The Burning Wheel, Mouse Guard and D&D5E
Hi, guys! This is my first post
I joined just so I can discuss/ask about this...
I got my D&D5e starter set at about the time I saw the "BEYOND DUNGEONS & DRAGONS" video with Scott & Rym. (I only saw the video in the last few weeks. I couldn't help but notice some similarities between 2 of the games they described; The Burning Wheel and Mouse Guard the RPG (both created by the same team
http://www.burningwheel.org/).
MY QUESTION IS, does anybody think that D&D5E might have had some influence from either of the other mentioned RPGs? Or even from Scott & Rym's lecture? Even slightly (IE, as much as they can without changing too much of the classic mechanics)?
Mouse Guard has checks, 5E has Inspiration points, both of which are earned by role-playing in accordance with the facts listed on the role player's sheet (which have drastically improved from the version Scott highlighted in his slide show in PAX Australia where the only personality defining factor on the sheet was race). (I'd explain checks and inspiration points but I'm sure anybody who clicked this thread already knows but, besides how they're earned, they're not too relevant to this discussion).
The similarity to Burning Wheel came on the character sheet. (I have since downloaded the free PDF of the BW rules but I haven't read much, yet). Each PreGen character's back story, not to mention their other personality traits, in the starter set are closely related to the story module ("The Lost Mines of Phandelver"). This definitely put me in mind of what was described of TBW character sheets in the "Beyond D&D" lecture.
In fact Scott showed a slide of the D&D character sheet in that talk with all the parts of the character sheet that affect role play within the game (it was basically just "Race")
(The 5E character sheets are available here, btw, including the PreGens from the Starter Kit;
http://dnd.wizards.com/articles/features/character_sheets )
Comments
One thing that's interesting is just how large the team is putting the game together. It's a huge team full of various groups working on different aspects of the game. They were definitely worried about character class balance primarily from what I can glean.
The advantage/disadvantage mechanic is just fun (Roll 2d20 and take the highest/lowest). The rules give the DM leeway to hand out advantage and disadvantage as they see fit, and I've been enjoying that a lot. Combat isn't a chore (Combat is ten pages in the PHB - that's it). Backgrounds are all kinds of awesome, and it feels like you can sit down and play something that you rolled randomly and have a good time. Compared to MG/BW, Inspiration is fuzzy. Probably intentionally so.
"Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game... Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration."
It's smart that you can't stockpile inspiration - you either have it, or you don't. Inspiration gets spent to give you advantage on a check. It feels more like a Fate point (from FATE) rather than Artha (from BW).
I'm hope they keep this up in the DMG and have a chapter on how to run a story around player characters and their own stories.
I'm not going to bet the barn on the idea that 5E was inspired by these games, just wondering who, if anyone, saw parallels and thought there might (however unlikely) be some connection.
After all, you guys (Scott, Rym) did say that you gave the first rendition of the "BEYOND D&D" talk right after a D&D panel. I can't help but wonder if some of the previous panelists had remained and watched, because it seemed they drew from 2 of the games you gave special emphasis to. I'd be amused if that was the case
Something Vincent Baker posted about over on Google+ recently which may help give you an overview: http://www.blackgreengames.com/lcn/2014/10/2/theory-roundup
Marvel Heroic Roleplaying Basic Game is a polished themed up version of Danger Patrol.
I'm holding out for pdfs; I don't want the books. 5e looks interesting, but I'm knee-deep in retroclone D&Ds at the moment. Dungeon Crawl Classics is next. MH has its own pedigree from the other Cortex Plus games, more so than Danger Patrol.