I’ve had the recent opportunity to play Tenra Bansho Zero. I think what surprised me was how similar the aiki -> kiai -> karma -> Fates cycle is to the artha wheel.
The most fundamental difference is that aiki, the foundation of Tenra Bansho Zero’s economy, is instant fan mail, while artha is something you don’t earn until the end of a session. Burning Wheel is also more restrained in doling out its precious currency, because nothing counterbalances it.
Tenra Bansho Zero’s maximum karma means that you can only continue doing awesome things with kiai if you regularly finish off Fates or alter them. Otherwise your karma count will turn you into an NPC. You have to play a dynamic character to stay alive. This counterbalance allows them to hand out their currencies like candy. Think of it as Mouse Nature that goes up every time you use persona or fate points, if you’re familiar with Mouse Guard and not Tenra Bansho Zero. Also, Tenra Bansho Zero’s currencies have narrative uses, like busting in on someone else’s scene or bribing someone else to be in your scene.
BWHQ games warn in their text that they are games for the long haul. My desire is to speed up the feedback cycle so my players will get addicted (I’m being honest here). My past efforts running Burning Wheel left a lot to be desired. I think I could do a much better job of it now, but games demanding dedication and system mastery are a hard sell for my group.
Hence my question: Do you think the aiki-kiai-karma-Fates system has anything that could make Burning Wheel’s fire burn quicker? If so, how should it be implemented?
I can see aiki as Fate points with a few changes in function, and Persona as kiai, but the sheer quantity would be overwhelming to Burning Wheel’s carefully-rationed artha cycle. There is some correspondence of thought between racial Emotional Attributes and Karma, though I don’t see how to tap that yet.