An epic science-fiction roleplaying game based on Christopher Moeller’s critically acclaimed Iron Empires graphic novels, designed by award-winning game designer and author of the Burning Wheel, Luke Crane.
BURNING EMPIRES uses the Burning Wheel system as its core and expands it to encompass the sweep of stories that decide the fate of worlds! In this game you will find mechanics for ingenious technology, subtle infiltration, fiery revolution, searing debate, blazing firefights and strategic warfare.
The player characters are the protagonists in a story that will decide their own fate, the fate of their loved ones and friends and the fate of their very world. It is a trial of conviction and belief. To save all that you hold dear in BURNING EMPIRES, you must pass through the fire.
And you will be changed.
BURNING EMPIRES is a 5.5" x 8.5" (digest sized) hardcover book with full color glossy interiors. The game contains nearly 400 pieces of artwork, both never-before-seen sketches from Chris' sketch books and fully painted artwork from the comics.
At its deepest core Burning Wheel is a fairly setting-neutral system: any game, scifi or fantasy or modern, can take advantage of its root philosophies and play style. This book is more than a help for turning it towards more scifi bent than the standard fantasy it's packed with.
A complex and dense system that transplants Burning Wheel from a traditional fantasy setting to a sprawling space opera. The World Burner is a fantastic tool that turns creating the world into a mini-game in-itself. There are more complicated systems in place for things like firefights and planetary conflicts, and this is where things can slow down and become more tactical. The focus on individual character motivations remains, but there is this added 'militaristic sci-fi' element to games that anyone stepping into a game of Burning Empires will interested in.
I love the *concept* behind Burning Empires. As an avid RPG player and designer, I am always fascinated by new approaches and mechanics to help drive the narrative and empower player involvement.
Burning Empires has a lot of such ideas, but many of them are fairly complex for someone new to roleplaying despite the fact they facilitate narrative. The different types of resolution based on the scene felt at odds with the narrative goals.
These exciting ideas, however, are far more refined, accessible, and playable in Luke Crane's excellent Mouse Guard rpg.
One of the most beautiful RPG books of all time in terms of layout and overall appearance. The game itself is somewhat complex and features a rather rigid story structure. I really like the concept, but have had a hard time finding a group willing to give it a try.
Fascinating read. A lot of it is too specific for my use, but it gave me some great insights into hacking sci-fi for The Burning Wheel. Also, the Infection rules (the superstructure of a campaign of Burning Empires) are really cool, and I could see myself using this game to play a game about the fall of a world from invaders in the future.