I have never played or GMed Burning Wheel or Mouse Guard. I looked over those forums (more Mouse Guard than BW) and saw many, many rule questions. But the reviews of Mouse Guard sings its praises and were what made me back the Torchbearer kickstarter.
My question is this. I have a rules lawyer in my group. Great guy, tries to curb going overboard, but he will know every rule in Torchbearer if I try to run it. I’m old and I won’t. I tend to be about 75% rules knowledge with about 95% of what sounds like the most fun while also being challenging to the players. His over enthusiasm will kill me if I can’t keep up with him.
So how complex is running Torchbearer going to be. I have found games like Pathfinder, Fantasy Craft, D&D 4E, and Rogue Trader are too complex for me (too much to track in combat, too much work to make adventures and give out treasure, character creation and advancement extremely complex with skills, feats, items, powers, abilities etc.) even though I like decent rules that cover many situations and a decent amount of options for players. By contrast, my rule player will not play AD&D 1E, which I like, because he can’t figure out the rules (which may be where my 95% do what sounds fun and challenging comes from).
By contrast, I have found Mongoose Traveller, basic roleplaying type games (d100), Warhammer FRP 1E, and basic D&D to be about right. A limit on spells/powers, a smaller power curve, less loot, and less complicated character building and leveling. I like medium rules with limits and not too many sprawling subsystems and the corner rule cases they create.
Anyone have any idea on what extreme Torchbearer will fall? Because the questions on the Mouse Guard forums don’t look like much fun to me to try to answer while I’m trying to run a game. While on the other hand, reviews I’ve read of Mouse Guard praise how great the game is and how much fun it is.
In a nutshell, I want the PCs to be really challenged while still driving the game. At the same time I want to be able to world build (with their input) and craft challenging adventures. I don’t want lots of paperwork in between games or lots of rules debate during the game while I’m trying to help everyone craft an entertaining adventure together. I don’t mind learning rules and using them, but I don’t want the rules to interfere with actually running the game.
Any insight would be much appreciated. Thanks!