Hey, it’s been a while; been wanting to have one last session to cap off this adventure arc of the campaign and finally reward deed points and have one more round-table Trait review before the end of the year, but sadly been having trouble getting enough people together for it. I think we’ve FINALLY got a date nailed down for the weened after this one, though. Fingers crossed!
So, last game WAs spectacular, but I wanted to ask about the ad-hoc system I came up with and see if there was a better way to do it. Something that’s somehow more in line with Burning Wheel’s ethos? For reference, here’s what I did:
-Character was put into an actively burning building (or other hazardous situation) and had objectives other then immediate escape. Point was to see how many of those objectives they could finish before the building collapsed.
-I slowed time down to a action speed.
-I used 2 D6s, placed prominently in the center of the table for ALL to see (even used a cup as a stand to prop them up).
-First D6 was used as a visual counter for how many objectives remained to complete. Every time they completed one, I ticked it down.
-Second D6 was actively rolled; the number that came up were the number of actions they had before the fire potentially caused something bad to happen (roof collapsing, doorway being blocked, etc). Every time they performed an action (including a single move to get to where they can perform said action), I ticked it down.
-Once the second D6 hit 0, I would roll it “in secret” and have the PC choose odd or even (it’s revealed at that time, of course). If they chose wrong, the fire would cause something bad to happen, either harming them to give them penalties or causing it to become more difficult to get to their objectives. After that, I would re-roll the D6 to get a new timer until bad stuff.
-If they ever hit 3 wrong guesses in a row, time would be up and the building would start collapsing around them. If they were still in the building, they would need to make an ob 3 Speed test to escape, assuming there were exits still available. Failure…was not advised.
-All of this was communicated to the table as I came up with it, of course, and the PC in question agreed to it.
It worked EXTREMELY well for making the situation truly tense for my players, and pretty much burned that session as the highlight of the campaign thus far for them! Even I was on the edge of my seat whenever it was time to do stuff with it, so I’m pretty confident I’ve got a winner that I’ll be using in the future!
But it was spur-of-the-moment, so I knew even then that it could be better. And having had time to think about it, I can already see 2 possibilities for improvement for next time:
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When other PCs came onto the scene later on, and I organized it into a D&D-style “round table turn order” to keep things simple; just literally went around the table and asked “what’re you doing?”; this is definitely anti-BW, especially since hostiles suddenly appeared on scene and I defaulted them to end of the “turn”. Next time, I would prefer to introduce simultaneous actions like BW encourages: “OK, everyone, write down the action you’re gonna do, and the hostiles will do the same. OK, on three, ready? 3, 2, 1…reveal!”
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Instead of losing the 50/50 chance 3 times in a row - a number I picked because it’s “round” - I would instead roll a final D6; that’s how many failures total they have before time’s up. So if that die came up a 4, they’d be able to fail 4 times before the building starts collapsing, sort of like an HP bar. I thought about making it “GM choice” and just having the D6 be a tracker for a number I pick from 1-6 for the given situation, as that would give me some more control over things, but I’d rather have more tension and chaos, and I as a fellow player would be hesitant to ever pick 1 unless they’re just being fools. Besides, even a straight 1 on this die isn’t instant failure. It just means they need to be very lucky in their 50/50 guesses, which will have them biting their nails every time I call “odd or even?”
So that’s what I’ve come up with for improvements, but I’d like to know if anyone else has suggestions for further bringing it in line with how Burning Wheel does things? Or is there some analog in the books that I’m overlooking that would’ve handled this situation for me in a similar manner? As I’ve stated before, I’m trying my absolute best not to homebrew stuff (at least, not right now while my players are still getting used to the core game) so if BW has this covered, I’d rather use that.