The Burning Wheel is a medieval-themed FRPG of vibrant, dynamic characters whose beliefs propel the story. Starting with a simple D6 dice pool core mechanic, the rules detail dramatic systems for task resolution, advancement, trials of belief, and tests of nerve, along with modular, drop-in subsystems for searing social conflict, dangerous sorcery, miraculous faith, and brutal, gut-wrenching combat. But more than the die rolls, your character's beliefs and your own decisions drive the game's systems. In martial conflicts and duels of wits alike, you face consequences from every choice, ramifications to every action. The choices you make close off some paths while opening others, directly affecting every outcome from glorious victory to ignominious defeat.
This philosophy also underpins the lifepath-based character creation ("burning") system – the hub of Burning Wheel. It's not just a matter of pushing a point here or nudging a number there: From the start, you make important decisions about your character's past, ethics, beliefs, and goals – decisions that affect not only the character, but the shape of the story as a whole. Every character is unique, both mechanically and narratively complex.
The spokes of the Burning Wheel system are transactions of intent and consequence. To undertake any action, you first express your intent (the result you desire); the game master either approves your intent or sets a task (skill roll) to accomplish it, and tells you the consequences of failure; and, only then, you decide whether to roll. All consequences are final. If your roll fails, you can't reroll until the situation changes.
To influence rolls and to increase your abilities, you can spend three kinds of bonus points (artha) called Fate, Persona, and Deed. You generate artha in various ways by committing, through your actions, to your Beliefs – or letting your Instincts make trouble – or using your Traits to send the story in new directions. You start with a few Traits during character creation, and as play goes on, other players may vote to assign you unexpected new Traits. The conflict among the characters' competing drives can energize the group. The artha economy is critical to the systems that help characters drive the plot.
The rim of the Wheel is a varied set of independent minigames like Fight, Resources, Sorcery, Relationships, and Duel of Wits. The game's layered approach means you can learn each of these systems as the need arises. You, the player, can get good at these games, and at tracking the interlocking economies of artha generation. Your own skill can create spectacular success against the odds.
Though Burning Wheel has no built-in setting – the players collaboratively create the world as needed – the game's philosophy implies a certain type of place. Its mood and feel are reminiscent of the lands created by Ursula K. Le Guin, Stephen R. Donaldson, and JRR Tolkien, and of the histories written by Barbara Tuchman and Desmond Seward. The game assumes a dirty, complicated world full of uncertainty, but not without hope or opportunity for change.
Twilight in the Duchy Verdorben: The free adventure collection Twilight in the Duchy Verdorben combines three introductory Burning Wheel adventures: "Trouble in Hochen," "Dinner for One," and "Your Day In Court." Note: Twilight isn't available on DriveThruRPG. Download your copy from your Wizard's Cabinet page on this site.
Dave Thaumavore YouTube review (Jan 2019). Indie Game Reading Club overview by Paul Beakley (Feb 2021). Publisher forum.
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