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Version 2.0 I claim no responsibility for the accuracy of this transcript. I have only formatted it for reading. And even then, It was a half-assed thing for my own use. If you like the contents, go buy something from BWHQ. Those guys are awesome. This should be a complete transcript. Old Ones bless the anon who completed it. Bonus credits go to the anon who actually emailed me to let me know it was finished. If anyone finds a more complete version, or catches something that I completely borked Pop me an email at: [email protected] I’ll update it then. xoxo, Anon. The Burning Wheel: Adventure BurnerLuke Crane and Shit The Contents -Credit Due-- -Artha Cycle- http://pastebin.com/gfGF5kR9 -Trait Vote- -Advancement- --The Way This Wheel Burns-- -Practice- -Looking From On High- -Intent and Task- -Burning Philosophy- -Shades- http://pastebin.com/zGiXi8Tt -Obstacles- -Versus Tests- -Help- --The Adventure Burner-- -Linked Tests- -Burning Adventures- -Let It Ride- -The Sword- -Circles- -Trouble in Hochen- -Resources- -Thelon’s Rift- -Wises- -Adventure Burner- -Duel of Wits- http://pastebin.com/UjtiXYU3 -Fight!- -Range and Cover- --The Crucible-- -Injury- -Adventurers Wanted- -Magic- http://pastebin.com/c4kXHkXN -Monsters- http://pastebin.com/KDz2azuS --Commentary-- -Commenting on Commentary- --Rules Bloody Rules-- -Table Behavior- -More Bloody Rules- -Running a Game- -Rules Appendix- -Situation Commentary- http://pastebin.com/81GHE5ic -Setting- -Antagonists- --Reference-- -Building Beliefs- http://pastebin.com/YmhVeh02 -Instincts- 5 is the number of the Wheel, imperfect yet indivisible. --Adventure Burner Concept-- Creditground, Due bear, Orcs, Roden, burning wheel), Peter Luke Crane, Thor Olavsrud Bergting (Trolls), Rebekah Bennington (Sword characters, Wolves, Hochen characters), Storn --Adventure Burner Development-- Cook (Elves, spot illustrations), Kurt Komeda Luke Crane, Thor Olavsrud, Anthony Hersey (adventure wheel, Spiders), Richard Luschek and Judd Karlman (men), Kev Sather (Dwarves, section illustra- tions), Keith Senkowski (landscapes) and Tony --Interminable Patience-- Dowler (Thelon’s Rift [blog.microdungeons. Anthony Hersey, Peter Tierney, Mayuran com], village of Hochen map). Tiruchelvam, Alexander Newman and Carly Bogen --Adventure Burners-- Rowan Crawford, Mel Stephenson, Charles --Editor in Chief-- Nairn, Chris Ferrand, Jeremiah Frye, Josh Ryan, Thor Olavsrud Brian Todd, Jahmal Brown, James Rowland, Adam Layzell, Chris Hannam, Sean Johnston, --Proofreader-- Abel Vargas, Alan Steiner, Chris Johnson, Janet Christopher Saunders Gilbert, Jon Leonard, Jonathan White, Pedro Amador-Gates, Daniel Heacox, Doug New- --Rules for Rich-- man, John Stavropoulos, Miguel Zapico, Mark Richard Soto Watson, Aaron Friesen, Christopher Connell, Greg Falk, Geoff Hadlington, Brandon Franklin, --Brinepyre-- Justin Smith, Erik Hoofnagle, Andre Merlina, Radek Drozdalski Kaitlyn Corcoran, Shelby Adams, Michael Adams, Tyler Bensend, Jason Heilman, Brandon --Loremaster-- Wise, Brodie Bensend, Pau Martinell, Quim Paul Beakley Ball-llosera, Eudald Bommati, Albert Puignau. --Progenitor of the Black Oil-- --Special Thanks-- Jason Costa To Paul Drussel for his amazing online character burner, to Colin Booth for doggedly keeling the --Master Burners-- website running and to Topi Makkonen for will- Rich DiTullio, Jonathan White, Mike Van- ingly subjecting himself to the Pain. Helder and Dwight Frohhaug *Dedicated to Aom Isabelle. Wherever you are, --Art and Illustrations-- you started this.* Jordan Worley (folios, scrolls, cover back- The Adventure Burner, Magic Burner, Burning Wheel, Character Burner, Monster Burner and “character burning” are trademarks (TM) of Luke Crane. The five-spoked wheel logo is a registered trademark (R) of Luke Crane. The Adventure Burner is copyright 2010 Luke Crane. First printing, June 2010. ISBN: 0-975889-9-4 Printed in the United States at Cushing-Malloy, Inc, Ann Arbor, Michigan. www.burningwheel.com The Way This Wheel Burns Looking From On High Welcome to the Adventure Burner. This is the fifth book in our series of Burning Wheel core books. Its purpose is twofold: It is meant to be used by new players to jump quickly into the system; for veteran players, the Adventure Burner provides insight into the inner workings of the game. This is not a book of rules, rather it contains commentary, advice, explanation and examples. This book is divided into a number of sections: The Way This Wheel Burns, the Adventure Burner itself, the Crucible, Commentary and the appendix, Rules Bloody Rules. These sections provide you, the player of Burning Wheel, with in- sight into the system’s application to your game. In the section The Way This Wheel Burns, we look at the philosophy behind the Burning Wheel system. The introduction presents a perspective for both play- ers and game masters. The Adventure Burner section contains three sample adventures: The Sword, Trouble in Hachen and Thelon’s Rift. In addition, we give you a procedure for creating adventures and campaigns of your own. In the Crucible, we provide 32 character templates, ready to play, and all il- lustrated, too! These aren’t NPCs! They’re intended for use as PCs in quick-start Burning Wheel games. We’ve done all the number crunching. You just add Beliefs and Instincts and go. But wait, there’s more! We also provide nine campaign con- cepts for you to run with in the Crucible. The Commentary section is the meat of this book. In it we delve into the sys- tem’s various mechanisms and offer our insight as to how we think each piece can be best used. We also have some practical advice for each system--when and how to apply the rules. Lastly, Rules Bloody Rules provides a few additional rules tweaks not contained in any of the other Burning Wheel books. --Three Things-- We hope that the Adventure Burner provides you with three things: rules mas- tery, ways to establish player buy-in and explanations of ideas we found lacking in the Burning Wheel proper. -Rules Mastery- Burning Wheel is very much a game. It’s meant to be played skillfully, mastered over time. To gain maximum enjoyment from a session of Burning Wheel, it is important to have some facility with the rules. The rules are deep enough that one is rewarded for exploring them and invoking them. The more you play, the more you learn about the game and how the various pieces fit together. The better you play, the richer the results. This book is a naked attempt to promote rules mastery in Burning Wheel. We provided every insight that we could imagine: from sample adventures and char- acters to philosophy and tactical advice. We hope these elements enhance your enjoyment of the game. And we hope they encourage you to master the rules for the best results. -Buy-In- Burning Wheel is not your standard fantasy RPG. It is more character-focused and player-driven than your traditional fantasy fare, while it uses more intense rules than the nontraditional, “lighter” fantasy RPG alternatives. Some folks grok Burning Wheel at a glance--it is the game they always hoped for. For everyone else, Burning Wheel asks only for an open, honest desire to try it out and see how it works. Sometimes, a player will be reluctant to try a new game. Or he’ll be skeptical of a new style of play. That’s perfectly natural, but for Burning Wheel to have a hope of working with your group, everyone at your table- -including the doubters--has to say, “Let’s give this a fair shot.” How do you create this basic level of buy-in? That’s a tough question. We’ve found that it’s best to place some limits on the game the first time you play. Burning Wheel is a deep game, meant for long-term play. It’s not possible to take it in all at once. You’ll be overwhelmed. To have the best chance of convincing skeptical or wary players to give it a shot, we recommend playing one of the demonstration scenarios--The Sword, for example. Don’t modify it or hack it to suit your group’s needs. Make your group step up and come to Burning Wheel as it is. Ask them to give it their best shot. Ask them to really get in there and play the game. Ask them to use the mechanics and try out stuff they wouldn’t normally try otherwise. It is a test, after all. Afterwards, if it didn’t work, you gave it your best shot. But if you had a reason- ably good experience, you can talk about starting a more involved game. --How Long Does It Take-- Burning Wheel can be run as a single session, an adventure or a campaign. In a single session, you resolve one problem in the course of play--usually about four to six hours. An adventure is a term we use for a cycle of play lasting two to four sessions. An adventure consists of an overarching goal, a subordinate goal or two and an unexpected twist. A campaign is a series of interconnected adventures. We talk about the differences between each type of game in the Running the Game chapter in the Commentary section. For now, it’s enough for you to know that Burning Wheel plays slightly differently--using different mechanics--depend- ing on how long you play it. Burning Philosophy This chapter attempts to spell out some of the philosophy behind Burning Wheel. If you don’t want to read my poetical musings, just skip this section and head right to the adventures. If you want to see my thoughts about what goes on behind the rules, read on. --Fight for What You Believe-- Burning Wheel is about fighting for what you believe. You take up the fight both as a player of the game and as a character in play. The game of Burning Wheel is about undertaking the role of a persona who is in crisis.