Results 1 to 4 of 4

Thread: Running My First Game...

  1. #1
    Join Date
    May 2010
    Location
    Seattle, WA
    Posts
    703
    Rep Power
    204

    Default Running My First Game...

    In less than a week I'm about to run my first Burning Wheel game - my first game ever, in fact. My players are all BW virgins and seem to really dig the concept - which makes this simultaneously exciting and nerve wracking! I want to make sure I'm serving them up the best experience I can!

    We're gonna start with The Sword, and if they're still shaky on the rules/BITs system we'll run through Trouble in Hochen next, but after the players have been thoroughly indoctrinated we're going to start up our own long-form campaign.

    I've got a pitch to throw at them that started as a strange Dexter spin-off and has morphed into something more surreal. Clearly this idea will grow and change with the desires of the group - and I intend to let it do so - but I thought I'd get some input. Here's the pitch:

    Crime is dead. The people of the Wardship of Towminster [or whatever] know very little of violence, despite living in a relatively large and lively city. There are, of course, the occasional squabbles over bushels of wheat and hands of daughters, but the sight of blood on the street is a rarity, so much so that the last such happening is almost beyond any local reckoning. And what was there to fight about anyway? Strong, stark mountains nestle the city as a mother would a baby, and the valley supplies all they need; useful flora and fauna are found in such variety and in such abundance that the people are left to want for almost nothing. War is also absent. No other Wardships - if they even exist! - call Towminster their enemy. How easy it must be to be Ward here! People do die, of course, but there is no sorrow. Lives are long and full. And the dead are always Claimed almost immediately after passing so that no one need look upon the dead and violate their sanctity.

    However, as is often the case, things were not always this way. Centuries - perhaps even millennia! - ago, crime was commonplace. Political corruption even more so. The two sicknesses fed each other until... until... well, until something Changed. What, when, how... if any of these things were ever known, they certainly aren't now. If any record was ever kept, it has been long lost - or long hidden. Tales of such are still told, but they are now little more than popular campfire stories, used to frighten children and occupy drunkards. The Ward may well know more - and probably does - but no one can say. The Ward least of all, as each in turn becomes Mute when the Command is taken up.

    For all the tales and gossip about the Change, the only thing that the people know for certain is that there has been everlasting peace ever since. Those who transgress become Taken; those who wander become Lost; those that do neither become neither; and to be Claimed at the end of a long life is to be welcomed back home. This is the way of things.

    Until today. Today there is a body in the streets. Today there is a transgressor not Taken. Today there is fear about Tomorrow. For all of this has happened before. But will all of this happen again?
    That last part is one of many "immediate situations" that the rest of the setting suggests. It's the one I feel might be the most useful for any given group of characters (and my personal favorite), but a different one can be chosen based on the makeup and preferences of the group.

    As the AdBu suggests, I painted in broad strokes, simply trying to indicate that something is very wrong here (and probably more than one something), and that the overall arc of the campaign will be a Quest to find out what it is and to right said wrong. But what that quest is, what antagonists become part of it, and what the Big Picture ultimately becomes is intentionally left vague so that I can adapt to the choices the players make in character creation and in play.

    So... thoughts? Think this is a decent setting for Burning Wheel? If not, what would you change?

  2. #2
    Join Date
    Apr 2003
    Location
    N Y C
    Posts
    14,927
    Rep Power
    4325

    Default

    Very exciting.

    Print out the scripting sheets from the wiki if you haven't already!

    And let us know how The Sword goes. It's different every time.
    "Athos—Porthos, farewell till we meet again! Aramis, adieu forever!"
    --D'Artagnan

    Check out my latest project:

  3. #3
    Join Date
    May 2010
    Location
    Seattle, WA
    Posts
    703
    Rep Power
    204

    Default

    I surely will.

    Any advice on GM note-taking? I'd love to take (and then post, of course) detailed notes, but I don't want to keep holding up a finger to shush the players while I'm finishing writing down the details of a test.

  4. #4
    Join Date
    Apr 2003
    Location
    N Y C
    Posts
    14,927
    Rep Power
    4325

    Default

    As the GM, all you'll have time for is to write down DoW statements and compromises.

    Designate two other players as secretaries! Give them each specific tasks -- you write down success, you write down failure.

    Or just wing it and try to remember. That's what I do (but I have lots of practice).
    "Athos—Porthos, farewell till we meet again! Aramis, adieu forever!"
    --D'Artagnan

    Check out my latest project:

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •