Xefas
2008-11-26, 02:17 AM
I don't own Burning Wheel, but I've heard a whole lot about it and some of what I've heard I really like. I'd like to insert a few of those things into 3.5 D&D for an upcoming campaign. If any of the following about Burning Wheel is incorrect or not actually part of the game, I'd like to know that as well (for those of you who actually have the game).
Basically, the primary goal of the campaign is "Take Over the World". Other than that, the whole thing is sandbox. I'd like to have some player-provided ways to spice it up, however, should the need arise. I heard that in Burning Wheel, players have to write down a couple beliefs and goals their characters have. This seems like a good way to not only keep the players active during lengthy roleplaying bits (they're new to the idea of roleplaying rather than just hack n' slash, but they want to learn), but also supply me with a few plothooks or ways to motivate the players if things slow down.
Additionally, I hear that in Burning Wheel, you never "fail" or "die" so much as add complications to the situation that make things more interesting. This idea intrigues me, but I don't know how to apply it completely to D&D.
I was thinking that, perhaps, if a character is reduced to 0hp, they lose relevance to the plot. They still participate in combat in a superficial manner, but they cannot effect anything in a meaningful way. If all PCs are reduced to 0hp, then they don't suffer a TPK or a deus ex machina saving them, but rather they escape, alive, but with negative effects. Broken items, a drop in reputation, the loss of an important NPC ally- something.
Lastly, I absolutely *love* the idea of Burning Wheel's social combat system with the seven different maneuvers. I want to find a way to convert it with as little change as possible to D&D, using skills like Diplomacy, Bluff, Intimidate, and others perhaps made up specifically for the occasion, instead of Burning Wheel's stats.
So, any tips about going about these things? I don't have the Burning Wheel books, so, for instance, I don't know how the stats are balanced for social combat. Also, anything else that would be good to add without fundamentally changing the concept of D&D?
Basically, the primary goal of the campaign is "Take Over the World". Other than that, the whole thing is sandbox. I'd like to have some player-provided ways to spice it up, however, should the need arise. I heard that in Burning Wheel, players have to write down a couple beliefs and goals their characters have. This seems like a good way to not only keep the players active during lengthy roleplaying bits (they're new to the idea of roleplaying rather than just hack n' slash, but they want to learn), but also supply me with a few plothooks or ways to motivate the players if things slow down.
Additionally, I hear that in Burning Wheel, you never "fail" or "die" so much as add complications to the situation that make things more interesting. This idea intrigues me, but I don't know how to apply it completely to D&D.
I was thinking that, perhaps, if a character is reduced to 0hp, they lose relevance to the plot. They still participate in combat in a superficial manner, but they cannot effect anything in a meaningful way. If all PCs are reduced to 0hp, then they don't suffer a TPK or a deus ex machina saving them, but rather they escape, alive, but with negative effects. Broken items, a drop in reputation, the loss of an important NPC ally- something.
Lastly, I absolutely *love* the idea of Burning Wheel's social combat system with the seven different maneuvers. I want to find a way to convert it with as little change as possible to D&D, using skills like Diplomacy, Bluff, Intimidate, and others perhaps made up specifically for the occasion, instead of Burning Wheel's stats.
So, any tips about going about these things? I don't have the Burning Wheel books, so, for instance, I don't know how the stats are balanced for social combat. Also, anything else that would be good to add without fundamentally changing the concept of D&D?