So here’s what I drafted up in response to a couple of the BE threads that started. This is longer than I had anticipated, and for that I apologize. I’d like feedback, particularly from the even more experienced BE players out there. Eventually it should probably end up on the Wiki somewhere.
Go get a drink and visit the bathroom; it’s a pretty long read. I tried posting it all at once but I had to break it up into subsections.
Burning Empires: Getting past the first turn
After reading many, many posts by players starting Burning Empires games, I couldn’t help but notice there are issues that repeatedly crop up within the first few sessions of play. Having been through this myself, I feel like I’ve got a pretty good idea of what’s probably going wrong. Maybe some of these ideas will help you over the hump. At the very least, you can be reassured that your issues are not unique.
Part 1: The Maneuver-Scene disconnect
This is maybe the biggest deal-breaker in the entire game design. On the one hand, the game tells us that players win and lose Phases based on their performance in the Maneuver. On the other hand, the game gives us precious few ways to directly influence a Maneuver’s outcome. And on the third hand, the Infection mechanics skew in favor of the GM by default!
If you’ve heard one or more players say something like, “Why are we even bothering with scenes when all that matters is the Maneuver roll?” or “I’m frustrated by the fact that nothing that I do in my scene helps me win the Maneuver!” or even “I hate that we can win our scenes but still lose the Maneuver,” here are some thoughts.
[ul]
[li]BE’s “winning” concept is probably both over-hyped and under-explained. There’s a whole section on that below. If your players can get their heads around how they’re actually going to win/lose the game, they should understand that their Phase Disposition is simply a countdown, not a meaningful score.[/li][li]One way to connect Scenes to Maneuvers is to emphasize the Artha cycle, which in turn means emphasizing BITs. If you’re earning lots of Artha, you’ll get to spend it on the next Maneuver. Granted it’s a long way away, but faster Maneuvers (see below) take care of this issue.[/li][li]One concept that has helped me is to emphasize that Maneuvers drive scenes, but scenes do not drive Maneuvers. When your players are picking a Maneuver, they’re setting the stage for their upcoming set of scenes. They may be frustrated by the fact that the game’s current events don’t play into an optimal Maneuver, but that’s the intent of the design. [/li]
Example: your group is playing the Infiltration phase and they really, really want to Take Action. However, either the character with the Take Action Infiltration skills (smuggling, suasion, rhetoric, etc.) isn’t front-and-center to the story, or the character who is front-and-center doesn’t have the appropriate skills. The players have two choices: They can either pick a different Maneuver action (Gambit, for example, if psychics, warriors, or smugglers are the focus) or they can push the story back onto the characters with the appropriate skill set.
[li]The skills used in each Maneuver action are meant to be abstract. Assessing the enemy’s disposition doesn’t mean you literally have to use signals/observe/cryptography/etc. on an enemy’s FON; it just means that signals/observe/cryptography had to be the focal skill used by the FON who will be making the Maneuver roll. Abstract, not literal.[/li][*]Finally, the players should be mindful that the point of the Maneuver is to create focus before scene play, and to create large-scale storyline movement after scene play. The Maneuver-Scene connection is pretty precise: If there was any more connection there’d be no reason to have a Maneuver roll (since winning your conflict would equal winning your Maneuver), and if there were any less connection there’d be no reason to have Scenes (since winning your Maneuver would render the Scenes irrelevant).[/ul]