 3.

TN of 7 or more means that ability can no longer be used until the character recovers.

Or... beccause I love crunch, wounds only effect one of the dice at a time. Each wound raises the TN of one die until all dice are wounded. Additional wounds (beyond 3) start back with the first die. Raising the TN above 6 means the die cannot be used for this (your arm is hanging limp, for example).

Equipment and Weapons
Tools, books, equipment and weapons --anything makes it easier to get a job done-- reduce the TN for certain applicable abilities.

Simple, primitive or half-assed gear reduces TN by 1.
Run of the Mill stuff reduces TN by 2.
Crazy stuff like force-swords or magic books or machine guns reduce TN by 3.

So if someone who has no skill what so ever (Useless/TN 6) picks up a machine gun and shoots you, he only needs TN 3 to blow you to pieces.

Hm... Or...
Tools can reduce one die by the appropriate target number

Or...
Gear can allow rerolls. 1D, 2D or 3D respectively. Actually, I like this the best.


What the game lacks right now is an emotional core. It's simply a resolution mechanic/system. I need to make some decisions on the direction of the game -- whether to break from BW fully, or mimic it's big brother-- but thoughts are welcome.

thanks,
-Luke

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On 8/3/2004 at 3:42am, Ron Edwards wrote:
RE: Burning Wheel Lite Lark

Hi Luke,

A nifty project! Although I'm seeing the two spectral rulebooks for HeroQuest and Trollbabe floating behind you, undulating in the air and moaning softly ...

Best,
Ron

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On 8/3/2004 at 5:03am, abzu wrote:
RE: Burning Wheel Lite Lark

Hi Ron,

I've never read either. Do you think I am reinventing the wheel? (ugh, pun absolutely not intended.)

The three dice/three successes system I think could adapt my existing mechanics rather well. Making them more broad, though.

But I feel this tugging in another direction. To take that core mechanic and, well, play with it.

Anyway, if you think I am treading well-trodden ground with any of my "innovations", speak up. Perhaps I'll even manage to do some research!

-L

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On 8/3/2004 at 4:51pm, jdrakeh wrote:
RE: Burning Wheel Lite Lark

Sometimes being innovative isn't all that it's cracked up to be. Me? I'd just like to see a lite version of BW so that I had something with meat on its bones to point prospective BW players towards (you know, as the main event is sold out). If it's innovative, I guess that's a bonus - but it doesn't have to be in order to make me happy ;)

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On 8/3/2004 at 5:23pm, abzu wrote:
RE: Burning Wheel Lite Lark

Well that's just it.

I feel like racheting down the design this much actually produced a different game altogether.

I really like the idea of only using three dice for everything and varying the target number. But that's anathema to BW, where you vary dice and never the TN.

Like I said, some input into actual design'd be cool.

I'd be happy to even divide this into two games -- BW Lite and "the other thing" -- but vision here is very myopic. I'm just too close to the heart of the matter.

-L

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On 8/3/2004 at 7:58pm, rafial wrote:
RE: Burning Wheel Lite Lark

I'm not sure you are ratcheting anything down, but rather racheting to the left. After all, BW's core mechanic is pretty light to begin with, the bulk only comes with quantifying how the core mechanic actually gets applied under different circumstances. And as you've pointed out, you've barely begun to do that here.

What you've got here is a new core mechanic. It's got similarities to the BW mechanic, but also significant differences. So I wouldn't think of this as a child of BW, so much as a cousin. So I wouldn't try to make this BW lite. I'd break it off and make it its own thing.

To elaborate on Ron's comments: as far as Trollbabe goes, I think he's reacting to the "reroll with progressively more dangerous consequences" idea. That's very similar to Trollbabe's central mechanic. Also the idea of Gear providing rerolls (in a way).

As for the Heroquest connection, I'm less familiar with that game, so I'm less sure what he's seeing, but maybe Lifepaths as the equivalent of Keywords? Using lifepaths in that way also reminds me of Sorcerer Cover, or traits in the Pool.

As for mechanical feedback, I think I'd go with the TN adjustment on wounding rather than a die penalty. You've already established that the TN is what varies in this system, and -3D would be completely incapacitating all the time, to everyone, whereas a TN+3 would still allow actions if you had a starting TN of 2 or 3.

Task vs Conflict resolution. I may be wrong here, but I think it's important to pick one or the other and stick with it. BW is definitely all about Task resolution. Maybe these rules should focus on Conflict resolution.

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On 8/3/2004 at 8:07pm, rafial wrote:
RE: Burning Wheel Lite Lark

One more observation on the theme of "BW Lite" versus "The Other Game".

If what you really want is a "light" version of BW, that could be used to introduce people to the system, you don't want a different core mechanic. And as I've said, the BW core mechanic is light. The place to cut is in the surrounding detail, i.e. have a small and focused set of broad skills, scripting, but with a very small set of manuevers, perhaps fixing everybody at one action per volley (i.e. no reflex score), a small set of traits, no shade (everything is black), etc.

As for your mechanics that opened this thread, I'd urge you to take them in their own direction.

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On 8/5/2004 at 1:12am, abzu wrote:
RE: Burning Wheel Lite Lark

Insightful and clear as always, Wilhelm.

Ok, since it's the title of this thread, let's do BW lite.

I'd include the basic die pool mechanics: Roll a number of dice equal to your ability. Shade determines TN; there are two shades.mundane and heroic. Number of successes determines difficulty of roll.

Character:
Abilities are rated 1-6.

3 Stats: Insight, Agility and Power. (I'm open to suggestions for a better combination of Will and Perception).

15 Skills (though I might be forgetting a few):
Academia (literacy, research, symbology, history)
Artistic (sculpture, painting)
Artisan (masonry, architecture, engineering)
Craftsman (pottery, tanning, armorer, weaponsmith, blacksmith, carpenter)
Criminal (lockpicking, pocketpicking, forgery, scams)
Doctrine (religious history, ritual)
Martial (swords and axes)
Military (as in tactics and strategy, not fightin')
Musical (musical instrument performance, singing and composition)
Philosophy (study of the human condition, the ultimate in heretical skills)
Peasant (farming, animal husbandry)
Physical (climbing, stealthy, swimming)
Seafaring (navigation, maneuvering a boat, rigging, knots)
Social (persuasion, inconspicuous, falsehood, ugly truth)
Sorcerous (spell-casting, enchanting, summoning)


Character Creation:
10 Human Lifepaths:

Peasant
Time: 8yrs
Stat: --
Skill: 2 pts: Peasant, Physical, Craftsman
Trait: 2 pts: Salt of the Earth, Suspicious of the New

Villager
Time: 10 yrs
Stat: --
Skill: 2 pts: Social, Craftsman
Trait: 1 pt

CityDweller
Time: 12 yrs
Stat: --
Skill: 3 pts: Social, Academic, Artisan, Philosophy, Doctrine
Trait: 1 pt

Noble
Time: 12 yrs
Stat: +1 any
Skill: 4 pts: Social, Academic, Martial, Physical, Doctrine
Trait: 2 pts: Noblesse Oblige

Courtier/Courtesan
Time: 9 yrs
Stat: --
Skill: 3 pts: Social, Academic
Trait: 2 pts: Eye for Wealth

Outcast
Time: 8 yrs
Stat: --
Skill: 3 pts: Criminal, Physical, Philosophy
Trait: 2 pts: Warts and Scars

Religious
Time: 10 yrs
Stat: +1 In
Skill: Doctrine, Academic, Social
Trait: 1 pts:

Soldier
Time: 6 yrs
Stat: +1 Agi or Pow
Skill: 2 pts: Martial, Physical, Military
Trait: 1 pts: Hardened, Bitter, Tough

Sea-Farer
Time: 7 yrs
Stat: --
Skill: Seafarer, Physical, Musical
Trait: 1 pt: Sea Legs

Servant/Slave
Time: 8 yrs
Stat: --
Skill: Social, Physical, Peasant
Trait: 2 pts: Broken

5 Elven Lifepaths:
Wilder
Citadel Dweller
Etharch
Soldier Protector
Wanderer

6 Dwarven Lifepaths:
Clansman
Guilder
Artificer
Dwarven Soldier
Dwarven Noble
Dwarven Outcast

X Orc Lifepaths:
Chattel
Legioner
He Who Bears the Lash
Born Great and Black
Servant of the Dark Blood


Ok, you get the gist. More tomorrow. (Every time I sit down to do this, I get interrupted).
I'll post simplified scripting, injury, and sorcery.

-L

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On 8/5/2004 at 7:34am, rafial wrote:
RE: Burning Wheel Lite Lark

Good stuff! I still say give shade a miss. Set all lifepaths at the same number of years (this may differ for each race). Or don't worry about years at all, just say you get to pick N lifepaths (3,4?), age whatever you want. Standard number of stat point (10,11?) (no age chart). I like Insight as stat name. The game should feature Steel (it's a key element to the BW feel, you don't always react as well as you think you would).

Skills. I'd say combine Artisan and Craftsman into Trade, and the player picks a suitable occupation. Musical and Artistic should probably be just Artistic, pick your medium. Physical is fine, but Athletics rings better to me. How about adding Woodcraft for tracking and outdoor survival stuff?

Artha should remain, maybe just fate points, generated by incovenient BITs, and spent to open end rolls.

Oh, and the title of this system should be "The Training Wheel"...

(Instinct: protect head and get behind solid cover)

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On 8/6/2004 at 12:58am, abzu wrote:
RE: Burning Wheel Lite Lark

Ok.
Since I can't edit my old posts, I'm just redoing the parts I change.

Revised Skills:
17 Skills (though I might be forgetting a few):
Academia (literacy, research, symbology, history)
Artistic (sculpture, painting)
Artisan (masonry, architecture, engineering)
Craftsman (pottery, tanning, armorer, weaponsmith, blacksmith, carpenter)
Criminal (lockpicking, pocketpicking, forgery, scams)
Doctrine (religious history, ritual)
Forester (tracking, hunting, trapping, orienteering)
Martial (swords and axes)
Medicinal (Field dressing, herbalism, apothecary, surgery)
Military (as in tactics and strategy, not fightin')
Musical (musical instrument performance, singing and composition)
Philosophy (study of the human condition, the ultimate in heretical skills)
Peasant (farming, animal husbandry)
Physical (climbing, stealthy, swimming)
Seafaring (navigation, maneuvering a boat, rigging, knots)
Social (persuasion, inconspicuous, falsehood, ugly truth)
Sorcerous (spell-casting, enchanting, summoning)


I still think there has to be an age/stat chart of sorts. But instead of individual ages per path, the number of paths should determine age and starting stats.

So here goes:

Human Lifepaths, Age and Starting Stats:
1 Path: 9 pts, 8-12 yrs
2 Paths: 10 pts, 13-16 yrs
3 Paths: 11 pts, 17-26 yrs
4 Paths: 10 pts, 27-37 yrs
5 Paths: 9 pts, 38-50 yrs

10 Human Lifepaths:

Peasant
Stat: --
Skill: 3 pts: Peasant, Physical, Craftsman, Forester
Trait: 2 pts: Salt of the Earth, Suspicious of the New

Villager
Stat: --
Skill: 2 pts: Social, Craftsman
Trait: 1 pt

CityDweller
Stat: --
Skill: 3 pts: Social, Academic, Artisan, Medicinal, Philosophy, Doctrine
Trait: 1 pt

Noble
Stat: +1 any
Skill: 4 pts: Social, Academic, Martial, Physical, Doctrine
Trait: 2 pts: Noblesse Oblige

Courtier/Courtesan
Stat: --
Skill: 3 pts: Social, Academic
Trait: 2 pts: Eye for Wealth

Outcast
Stat: --
Skill: 4 pts: Criminal, Physical, Philosophy, Forester
Trait: 2 pts: Warts and Scars

Religious
Time: 10 yrs
Stat: +1 In
Skill: Doctrine, Academic, Social
Trait: 1 pts:

Soldier
Stat: +1 Agi or Pow
Skill: 2 pts: Martial, Physical, Military
Trait: 1 pts: Hardened, Bitter, Tough

Seafarer
Stat: --
Skill: Seafarer, Physical, Musical
Trait: 1 pt: Sea Legs

Servant/Slave
Time: 8 yrs
Stat: --
Skill: Social, Physical, Peasant
Trait: 2 pts: Broken

Sorcerer
Stat: +1 Insight
Skill: 4 pts: Academia, Sorcerous, Medicinal, Social
Traits: 2 pts: Believes in Magic, Spooky, Gifted

Players must choose Peasant, Villager, City Dweller, Noble, Slave or Seafarer as their starting lifepath. After that, choose the paths that your character has walked, in order, in his life.

Note: A character not born Noble must take Soldier or Courtier before taking the Noble lifepath.

Elves, Dwarves Lifepaths, Age and Starting Stats:
1 Path: 10 pts, 8-12 yrs
2 Paths: 11 pts, 13-25 yrs
3 Paths: 11 pts, 26-50 yrs
4 Paths: 11 pts, 51-100 yrs
5 Paths: 11 pts, 101-200 yrs

Elves must start with either Etharch, Wilder or Citadel. Elves who don't start Etharch must take Wilder, Citadel and Soldier Protector in order to take the Etharch LP.

5 Elven Lifepaths:
Wilder
Stat +1 Agi or Pow
Skill: 4 pts: Elven Forester, Peasant, Physical, Medicinal
Trait: --

Citadel Dweller
Stat --
Skill: 5 pts: Academic, Elven Crafts, Social, Artisan
Trait: --

Etharch
Stat +1 Any
Skill: 7 pts: Social, Elven Spell Songs, Martial, Academic, Artistic, Musical
Trait: --

Soldier Protector
Stat: +1 Power
Skill: 5 pts: Martial, Physical, Military, Seafaring
Traits: 1 pts

Wanderer
Stat: +1 Insight
Skill: 6 pts: Elven Forester, Philosophy, Human-wise, Dwarf-wise
Traits: 1 pts

Special Elven Skills: These skills use exploding dice.
Elven Crafts (carpentry, weaving, cloth-dyeing, pottery, jewelry)
Elven Spell Songs (this skill allows the character to explode any of his normal skill rolls, or physical stats)
Elven Forester (tracking, hunting, camouflage, trapping)

Dwarven Lifepaths
Clansman
Stat: +1 Pow
Skill: 5 pts: Peasant, Craftsman, Artistic, Social
Traits:

Guilder
Stat: +1 Insight
Skill: 4 pts: Social, Dwarven Appraisal
Traits:

Artificer
Stat: +1 Insight or Power
Skill: 5 pts: Dwarven Arts, Academia, Military, Musical
Traits:

Dwarven Soldier
Stat: +1 Power or Agility
Skill: 4 pts: Martial, Military, Physical
Traits:

Dwarven Noble
Stat: +1 Any
Skill: 7 pts: Social, Martial, Artistic, Musical, Academia, Military
Traits:

Dwarven Outcast
Stat +1 Insight
Skill: Criminal, plus any three.
Trait: 2 pts: Adventurous

Dwarven characters must take Clansman, Guilder or Noble as their first path. Characters not born Noble must take Soldier or Artificer before choosing the Noble LP.

Special Dwarven Skills:
Dwarven Arts (metal-working, stone-working, weaponsmithing, armorer)
Dwarven Stentorious Social (any kind of competitive social skill test for Dwarves explodes)
Dwarven Appraisal and Accounting (appraisal and accounting are open-ended)

Orc Lifepaths, Age and Starting Stats:
1 Path: 8 pts, 6-10 yrs
2 Paths: 9 pts, 11-16 yrs
3 Paths: 10 pts, 17-25 yrs
4 Paths: 11 pts, 26-40 yrs
5 Paths: 12 pts, 41-100 yrs

Chattel
Stat: --
Skill: 2pts: Peasant, Craftsman
Trait: 2 pts: Tasting the Lash

Legioner
Stat: +1 Power
Skill: 3 pts: Martial, Physical
Trait: 1 pts: Hatred-Filled Eyes

He Who Bears the Lash
Stat: +1 Insight or Power
Skill: 3 pts: Social, Martial, Physical
Trait: 2 pts: Where There's a Whip, There's a Way

Born Great and Black
Stat: +1 Insight, +1 Power
Skill: Brutal Intimidation, Martial, Physical, Social, Military
Trait: 2 pts: Born to Rule

Servant of the Dark Blood
Stat: +1 Insight
Skill: Rituals of Nights Blood, Sorcerous, Doctrine
Trait: 2 pts: Blasphemous Hatred


Orc Special Skills:
Brutal Intimidation (any intimidation test explodes)
Rituals of Nights Blood (This skill governs Orc magic)

Orcs may either be born Great or born Chattel. Orcs not born Great cannot take the Great LP.

The stat pool is divided between the three stats as the player sees fit. Lifepath bonuses are then added in. (This is an extremely flawed method, but it'll work for now.)

Stats for Humans, Elves, Orcs and Dwarves range from 2-6. If a stat is lowest stat is 2, then the highest stat must be 5. If the lowest stat is 3, then the highest stat can be 6.

Starting character experience is decided on by the group before burning characters. Two LPs is young and/or inexperienced, three LPs is an experienced novice, four LPs usually gives a well-rounded and experienced character. Five LPs is an experienced veterans.

Common Traits for the various races to come.

Got to cook up a simplified magic system. Probably should be a very simple wheel of magic, perhaps based on the three stats?

Scripting will consist of 1 action per volley.
Actions limited to: Attack, Defend, Manuever (Push, Charge, Get Inside, Lock), and Physical Action (Throw, Grab, Open, etc).

phew!
-Luke

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On 8/6/2004 at 5:14pm, Sydney Freedberg wrote:
RE: Burning Wheel Lite Lark

Just wanted to say this is an excellent project. I got Burning Wheel a while ago and while it is a thing of beauty, it also broke my brain -- trying to follow all the skills and grayscales-o-death and lifepath switchbacks. Obviously boiling all that down loses some things that were worth having, but it also makes a more manageable game. And so far I think you're boiling the Wheel (mixed metaphor) down to its essential coolness pretty successfully.

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On 8/6/2004 at 5:18pm, abzu wrote:
RE: Burning Wheel Lite Lark

Sydney Freedberg wrote: Just wanted to say this is an excellent project. I got Burning Wheel a while ago and while it is a thing of beauty, it also broke my brain --


This from a man who wants realistic combat in rpgs!

;)

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On 8/6/2004 at 5:36pm, Thor Olavsrud wrote:
RE: Burning Wheel Lite Lark

Looks good Luke. Is there a reason you left in a "Time" attribute for the Religious and Servant/Slave lifepaths, or was that just an oversight?

You haven't touched on this yet, but I do think you need to include Grief, Greed and Blasphemous Hatred in some shape or form. To me, they define the system as much as Scripting, BITs and Artha.

Speaking of which, do you plan on using the BITs as is, or will you rework those as well?

Finally, as a rough way of making stat selection more about the hard choices, how about mandating that none of your stats can be equal? One has to be high and one has to be low?

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On 8/6/2004 at 5:47pm, abzu wrote:
RE: Burning Wheel Lite Lark

Thor,
good suggestion about the stats. While I like vanilla characters, but hard choices are the name of the game.

For Traits I was planning on trimming down the Common Traits as much as possible, but keeping Greed, Grief and Hatred.

For Beliefs and Instincts, I was thinking we'd trim it down to one each.

-L

edited because it is hard to type coherent sentences when one is one the phone, listening to music, watching a video about robots and having an IM conversation with Pete about the annual. Sorry!

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On 8/6/2004 at 6:06pm, Thor Olavsrud wrote:
RE: Burning Wheel Lite Lark

Sounds good all around.

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On 8/6/2004 at 10:21pm, abzu wrote:
RE: Burning Wheel Lite Lark

let's see if we can put together a character from my mishmash notes.

Skill Roots
Academia Insight
Artistic Insight/Agility
Artisan Insight/Agility
Craftsman Insight/Agility
Criminal Insight/Agility
Doctrine Insight
Forester Insight/Agility
Martial Agility
Medicinal Insight/Agility
Military Insight
Musical Insight
Philosophy Insight
Peasant Insight/Agility
Physical Agility/Power
Seafaring Insight/Agility
Social Insight
Sorcerous Insight


Ozsrik Ferrous, Dwarven Artificer-Trader

Lifepaths: Guilder, Soldier, Artificer, Dwarven Noble

Belief
I was born to trade and deal; I now trade the highest art of the Dwarves.

Instinct
Always attempt to strike a bargain.

Stats
4 LPs = 11 pts total.
Insight: 4+1+1 = B6
Agility: 3+1 = B4
Power: 4+1 = B5

Pretty bad ass.

Attributes
Steel: B6 (as per the question on page 25 of the CB)
Mortal Wound: B11 (Power+6)
Reflexes: B5 (average of Insight and Agility. This Attribute may go.)

Traits
Dwarven Greed
+Dwarven Common Traits to be Determined: Tough and Stout?
+ 0 trait points!

Skills
20 pts. It costs 1 pt to open a skill, skills open equal to half the root stat (rounded down or half of the average of two stats). 6 skills leaves me 14 pts to divide:
Social B3 Root + 2= B6, Dwarven Arts B2 + 2 = B4 , Martial B2 + 2= B4, Artistic B2 + 2 = B4, Academic B3 + 2 = B5, Dwarven Appraisal B3 + 2 = B6

Those are hot skills.

Gear
1 relevant piece chosen from each lifepath:
Guilder's Uniform and Insignia, Dwarven Tools, Dwarven Armor, Dwarven Noble's Axe.

Wound Tolerances
I think there should only be three wound tolerances: Lightly Wounded (-1D), Severly Wounded (-2D), and Mortally Wounded (ya dead).

Light Wound Tolerance is equal to Power.
Severe Wound Tolerance is equal to Power +3.
Mortal Wound Tolerance is equal to Power +6.

Ozsrik's Tolerances would be: Light, B5; Severe, B8; Mortal B11.

Jeez, it's still so complicated.

Injury and Physical Tolerance:
Causing harm to another with your fists or a weapon:
Test your Brawling, Weapon or Martial Arts skill. If you meet your obstacle, your character delivers an Incidental hit. If you exceed your obstacle by two, your character delivers a Mark Hit. If you exceed your obstacle by four, your character delivers a Superb hit.

Mark hit Damage: Add Weapon Power to the character's Power. This damage is compared to the target's Toleranced. If a hit meets or exceeds that Tolerance, the target suffers that die penalty.

Incidental hit is half the Mark, rounded up.
Superb hit is 1.5x the Mark hit, rounded down.

Melee Weapons:
Sword -- Power 3, VA 1
Knife -- Power 1, VA -
Axe -- Power 4, VA 1

Missile Weapons:
Roll the Die of Fate to determine the IMS of a Missile Weapon.
Bow: 1-2 I: B4, 3-4 M: B7, 5-6 S: B10. VA --
Crossbow: 1-2 I: B5, 3-4 M: B8, 5-6 S: B11. VA 1
Thrown Knife: 1-3 I: B3, 4-5 M: B5, 6 S: B7 VA --

Versus Armor according to the new system. Should we simplify it down to just one test/location, rather than armoring six separate locations on the body?


Advancement
Tough one to simplify, for me. I'm open to suggestions.

Sorcery
It'd be easy enough to do a spell list, but I'd like to do a simplified Wheel of Magic. Again, I'm open to suggestion.

What do you think? Have I spun out of control? I wonder if I could fit this in a 32 page saddlestitched book...

-L

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On 8/7/2004 at 8:41am, rafial wrote:
RE: Burning Wheel Lite Lark

abzu wrote: let's see if we can put together a character from my mishmash notes.

Skill Roots


Must there be roots? Stats still have a roll to play on unskilled attempts. Just say "use the stat that seems to apply, double obstacle penalty". Open all skills at 2. Or better yet, beef up the skill points slightly and buy skills point for point. No math, no problems. If there must be roots, by all means no "average of two stats" roots!

Oh, and I still think one or two of those skills can be folded to tighten up the list a little.

And while we are on the topic of skills, I think you'll want to mention FORKs, but do it simply. I'd say "justify how one other skill helps your attempt, gain 1D". And justify how you help one other character, they gain 1D. Actual forked skill level irrelevant.


Stats
4 LPs = 11 pts total.
Insight: 4+1+1 = B6
Agility: 3+1 = B4
Power: 4+1 = B5

Pretty bad ass.


Should the stat pool be lowered slightly (say by one?) It seems like you'll usually pick up one point from lifepaths.

Shade should really be ignored. Nobody is going to make a character with a grey stat skill in BW lite, and dragging the B's around is just one more thing to confuse.


Reflexes: B5 (average of Insight and Agility. This Attribute may go.)


Go!


Gear
1 relevant piece chosen from each lifepath:
Guilder's Uniform and Insignia, Dwarven Tools, Dwarven Armor, Dwarven Noble's Axe.


Lifepaths generate gear. That's rad.


Ozsrik's Tolerances would be: Light, B5; Severe, B8; Mortal B11.

Jeez, it's still so complicated.


Doesn't seem too bad, the levels are easy to figure.


Causing harm to another with your fists or a weapon:
Test your Brawling, Weapon or Martial Arts skill.


Er, what are these skills you speak of. It's all Martial now!



Superb hit is 1.5x the Mark hit, rounded down.

Melee Weapons:
Sword -- Power 3, VA 1
Knife -- Power 1, VA -
Axe -- Power 4, VA 1


A thought. prefigure IMS for all weapons based on a power of 4, then subtract 4 from each level, and add that straight on to actual power for each level. i.e.

Sword -- Power 0/3/6, VA1
Knife -- Power -1/1/3, VA-
Axe -- Power 0/4/8,VA1
Hand - Power -2/0/2,VA0

It cheats the high power character slightly, but no need to do multiplications, and in fact you can even get away without prefiguring your weapons, just roll, get you success level, and add the appropriate bonus for your weapon. So using this idea, somebody with Power 5 doing a incidental with their hand gets 3, and somebody with Power 2 doing a superb with a Knife gets 5. Superb with an axe, 13!

Keeping to additon and subtraction as much as possible keeps the system feeling light. People tend to stall on multiplies and divides.

[qoute]
Versus Armor according to the new system. Should we simplify it down to just one test/location, rather than armoring six separate locations on the body?


Yes!


Advancement
Tough one to simplify, for me. I'm open to suggestions.


Random suggestion, not thought through -- everytime you take a test, add the Ob of that test to a running total next to the Stat or Skill tested. When the running total reaches some multiple of the Stat or Skill, up you go. (Maybe 4x?) So if you have a Skill 3, when you have taken tests whose Obs total up to 12, you go up. And of course, you only get the highest Ob test on that Stat/Skill per scene. (Might need to play with the multiple).


Sorcery
It'd be easy enough to do a spell list, but I'd like to do a simplified Wheel of Magic. Again, I'm open to suggestion.


Sounds cool, but no ideas here.


What do you think? ... I wonder if I could fit this in a 32 page saddlestitched book...


This could rule. A great way to sell the most controversial aspect of the system (scripting) and get people into the general flavor without being intimidating. And, by the time folks are pushing the limits of the little system, they'll be all ready for full on BW.

Have I spun out of control?


Only in that you've got a great game with lots of cool mechanics in it, and it is easy to see everything as vital (because for fulll on BW, it is). For BW lite though, your mantra should be to cut ruthlessly to the bone!

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On 8/7/2004 at 6:01pm, Sydney Freedberg wrote:
RE: Burning Wheel Lite Lark

abzu wrote:
Sydney Freedberg wrote: Just wanted to say this is an excellent project. I got Burning Wheel a while ago and while it is a thing of beauty, it also broke my brain --


This from a man who wants realistic combat in rpgs!

;)


Hey!

Actually, I don't think you can get realistic combat in RPGs. I just want something that feels real -- which means fear & confusion, not endless modifier-crunching. Hence the appeal of a stripped-down Wheel: All the scripty chaotic goodness with none of the calories.

P.S.: I agree with Rafial -- away with roots!

P.P.S.: And "pick one item of gear from each lifepath" is beautiful. Elegant. Simple. Beats D&D-style shopping list every day.

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On 8/9/2004 at 9:51pm, abzu wrote:
RE: Burning Wheel Lite Lark

Ok, ok...

The Reflexes attribute is out.

We can drop shade, too.

All skills open at 2 (I HATE this, because it encourages min/maxing, rather than well-rounded stats).

But, IMS stays as is. I REALLY don't think it's so complicated to do a tiny bit of pregame math.

Contacts: Choose one relevant contact from each lifepath.

Affiliation: Trade a contact or piece of gear from one of your lifepaths to buy into an Affiliation.

So we need a stripped down Wheel of Magic. Faith can stay the same, just with Obs 1-5.

Also, how about a "setting?" I know that's anathema to BW, but something to give this very simple, very vanilla/boring mechanic a purpose. Basically, something to make it a self-contained game.


Using the Sorcery Skill
All spells start Single Target AOE, Caster Origin. Meaning, a spell inherently affects one thing, and to affect it the caster must touch the target.

Spells must have a concept, intent and method.

To affect another character in game, the spell caster must choose what STAT is actually being affected. This is the base obstacle of the spell.

Spells that Heal and Harm affect Power.
Spells that Blind or Enlighten, affect Insight.
Spells that Quicken or Hinder, affect Agility.

Skills can also be used as a target, to enhance or detract from their abilities.

Combine Insight+Sorcery and roll against the obstacle.

Spells can add Dice or increase Obstacle. Neither of these allows a Natural Defenses test from the target.

Spells can cause harm. Obstacle is equal to the Target's Power. Damage done is equal to the Caster's Power +1 for each additional success.

Spells can subtract dice from the target (incapacitating them). Obstacle is equal to the target ability, extra successes reduce dice.

A sorcerer may extend the range of his spells. To be able to affect a character nearby (a few steps away, without touching them), increase the spell obstacle by one.

To affect a target at bow shot range, increase the obstacle by two.

To affect a target a great distance, add 4 to the obstacle.

To affect multiple targets, combine the total of the abilities being affected. This is the spell obstacle.

To affect inanimate objects, the GM assigns the object an ability score. For example, a sorcerer wishes to knock down a castle wall, the GM assigns the wall a 10 Power (it's really strong). That's the base obstacle for the spell.

Tax
Spell casting drains the caster of energy. We call this drain Tax.
If a spell obstacle is less than half the caster's Power, there is no Tax.
Otherwise, test the caster's Power vs the obstacle of the spell. If successful, there is no Tax for that casting. If failed, margin of failure equals the number of dice temporarily subtracted from the caster's Power. Once Power reaches zero, the caster passes out.

Taxed Power dice are recovered 1 per hour.

Advancement
To increase a skill or stat one exponent point, it must be tested a number of times equal to the next rank.

A skill of 4 must be tested 5 times in order to advance.

Half of these tests must be failed, half of them must be successful.

In order to advance a skill of 4, 3 of the tests must be successful, and two must be failed. Or vice versa, but either way there must be success and failure involved. Tests are non-transferrable. It doesn't matter how many successful attempts one has, if there is no failure, the ability doesn't advance. Same goes for failure: It doesn't matter if the character has tested the ability 20 times, if they are all failures, then the skill doesn't advance.

What else are we missing?
-L

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On 8/9/2004 at 10:33pm, rafial wrote:
RE: Burning Wheel Lite Lark

abzu wrote:
All skills open at 2 (I HATE this, because it encourages min/maxing, rather than well-rounded stats).


**scratches head** I dunno, the most min-maxing I've seen when playing BW has been tuning stats to get the best skill roots


Also, how about a "setting?" I know that's anathema to BW, but something to give this very simple, very vanilla/boring mechanic a purpose. Basically, something to make it a self-contained game.


Well, the von Goten fiction & adventure, plus most of the sample characters on the website exhibits fragments of a basic setting (I believe it's your "dark Eastern European" campaign that you talked about somewhere). Why not use that?

Heck, restat VGP for BWL, and add an extra page of "setting & background", four of the sample characters and you are done.


Using the Sorcery Skill


This sounds good. Abstractions lite.


Advancement


Very nice. Especially the must fail business.


What else are we missing?


Mmmm... Artha, simple wound recovery? Oh and I'd include at the very least working quickly/carefully because its simple to explain and is one of the major things contributing to the flexibility of the BW skill system.

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On 8/10/2004 at 12:19am, abzu wrote:
RE: Burning Wheel Lite Lark

Ok,

Artha
Every time a player creates a difficult situation for his character by playing his Belief or Instinct, he earns a point of artha. The artha is earned on the spot. It may be spent to explode 6s on any roll.

For example, two players are Faithful but belong to different religions. They are lost in the wilderness and have to rely on a Faith test to find a way out. One player refuses the other's help -- even though mechanically it would benefit him, it doesn't fit into his character's Belief. He then immediately earns a point of artha.

Also, good humor and good roleplay can earn artha. These awards generally come at the end of an evening of play, but can be awarded on the spot.

Recovery
Can I add Health back in as an Attribute? Good, thanks.

If wounded, test Health vs the following obstacles:
Light Wound: Ob 2, 1 Week
Severe Wound: Ob 4, 4 Weeks
Mortal Wound: Ob 8, a year

If successful, the character will recover from the Wound. If failed for Light or Severe, the margin of failure permanently subtracted from one of the character's stats. If the recovery test for a Mortal Wound is failed, the character dies.

If successful, extra successes reduce the time by 10% each.

Medicinal Skill
Medicinal Skills help injured characters recover faster.
When tending to the wounded, use the following obstacles:
Light: Ob 1
Severe: Ob 3
Mortal: Ob 6

Extra successes are added on as dice to the character's Health test for Recovery.

It's best to make any Medicinal Skills tests first, and then test for Recovery.

-L

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On 8/10/2004 at 2:19am, rafial wrote:
RE: Burning Wheel Lite Lark

abzu wrote:
Can I add Health back in as an Attribute? Good, thanks.


What's Health? Average of Insight and Power?

Seems a shame to have an Attribute that'll only come into play for this one purpose. Derived scores are for wonks! How about just letting the player test Insight or Power, their choice. After given that this is "lite", why not give them a break on not dying? ;)

-wilhelm

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On 8/10/2004 at 6:02am, abzu wrote:
RE: Burning Wheel Lite Lark

Eh. Since it's supposed to be the little brother of BW, I'm going to keep Health. I don't think it's a crime or anything.

Hm, now for a stripped down version of the Duel of Wits!

-L

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On 11/1/2004 at 5:55pm, eruditus wrote:
Dual of Anything

You know what I'd like to see that would both supportive of past material and "innovative?" (I think)

I'd like to see a scripting mechanic that kinda covers nearly any situation. I have to say that I have been influenced by Dogs in the Vineyard on this one. I like the idea of a stripped down, dynamic scripting system that would allow for a back & forth to happen for nearly anything. Bascially a generic scene scripting.

Could we come up with general enough terms and rules for working out how often you go in what situations, etc?

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