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Duel of Wits - Social Combat
Duel of Wits - Social Combat
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The Burning Wheel The Rim of the Wheel
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The Burning Wheel The Rim of the Wheel
Agree to the Terms If I have “Volley 1: Point, Volley 2: Rebut, Volley 3: Dismiss” scripted for
Verbal Exchange
In Burning Wheel, we call our “round” the exchange. Each player plans Elements of Elocution
three actions for the exchange. Each action and the opponent’s opposing There are eight actions a speaker can take in a Duel of Wits: Avoid the
reaction is contained in a smaller time segment called a volley. Players Topic, Dismiss, Feint, Incite, Obfuscate, Point and Rebuttal.
take one verbal action per volley. Their actions are then played against
one another. Counters, Countered by, and Defends Against
The Duel of Wits actions are described via a number of smaller
The Ambassador’s Script The Seneschal’s Script
Volley 1 Volley 2 Volley 3 Volley 1 Volley 2 Volley 3 qualifications: Counters indicates this move has special powers against
the listed move(s). Typically this involves a versus test when the two
e x c h a n g e
e x c h a n g e
Point
“Time for action
Rebuttal
“Nearsighted
Dismiss
“Surely the prince
Rebuttal
“Let’s not be hasty;
Point
“We have always
Feint
“Master actions are played at the same time. See the individual maneuvers
is now” behavior doesn’t sees the folly of let’s think this counselled our Ambassador,
win wars!” such cautious through” own affairs!” surely you’re not for specific mechanics. Countered by merely indicates the opposite
mincing; there’s no implying… ”
glory in it!” of counters—the verbal maneuver can be blocked by the moves it is
countered by. Defends Against indicates that the move allows the player
to make a versus test for defense against the listed maneuvers when
played at the same time.
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The Burning Wheel The Rim of the Wheel
Avoid the Topic allowed, nor is the riposte. No roll is necessary. This is an automatic
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“While my opponent is correct on many particulars, there are areas he’s clearly. No matter what happens here today, you’ll earn all the glory. It’s
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The Burning Wheel The Rim of the Wheel
heard both sides. He sees merit in the ambassador’s plans. The prince, as A diplomat may have his proposals denounced in front of the king, but
• If reduced to zero, then you don’t have a leg to stand on. See Losing Tying
and Tying, below. If both arguments are reduced to zero in the same volley, the duel is
a tie. Neither party is in a position to leverage a victory. Two options
The Dwarven prince thinks he’s caught the Elven ranger spying. That’s
are available. The characters can part ways and agree to take up the
a capital offense and he wants his head. He states his case: The ranger
argument at another time, or they can agree to a compromise.
must pay for his crimes with his life! The Elven princess disagrees. She
states that there is not nearly enough evidence to press such a charge. Tied Compromise
In the end, the Elves lose, but the Dwarves lost ten dice (out of fourteen) The first rule of a compromise resulting from a tie is neither party can
from their argument. They must compromise. The players agree that a achieve the terms he sought at the outset of the duel. Both parties must
short prison sentence for the accused is an appropriate compromise. agree to a point that sits squarely in the middle. It is best for each side
to set forth a new offer—one more generous to their opponent than the
Or: Two players are arguing because one player wants to have his original—and, if possible, have a neutral party offer a third, middle
character take some rash, adventure-ending action. The player arguing ground offer. The players then choose the most appropriate one and
against taking the rash action loses the duel. However, he punched move on.
significant holes in his friend’s argument. The rash-acting character still
won the duel, so he can proceed as he planned, but he must compromise Ties are a difficult and tenuous matter. Hard and fast mechanics are
a bit: He agrees to enact his plan later. too rigid to govern the myriad of situations that will arise in play using
these mechanics. But it is important to remember that neither side has
Losing won. If a solid compromise can be reached, great. If not, perhaps it’s
A Duel of Wits is over when one party’s body of argument is reduced to time to escalate. See the Honor Besmirched section below.
zero. The loser must abide by the results of the argument: He’s lost and
We found it somewhat useful to count how far below zero each
he’s agreed to go along with whatever it was his opponent proposed at
argument was driven. This isn’t to determine a winner—since
the outset of the duel—for the time being, of course.
both parties hit zero—but to indicate which side had the initiative at
Remember that these rules don’t dictate reality or true feelings. They the end of the duel. This margin can be used as moral high ground to
only dictate public performance and acknowledgment of the “truth.” allow one side to set the terms of the compromise.
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The Burning Wheel
• Once the case is stated, roll for the body of argument—test Oratory,
Rhetoric, Persuasion, Interrogation, Stentorious Debate or Haggling.
Add these successes to the Will exponent. This is how many dice your
opponent must knock off in order to win the duel. Relationships,
• After the body of argument has been established, agree to the terms:
Each player states what conditions he wants if he wins, and what he’ll Circles, Affiliations
and Reputations
do if he loses.
• Each player then scripts his first exchange—three actions from the list:
Avoid, Dismiss, Feint, Incite, Obfuscate, Point, Rebut. The actions are
played out in order, one at a time. Your first action is compared to your
opponent’s first action. Parts are spoken, dice are rolled. Second action
Relationships
is compared to second action. Parts are spoken, dice are rolled. After When burning a character, a player in Burning Wheel designs a
the third volley, if neither of the players has been reduced to zero dice, series of relationships that are important to him (and the character).
script another exchange and do this step again. Relationships exist in order to define important personae not
controlled by the players (NPCs). They are used by the players
• The first player reduced to zero dice in his body of argument loses. and GM to get into and out of trouble in play, provide color and
Remember, actions in the same volley happen at the same time, so it’s background depth and create leads to new conflicts.
possible for two players to go out simultaneously.
If one of your relationships is your wife in the village, the GM is
• If the winner lost any dice from his body of argument, he must supposed to use this to create situations in play. If you’re hunting a
compromise on his terms. Vampyr, of course it’s your wife who is his victim! Suddenly, you’re
swept up in a plot of terror and intrigue.
Meeting and consulting with a relationship character doesn’t require
a roll. By spending resources points on establishing relationships
with these characters, it is assumed that all the details of contact
and communication are worked out ahead of time. So long as it
is reasonably feasible in the game context, a player can have his
character visit his relationship contacts freely and often.
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