Crothian
First Post
As an actual role-playing game
As opposed to what?
As an actual role-playing game
As opposed to what?
Hey, now that is pretty cool. I think the high fantasy epic vibe of Middle Earth would work well with a "shared narrative control" game like Burning Wheel/Mouse Guard. Damn. Too many games, too little time…If you don't want to be mice, but the idea of playing a Dunedain in the Fourth Age of Middle Earth scratches your itch, there is a great MG hack out there called Realm Guard.
As opposed to a rollplaying game. And I don't mean that as a pejorative, I mean to say that Mouse Guard differs from other games in that rolling dice isn't that important.
All games are different, but it's not a true diceless game and the dice do matter; least they did in the game I played at Gen Con. Success with penalties is a neat idea but that places a lot more pressure and responsibility on the guy running it and the guy who ran it at the table I was at did not do a good job.
The game has some neat mechanical ideas and the setting is very interesting. But from my experience it required too much of the people playing and when everyone but the guy running was new to the game it just didn't work out.
Personally, I think this tends to make the dice more important in Mouse Guard, not less. Or at least more interesting. Gathering and rolling the dice, and the results thereof, have a more dramatic impact on both the feel of play and the development of the story that, say, 4e where you have a lot more die rolls, but each is usually much less significant overall. Also, in Mouse Guard you have to make more significant decisions about the die roll. The whole point of turning "failure" into (interesting / fun / awesome) complications is to get the players to a place where they are willing to sabotage their characters' chances at a test (for future gain - you need those checks for the Player Turn!). So then you actually have to decide which tests you really want to pass and which you'd rather record as a fail...As opposed to a rollplaying game. And I don't mean that as a pejorative, I mean to say that Mouse Guard differs from other games in that rolling dice isn't that important.
All games require a certain amount of buy-in; "indy" games tend to require more than "traditional" games (IMO / IME). If you try to play 4e with a player who just doesn't like the system, things aren't likely to go well. Mouse Guard requires that players not only be down with "Mice with Swords", but also be willing to give up always trying their best to succeed at every roll, and ready to make the most of the rewards they get in the Player Turn... I had great success introducing the game to new players, even when I wasn't really 100% familiar with the system yet myself. (But I should note that I had a far worse result with BW just a few years before - not simply, if at all, because it's a more complex take on the rules set, but quite a bit because I brought in a lot of what I had learned as "good gaming" in the preceding 25 or so years, and quite a lot of it didn't apply / was detrimental to playing Mouse Guard. So while I'm not trying to discount your experiences, I think that players unfamiliar with RPGs in general might have a better time of it than those who have played a lot of traditional RPGs but not indy RPGs. Er, perhaps... I think MG ought to make a really good bridge between the two, but maybe the GM needs to be aiming specifically for that result.)The game has some neat mechanical ideas and the setting is very interesting. But from my experience it required too much of the people playing and when everyone but the guy running was new to the game it just didn't work out.