It's a crazy time of year - Thanksgiving just passed (hope everybody had a wonderful one), and the holidays are approaching. Sadly, this has meant that getting gaming groups together can prove a bit challenging, considering family obligations and all the things that need to get done. I myself have had some trouble over the past couple of weeks getting my Burning Wheel group together, but we ended up having our second session last night, which was a big plus.
As I've mentioned before, my group (including myself, really) is brand new to Burning Wheel, although three out of the four of us were part of the Mouse Guard campaign that ended earlier this year. Obviously with a system like Burning Wheel, there's a lot to try and work through for new players. The biggest part of this is obviously the Beliefs.
Now you may remember that our setting is kind of weird - there's a city guard who at more or less as mercenary soldiers akin to The Three Musketeers, but with everybody wearing unique masks similar to lucha libre. All this is in a more or less gothic horror setting. Our first session was a reworked version of Words Remain Below, and it went pretty well. The action was smooth, there was a lot of urgency, and it ended up with a fairly spectacular and tense (and successful) exorcism. The problem was, coming out of that more or less self-contained session, there wasn't a lot of direction as to where to move things from there. Looking at the players' Beliefs didn't add much guidance for me either, and it made me think more about the game I'd presented.
When we got together last night, the first thing I did was mention to everybody that I wanted to take a look at their characters' Beliefs a bit closer and get tighter with them. I explained to my Mouse Guard players that, while they're called the same thing in BW, Beliefs function closer to a mashup of MG's Goals and Beliefs rather than the standalone, creedo-style Beliefs in Mouse Guard. I used an example from the Codex of more of the two part Belief wording, where it's phrased more as a cause/effect relationship.
One of the players burned a relationship with a rival swashbuckler that involved a lot of Musketeer-esque posturing and one-upsmanship, and I used him as an antagonist in the first session to pretty decent effect. I used his Belief as written in the first session as an example: "I will embarrass my rival Jank." We talked about this a bit, and we discussed how the Belief as written was rather flat - "embarrass my rival whenever possible" is a good Instinct, but as a Goal/Belief it was too vague and generic. We talked through a more actionable Belief akin to "Jank is my rival and I must undercut him whenever possible; I will embarass him by..." This gives me as a GM much better direction as to what the players are interested in exploring, which I explained to the group, and everybody got it.
That being said, I'm not placing the blame for a lack of direction coming out of our first session on my players, and I was absolutely ready for the first question for me once we ran through the example above: "Can we know more details about the setting?" This was one of the pitfalls I realized when looking at the player's characters when trying to put together the second session - we had established a feel, not a true setting, and definitely not a situation. So we ran through a bit more of the world to try and figure things out, and discussed a bit more about how I envisioned the game being structured to a degree, provided the players were down with it.
One of the big things we established coming out of our discussion was fleshing out the masks more. We had established that everyone within the society wore a unique mask, and that those masks were tied to a person's identity. We also established that, in keeping with the high-honor type of setting, the masks could be wagered in duels, with the loser being unmasked and humiliated. What we talked about during this session was the idea of there existing in the world "lost" masks. These would be masks of great renown whose owners had perished in battle or, in some cases, enchanted masks that could be sought out by people as either honor missions or to replace their own mask and regain their standing in society. This is something that our dwarf, who started the game unmasked, can work towards.
We also had originally started off with necromancy being illegal in the kingdom. However, we brought up the idea of it only being illegal in this particular kingdom. I'm a big Elder Scrolls fan, and a lot of my gaming ideas come from that game series. This idea comes from TES lore of necromancy being banned in the Imperial province of Cyrodil, but completely fine in the College of Winterhold in Skyrim. We don't have any magic users in the group, but this has some possibilities later on I feel.
All in all, I feel very good about where things are headed with the game, probably even more secure now than I was following our first session. It really just shows the pitfalls possible in putting together a Burning Wheel game. The system has endless possibilities, but you still need to play to the system in order to make it go. Otherwise, you're just wandering around in a fog.