Some RPGs are demanding. While you can’t homebrew D&D into anything, it is still flexible and doesn’t demand that you play it a specific way. Some games do. There is no end of teeth-gnashing about this; for some reason people take more issue with RPGs having set procedures than, say, board games. But, as the entire indie RPG community knows very well, making a game for a specific purpose and experience often nets you a better version of that experience than trying to simulate it with a ruleset designed with breadth in mind. I’ve been having some revelatory experiences with such a targeted game recently; I will say though that when I say “targeted game” and “specific experience”, most are imagining a zine, something small, not a 600 page hardback with red and gold filigree. Yeah, I’m talking about Burning Wheel.
A strange cultist who everyone ignored until he accidentally summoned a lesser demon. A noblewoman, cast to the nunnery for birthing a bastard and now on the run from a coup. A rebellious participant in said coup, who found his true god within the Cult of the Dead Stars. Meet the Party is jumping systems again, this time generating a trio of unlikely heroes for Burning Wheel!
Welcome to System Split! Today, our very own Level One Wonk will examine two very similar systems to see what sets them apart. When the genre, complexity, and even rules system are exactly the same, what makes a game unique? Today we look at two fantasy RPGs from the twisted and brilliant mind of Luke Crane: Burning Wheel and Torchbearer! Despite one being based on the other, they offer very different experiences. How different? Read on!