aramis erak
Legend
THe most common problem I've seen with new players is not understanding the value of a given skill range. First characters are often thoroughly incompetent. Second characters often are not.I was recently a player in a short Burning Wheel campaign. It was with an experienced BW gm and I pushed really hard to make this game happen because I was really curious about the system. Overall, we found it needlessly complex, even just the base system (and I think the GM greatly simplified the combat system in particular). It was also very punishing...we were almost surprised each time we actually got a success, especially if we were trying to mark an upgrade as the system seems to want you to do. Sometimes we had ideas for really interesting moments in play that were driven by character beliefs, but the system actually got in our way or at least didn't help tell those stories. I didn't like how abstracted the Duel of Wits mechanic/procedure was. I felt the game was sorely missing a partial success mechanic. The book's writing was sometimes very concrete about how a given skill works, and sometimes extremely vague (faith for example). It was also verbose and poorly organized.
I appreciate the influence the game has had on other games. For example, Blades in the Dark, which I was running concurrently (and which I love). However, it's not for me.
This is true in BW and MG. My players for BE had played MG - and thus grasped the single most important lesson - the real play value of a given level of skill, and to use FoRKs and help. More than once, circling up willing bystanders for help...
The only BWHQ game where failure is the standard to be expected is Torchbearer. It's got harder standards, but the same range of skills...