Burning Wheel

We had our first session of our new Burning Wheel game yesterday. Felt pretty great to be a player. Mostly it’s a much-needed reminder of what all the uncertainties of being a player feel like.

Two of us are old-time BW superfans so it was like slipping back into an old favorite pair of shoes. Shoes we had forgotten to air out, kind of forgot that there’s that spot that rubs on your heel, oh jeez these are kind of heavy, why were these favorite shoes? I’ll never forget the big picture of how the Wheel turns but the details, oh lord the details. Particularly since we’re on Gold, and the vast majority of my time is in Revised, and things are different.

Our newest player has ramped up just fine, because the big picture of BW (building die pools, versus and scripted tests, chasing BITs) is quite similar to Mouse Guard and Torchbearer. The big difference, I think, is how elaborate the Artha machine is in BW compared to the others. And it’s that complexity that really drives the game.

The big player-facing uncertainty I was reminded of was the quiet, totally unspoken negotiation between player and GM to buy into each other’s contributions. There’s so much player authorship early on (and in our case, very little GM authorship to start other than a map and a few locations, no driving premise per se) that it really does feel different than, say, the first shake-out session of Apocalypse World or a more GM-driven experience like Mutant Year Zero. Or a campaign-driven setup like King Arthur Pendragon, where everyone’s already aware of the “right” things to focus on.

It’s an interesting dance! I’d try a thing and feel if it was “fun” or at least interesting. The GM would toss out a thing and wait to see if we’d take the bait. The players aimed at each other (per my always-awesome BIT recipe: https://plus.google.com/u/0/+PaulBeakley/posts/LGxwZ61UetR for reference) and felt out what was interesting about each other’s starting bit of authorship. There’s so, so much more cross-negotiating. I think it’s good! But it’s hard. Harder than everyone looking to the GM for cues as to what’s important. It’s stealthily non-trad in a way I think a lot of folks overlook.

Our three characters are weird and very low-scale, given we constrained ourselves to three lifepaths and only the peasant, villager, and outcast settings. (Religion was open but nobody went after it.) One of us is ummm born villager -> village guard -> shopkeep or something, at the ripe old age of 19. Another is born villager -> groom -> hunter, another 19yo I believe. Because I could and it seemed fun, I’m born peasant -> augur -> mad summoner. Building a guaranteed fail machine is so freeing! It also reflects kind of the worst side of star player behavior: the boredom-avoidance urge. Trying hard to be the ringer, but my girl is so, so broken and strange. It’s hard to be a wallflower.

In the end, we did the artha payout checklist and everyone got a really healthy dose for the second session. I don’t know about the other players, but I feel like our BITs are claustrophobically interwoven. It’s good for tension! And I think at some point very soon we’ll need to start resolving some of the most immediate mutually-incompatible drives.

I’ve seen zero hype about this around here, although it seems to be doing just fine ($150k). Anyone backing it? Why?

I have decidedly mixed feelings about this. I do miss my weird plastic-backed coil bound AEON though.


Join us at the forefront of crowd support platforms.

Through Kickstarter, you helped us bring Durance, Night Witches, The Warren, and Ghost Court to life.

Through Drip, we’re going to push the envelope with small games, live action experiments, supplements, and more – starting with an exclusive Fiasco playset!


Maybe! I wish there were more mechanical details but it sounds promising.

Haven’t seen their previous game, Age of Anarchy, delivered yet so I’m feeling a tiny bit iffy backing another thing, but that’s me and Kickstarter damage, not Paul Mitchener who I’m sure is lovely.



(nene neee-neee, nene ne! ne! neeeee! nene neee-neeee…)

I just realized that, as a plain old backer as well as a spotlight GM, I am myself in the running for a spot at the other spotlight GMs’ tables.

Since I see MadJay Brown all the time and Sarah Richardson’s LotFP game sounds too gross and scary for me, I will give my raffle ticket to whoever can tell me about their favorite character in the most entertaining way. Here, in this thread.

If your character story is boring I will boo and mock you mercilessly. You’ve been warned! Character stories are nearly always awful. This is a harder exercise than you think. 😉

I’m so proud to announce that The Encyclopedia Draconica, Volume 1: Tales & Stories is now available on PDF via DTRPG:


Marissa has build an amazing world filled with dragons, monsters, and more… and we’re so honored to have a bunch of amazing authors contribute new tales and stories to Dragonia, including:

– Michelle Lyons-McFarland’s story of the original discovery of Dragonia!
– Ajit George’s recounting of the legend of Dragonia’s infamous sky city!
– Jonathan Perrine’s explanation of the true history of the Seekers of the Source!
– John Wick’s dark tale of the true motivations of House Kebros in the War of Shadow!
– Cam Banks’s story of the Icons of Insight, and how to reach them!
– Eloy Lasanta’s history of the important holiday: the Moonbeam Festival!
– Emily Care Boss’s account of the legendary Far Reaches Stronghold!
– Whitney Beltrán’s exploration of the Umbra, a phenomenon of secret Moons!
– Jason Morningstar’s uplifting tale of the Tribulatory Reckoning of Fostr Softclaw!
– Kate Lytle Elsinger’s revelations of the secrets of House Tessith!

— and much more, including pieces by myself, Brendan Conway, and the Mother of Dragons, Marissa Kelly. We’ve also got four new playbooks by André La Roche (The Elementalist), Eddy Webb (The Envoy), Adam Koebel (The Rebel), and our very own Sarah Richardson (The Orphan). And huge thanks to Amanda Valentine, Mike Espinoza, Laura Waldhier, and Shelley Harlan for providing all the editing, layout, and proofing that makes books like this one possible.

The time of the dragons has come again! Join us for another journey to Dragonia!

Burning Wheel
Best Practices from the Way-Back Machine

Okay! Per Mark Diaz Truman’s request, here’s my can’t-fail always-awesome recipe for perfect Burning Wheel beliefs every time. One pot, quick clean-up, 10 minutes of prep.

Suuuuper quick backgrounder for anyone who doesn’t know how Burning Wheel works: in BW, you earn “artha” in various flavors for interacting with your Beliefs, Instincts and Traits, or BITs. Bs and Is are player-authored; traits start out coming from lifepaths you chose at character creation, and later they’re voted onto your character whether you want them or not because of how you play. But the entire game is built on carrots, not sticks, so even if you end up with a poopy Trait, or wrote bad Beliefs or Instincts, you’re never obligated to play toward them. You just don’t get paid artha.

What comes next is a summation of my best practices from being The World’s Biggest Burning Wheel Superfan many moons ago. I still adore the game but it’s been a while since I was hardcore about it. Anyway, don’t take anything I’m about to write as rules. It’s just ideas for building an efficient artha machine that’s also fun to play.

Beliefs come in two forms: actionable and ongoing. Actionable Beliefs are things you can complete, typically in service to a larger goal. So like…your larger goal might be “I will open the Eastern Shores to trade with my kingdom.” And your first Belief might read, in total:

“I will open the Eastern Shores to trade with my kingdom, but first I must travel there myself and discover what they need of us.”

So you do the traveling thing and ask around about what they need, boom, you’ve completed that Belief. Then you’d update it:

“I will open the Eastern Shores to trade with my kingdom. Now that I know they need seed, I’ll secure a supplier back home.” And then you go working on that.

The other kind of Belief, ongoing, isn’t intended to ever be “done.” You keep it open because you want Fate. Fate is one of the two main kinds of artha you can chase. The other is Persona, and you get that for, among other things, achieving your Beliefs. An ongoing Belief usually sounds more like, you know, things you believe. Like:

“Sir Jerkface cannot be trusted.” Or “I can’t leave town, the gnolls will eat me.” And each time you act on that distrust or that fear, boom, Fate. They might get resolved too! But you haven’t built that Belief for that purpose, because you want a steady income of both Fate and Persona. They’re each useful in their own way.

Instincts also come in a couple flavors: useful and colorful. The best Instincts are both! And you want both, because Instincts that cause trouble for you are the ones that earn you artha. So a purely useful one like “Always scope out an escape route” or “Never be the first one to eat or drink something new,” well, those are just useful. They’re a way to make sure the GM doesn’t trip over your schtick. The tactical genius always has a way out, the paranoiac never gets poisoned.

Straight colorful ones are good too, because they usually get you in trouble or otherwise complicate your life. “Always draw your weapon on a stranger” is a terrible idea, right! It might be useful if you’re getting jumped in a dark alleyway, but the king’s guard won’t like it one bit when you arm yourself before them. Best-best practice is to come up with Instincts that are both useful and colorful: maybe good, maybe complicating.

Traits aren’t up to you at character creation so I’ll skip those, other than to mention they exist, and you get paid when your trait adds context or complication to your situation.

Mark asked about “workshopping” Beliefs. That’s a big and important part to making sure the game starts right. The right Beliefs make sure the GM always has something to grab onto, the players always know what to chase after if they don’t have something in the plot already drawing their attention, and it keeps tone and momentum on the same page. Built correctly, it’s also an energetic artha engine and you’ll have lots of fate and persona at hand.

Anyway! That perfect formula goes like this:

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.

That’s six things. Obviously you’ll need to double up on a few of these.

You’ll know if the formula is working because you’ll get paid. Artha is mechanically useful, but it’s also a good canary in the coal mine so to speak. If you’re not getting paid, change your Bs or Is until you do.

Workshopping is where everyone works all this stuff out at the table at the same time. Good BW play means intertwining your Beliefs and Instincts so they trigger each other in obvious ways. Inobvious ways as well! But that’s on the GM to uncover later. You also want to make sure you have about a 50/50 division between internal and external tensions. If it’s all external, you have a very traditional “party” and that’s boring. If it’s all internal, it gets really fraught really fast. Hard for long-term play.

The GM is a biiig part of workshopping because they will want to know early on what “challenging your Belief” looks like. A bad Belief will be hard for the GM to know what to do with. Usually, IME, it’s because the player has come up with something they could have already done. So when I’m GMing and I’m feeling iffy about a Belief, the first thing I will ask is “so why haven’t you done this already?” Particularly when it comes to actionable Beliefs.

Workshopping is also something I found myself doing every three or four sessions during extended play. By then, the players will have seen if their little drama engines were burping up artha or not. If they’re not, then we talk about the stuff that isn’t firing.

I feel like the minimum artha you should be getting off your BIT machine is 2 fate and 1 persona. Personally I feel like it was a successful session if I got 3 fate and 2 persona, but that takes a lot of hustle and a GM who’s paying attention.