Excited to be here!
Ideas so far
The idea of being Resistance to some organized foe (be they an invasion force, or mob bosses, or the cosmopolitan elite) is different and interesting... I could see it working as long as we "leave town" to take our actions and then return. It is more "Robin Hood in Sherwood Forest" than it is an Urban game. I agree with Enoch that being
in the urban setting is good for Blades in the Dark and bad for Torchbearer. See being in the Resistance and being the downtrodden outcasts as easily co-existing.
Middarmark is a cool setting with good flavor, but the "lift" to all learn that setting is pretty hefty. It has a "frozen north" feel and it subdivides the Human race into multiple sub-races, which adds variety. If we're all excited to play in that epoch I am in as well, but we need to all commit to some hefty reading for the setting in addition to learning the system; I don't take that as a given and assumed you'd skip it.
Yep, that's the one!
It IS cool. You can also get the Bonus Classes, Bestiary, and other goodies for free over here:
https://www.burningwheel.com/torchbearer/
They're selling Middarmark for half price right now.
New Ideas
I really liked the concept of a previous campaign here that didn't last long enough - we were all partially-monsterish from the Denizens of the Dark suppliment, struggling with our (and society's) view of humanity -- a half-vampire hunter, a undead paladin reanimated by vengance, a young witch afraid to have powers -- under the tutliage of our old cleric companion. I wouldn't mind revisiting something like that. I'm inspired by October right now.
I would like to propose that we include all supplimentals for consideration.
I am personally interested in playing a Witch or a Minitaur (or perhaps eventually both, as this sandbox idea is awesome. ) I will tailor them to fit whatever group concept we arrive at.
The Mythcreants House Rules
Here's my thoughts...
1) Mix and Match race and class. Harmless enough and I like supporting variety. Unintended consequences are pretty easily identifiable early on and can be dealt with by the GM during creation.
2) Extra Traits for Reduced Nature. I strongly agree with this one. Huge and fixes bad math.
3) Skill Customization. With new players, we should stick close to the pre-sets. Having a mechanic for managing swaps, though, isn't a bad thing. I suggest we allow this with discretion.
4) Game balance tweaks. I think these all make sense.
5) Advancement from Helping. This overlooks an existing rule. By the book, you can mark advancement for helping if you spend a Check. (Which means you need to perform a test as the die roller, use a trait against yourself to earn a check, and then give up that check's utility at healing in camp to gain the advancement.) I've never seen someone give up a hard-earned check to do it, so the article's argument is still salient.
This rule then warns that characters advance much faster when you allow advancing from help. We need to be clear that we want that. For me... I do. I love advancing and Torchbearer is pretty slow. I would like this rule a lot, but it does change the feel of the game.
6) I haven't really felt the pain of resource rolls. I leave this up to Enoch. It's too complex to even argue over.
7) Actions for everyone. I normally oppose this rule... modding the turn counter really impacts the flavor of the game. That said, I see it as balanced by rule #5, Advancement from Helping. If each turn allows each character to either roll OR help and both rolls and help have equal advancement opportunities, then it evens out more. It also is deeply affected by group size. Implementing this rule AND having large groups (more than 4 PCs) would break the game utterly. Also, with multiple actions happening, it means that not everyone helps where they can on each action - that decreases dice, which decreases success, which increases the Twists and problems the whole group faces.
Other House Rules
Because of the post-speed in play-by-post (pbp), we adopted an "Assumed Help" rule in the past games on this site. Under this rule, the person who's taking the actions checks the other's sheets and it is assumed that if they have a relevant skill they're helping. The dice roll and we don't have to wait for every player to post before each roll.
That house rule doesn't function if we implement rules #5 and #7 above. It is very important that every PC state their action and if (and who) they're helping with those rules in place. In pbp, having everyone act every turn requires everyone to reliably post. The turns take longer, but they accomplish more. There's real trade-offs here.
My first inclination is to keep Assumed Help and Help Advances (#5) without Everyone Acts (#7) but keep group sizes at four or so so people have enough opportunities.