Hi guys,
First let me say that Burning Wheel is one of the coolest roleplaying games on my shelf, which is only possessed of the few roleplaying games I think are cool enough to have in physical form. I love the ideas, the concept and the co-authorship; the character depth is just beautiful. But what does it take to run a successful Burning Wheel game?
I attempted my first BW campaign in the summer, to very little success. Despite much time spent with the rulebook, I was getting caught up all the time, snagging my proverbial storytelling cloak on the proverbial bush that is the rules. There was a lack of fluidity for me, and everything felt as heavy as a ton of bricks. In each session my players, including myself, were yawning heavily within the first hour, and our brains hurt from the intensity of what we were doing. Nobody could come up with a solid enough Belief, Instincts werenât happening (no fault of my own). I donât think people were having as much fun playing their characters as they had creating them. It felt like a real slog each week. Eventually the campaign just died out.
Believe me when I say I was deeply disappointed. I knew how wondrous the things inside the BWG pages were â why werenât they working in play? I asked myself. I have a background running and playing Dungeons & Dragons, as many roleplayers do. I was sure my experience in running that game would transfer over to BW, as I was a preparation minimalist and improvised much of my D&D game, and apparently, BW takes even less prep than other roleplaying games as the players are supposed to drive the story with their Beliefs. But I found when the sessions began, I didnât know what to do. I felt lost, groping in the dark without a lamp â or my glasses. The ease with which I improvise my D&D games vanished, like a spell from a parallel universe that didnât even exist in this one. This was nothing like D&D. Maybe I didnât have what it takes to be a Burning Wheel GM. But my question then came to rest upon my players. Was it their fault that the campaign was a flop? Were they too dependent on the hooks and plot lines that I chose not to dish out? I normally run a pretty open-ended game, with little to no railroading. But how to do this in Burning Wheel?
I have come to the conclusion, after a very successful session of Realm Guard, run with a very small group of very passionate roleplayers, that Burning Wheel is not a game for casual players. While that session of Realm Guard played out in a very linear fashion (which is the nature of Mouse Guard), my small, dedicated group was able to squeeze tons of juice out of their characters and the story I gave them. They didnât balk or pale at the idea of creating Good Beliefs for their characters. They were willing to explore the intensity of the system with me and approached the game as I did â with hope and interest, seeking a deeper roleplaying experience.
My Belief: It takes a special, passionate, and dedicated group of players to run a successful game of Burning Wheel.
I think Burning Wheel is a game for a very specific kind of player, and those people are rare. But if you can pull them together in one place, I believe that Burning Wheel will be a roleplaying experience that has more depth and meaning than any other system out there. I hope to run another campaign of Burning Wheel in the future, but I will only do so if I am lucky enough to have the players the system deserves.