Burning Game Comparisons

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It has recently become common for people to ask about the systemic differences between BurningWheel, BurningEmpires, and MouseGuard.

Here is a rough comparison of the three games.


Contents

Character Generation

  • BW/BE are lifepath with point pools; MG is pick from several predefined lists.
  • BW/BE Skills range up to 10, MG up to 6
  • BW skills have a "shade" (Black, Gray, White) that indicates target number
  • MG limits to 24 skills/wises posessed, BW/BE don't (Starting characters can have in excess of 30 if one isn't careful)
  • MG has 34 defined skills, BE has 121, and BW more than 200; none of these totals include wises.
  • MG limits at 5 traits, BW/BE don't limit it.
  • BW/BE has 3 belief slots vs MG 1 but...
  • BW/BE has 3 Instinct Slots, which have stronger effects than MG's instincts
  • BW/BE has no Goal slot; use beliefs instead.

Skill Rolls

  • Using Other Related Skills to assist
    • BE allows one wise and one non-wise skill to "FoRK" to a skill roll;
    • BWR doesn't set a formal limit, and each may add 1D or 2D depending on level
    • MG allows just one Wise, and only a 1D bonus
  • Target numbers
    • BE and MG always use 4+ for succeses
    • BW has provisions for abilities to use 4+, 3+ or 2+ for successes
  • Figuring success
    • BW/BE meet or exceed the Ob
    • MG also meet or exceed the Ob (page 88 of Mouse Guard RPG)

Rewards aka Artha

  • MG "Rewards" come in 2 flavors (Fate and Persona);
  • BW/BE "Artha" comes in three flavors(Fate, Persona, and Deeds).
  • BW/BE have more uses for Artha than MG does, and more ways to earn them.

Artha/Reward types

  • Fate points open end a die roll
  • Persona adds dice to a die roll, 1 point each, to a maximum of +3D
    • MG - may add nature dice to a skill roll for 1 persona
    • BW/BE - avoid dying from a mortal wound with 1 persona
  • Deeds points double the non-artha dice roll.

Traits

  • BW/BE traits
    • are not combined advantage disadvantage
    • don't have levels
    • each has a defined specific mechanical effect.
      The various types are:
      • character traits, only have the effect of generating artha if you play them;
      • die traits add dice to skill rolls or change how dice work,
      • call on traits allow re-rolling failed dice or breaking ties, but only once per session.
  • MG traits
    • have levels from 1 to 3:
    1. once per session bonus die
    2. whenever applicable bonus die
    3. reroll failed dice
    • all can break ties, but not in the player's favor
    • are all combined advantage and disadvantage
      • disadvantage use by the player earns "checks"
      • once per session advantage use can be reset with earned checks
      • disadvantage role is invoked only by the player

Conditions and Wounding

  • MG has a 5 conditions, each of which is Boolean.
  • BW has 6 different levels of wound, each of which can be taken multiple times, and each time incurs a penalty to further actions.
  • BE has 4 levels of wound, again, each can be taken multiple times.
  • BW/BE Mortal Wounds require spending artha to survive them.

"Emotional Attributes" and Nature

  • Mouse guard has one: Nature.
  • BW has one per major race, plus two in Jihad, plus (IIRC) 2 in Blossoms are Falling, and 2 in Under a Serpent Sun, and several in Magic Burner. Each is some form of price/thematic fight against one's baser instincts... Like nature, when they get too high, the character is out of play.
  • BE does not have any!

Paranormal abilities:

  • MG none explicit. Nature has some paranormal function in that it can be:
    • substituted for any skill, and
    • with a persona, can double skill.
  • BE "Psychology" is a telepathy type ability if the bright mark possessed.
  • BW has several in core (Dwarven & Elven Craft Skills, Elven Songs, Human Sorcery, Orc Sorcery), and 8 more in Magic Burner; Several more in Jihad (Ancestry, Fanaticism, Simhanada, Analyst) of far more narrow construction.

Advancement

  • MG is count successes and Failures
  • BW/BE exponent (skill level) advancement is count number of tasks by difficulty - Challenging (Ob > dice before adding artha) Difficult (Ob > dice -3 and Ob > 1/2 dice), or routine. Only a few abilities require that you succeed to count the test; it's not about success, as facing challenges.
  • BW/BE advancement for skills gets much harder once you hit level 5.
  • BW/BE dice from artha don't count for figuring the experience category, so if you need to succeed on those challenging tests (which are absolutely needed for skills of level 5+) you will need to spend artha.
  • BW "Shade Shifting" (permanent lowering of the target number for successes) is by tracking artha spent on a particular skill and is frightfully expensive...

Extended Resolution Systems

The Systems in Each Game

  • MG: 1, used for a variety of purposes, driven by reduction of Disposition. 4 choices. Script 3 actions
  • BE: 4 DoW, Firefight, I corner him and stab him with my knife, Infection
  • BW: 3 DoW, Range & Cover, Fight!
  • Jihad: adds a 4th to BW: Propaganda War

The Systems in a Nutshell

  • DoW: Duel of Wits - Body of Argument (Disposition) driven, 7 action choices, script 3 actions. a few resolution differences between BW/BE, but in really minor ways due to different skill lists. Pretty much only for Arguments and convincings.
  • Fight: No disposition. 12 options for actions; Script (speed stat, typically 2-8) actions total over 3 volleys. Ends when one side flees, can't fight any more, or both sides agree to stop.
  • Range and Cover: No disposition. script 3 actions, 3 choices. End by damage or movement out of range.
  • Firefight: Disposition driven. Scale is intended for units, not individuals, but includes ability to use individuals as units. Uses a map generated during resolution. Script 3 actions; 9 choices. Subsystem for individuals in close combat. Ends when all remaining units agree to do so, units can be killed or injured out, or can be "broken" by losing all disposition.
  • I Corner Him and Stab Him With My Knife - Mini Firefight. Only 3 action choices, but otherwise, it's a subset of Firefight.
  • Infection: Disposition driven. script 1 action from 8 choices; play half a session of other stuff, then resolve. Some of that other stuff may enable modifiers to the infection action. Drives BE as a metaplot.
  • Propaganda War: Disposition Driven. Not Scripted per se; you script one action, then play out the action, then resolve the propaganda war meta-action. Drives Jihad as a metaplot.

Narrative Frameworks

  • MG has missions broken into GM turn and Player turn
  • BE has a scene budget; each player (and the GM) get a limited number of scenes after scripting the infection action but before resolving it. Players have to move to the "authorial" stance routinely.
  • BW has no framework built in

General Notes

  • MG is very focused, and has few mechanical options, streamlined mechanics, but still maintains the core concepts. Simple enough for literate children to play effectively, but not written as a child's game. Definitely aimed at adults. Excellent introductory game.
  • BE is less focused mechanically, having several options, but fairly structured in play. Not really a game for novices, as it requires everyone to narrate scenes, or at least set them.
  • BW is a toolkit with a few assumptions built in.

Abbreviations and Terms

BW 
Burning Wheel (both BWC and BWR)
Jihad, Blossoms are Falling, and Under a Serpent Sun are supplements for BW
BE 
Burning Empires
MG 
Mouse Guard
BWR 
Burning Wheel, specifically the revised edition.
BWC 
Burning Wheel, specifically the classic edition
DoW 
Duel of Wits.

History of this page

This is a reformat and expansion from a forum post by Aramis. Wikified by Aramis on 28 Mar 2009, based upon Luke's suggestion that it needed to be put somewhere obvious.

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