Life led me to push back the campaign I had planned earlier this year. But now it’s happening. Thursday next week we’re gonna burn some characters. Having tested Burning Wheel once two years ago, I remember how difficult it was the find the right beliefs. It definitely was a sore point. I read both the book and the codex, but it was difficult for the players.
I’d like to shortly describe the general situation we agreed for the campaign, and let you guys give me some tips or warning concerning beliefs, player agency, etc.
The campaign will be set in 1013 in England. Word of Sweyn Forkbeard’s imminent invasion is spreading and England is bracing for the first viking invasion in decades. With my three players, we agreed that they would be sent by the crown to advise (or keep in check) a local earl that’s troublesome (incompetent, or friendly to the Danes, or just a bad ruler, yet to be decided). We were interested in playing local politics, maybe some light fighting, a few ruling challenges and having the larger historical events create some tense situations. We agreed that this task was temporary and that if we kept playing, the group would eventually move to a different arc in this story.
I like my campaigns to be led by the characters. At first glance, this setting could suggest that there’s thing happening and they’re more passive. I’m trying to avoid that. It’s always possible to have them have some personal goals that they’re trying to achieve. But I’m also seeking tips to preserve player agency and character-led dynamics in a more “set” setting of initial situation.
Something that comes to mind to me is that the situation sounds ripe for Beliefs about rulership: What makes a good ruler? What is a ruler’s greatest obligation and to whom? What is the character’s role in enforcing rule? Answering any of those questions might be a good place to start. Then the GM can pose challenges to that Belief in play.
Essentially, if you’re starting with the conceit that the characters have a mission and play will involve carrying out the mission (for now), then coming up with attitudes about the mission, the specifics of carrying it out, and the circumstances surrounding it could he fruitful.
If you are looking for a more general advice, there is a blogpost about writing beliefs, that should be interesting.
The heart of the post is the following recipe:
1 Belief or Instinct about the GM’s situation. Usually the GM will pitch the game around one or more core things. Think Fronts from Apocalypse World.
1 Belief or Instinct about another PC.
1 Belief about something in the setting that interests you personally. Your flag to the GM that says “I’m really interested in this thing.” Yes, just a Belief, not an Instinct in this case.
1 Belief or Instinct that’s just totally wrong. Like, you’re just straight up mistaken or incorrect about something.
1 Belief or Instinct that contradicts another of your BITs in some way.
1 Instinct that illustrates an important bias in the character.
I’ve never used it by the letter but I think it’s solid advice especially for new players that are lost otherwise.
All credits go to the Indie Game Reading Club!