We played our first session Friday night.
By all accounts, it was a blast! A couple notes of interest:
- Nobody had any problems roleplaying a mouse. I suppose if one is used to roleplaying an elf, goblin, or elemental-infused humanoid... a mouse isn't too far of a stretch!
- Because of the Beliefs, Instincts, and Traits written for each character when we created them, each player had a nice little guide to get them "in character".
- The mechanics are simple, but take some getting used to. I had one player stating occasionally "I just have to get out of the D&D mindset".
- It was a lot of fun!
Read on for a breakdown of the game session.
A Mouse Guard session is broken into two "turns" the GM's turn and the Players' turn. Each turn last between 1 and 2 hours. Read my earlier post in this thread for a more detailed explanation.
GM's Turn:
We started off with the patrol leader, Phineas, receiving the mission from the NPC matriarch of the Mouse Guard, Gwendolyn. My player jumped right into character, and we spend a few minutes roleplaying the exchange between the matriarch and his mouse. Phineas had been assigned a routine "mail delivery" mission, and he was a little miffed that his talents were being wasted. Gwendolyn smiled at him, and then revealed that he'd also been assigned a Tenderpaw (fresh recruit) and that the easy mission was designed to ease the newbie into the force... and that a more challenging mission might await them upon their arrival of the last mail stop.
Grumbling, Phineas accepted the mission and gathered his fellow guard mouse, Gurney. Gurney is an old vet of the Guard, but his impetuous nature has kept him from rising to a leadership role (he has the Young trait). The two vets were quickly joined by Tinble, a young lady-mouse with an eye for science and discovery. Eager to earn her spot among the guard, she falls right in line and the patrols sets underway.
In the GM's turn, the GM is tasked to set obstacles before the players. In a well-designed mission, these obstacles should challenge the Belief, Goals, and Instincts of the the players (or some of them at least). That's the point of Mouse Guard... it's not enough to just complete missions; the players should face choices that challenge who they are and what they believe.
For this first mission, however, everything was a little more generic. I described the first leg of the patrol's journey, trying to envision it through the eyes of a 3" tall mouse. The seasons and weather play an important role in Mouse Guard, so I payed particular detail to the fact that it was early spring... new growth was struggling to find root in the newly thawed ground, etc.
As a result of all the melting snow, the first Obstacle I threw at the patrol was a long patch of muddy ground. The trail before them had degenerated into a mild bog and I explained it would be an Ob 3 Health test to trudge through it (i.e. they need to roll their "Health" in dice and get 3 successes to succeed). I also offered that they could perhaps find another solution.
Gurney, playing on his Young trait (impetuous and impatient!) charged ahead! He actually used his Trait (Young)
against himself to give him a -1 dice penalty on his roll. He did this to earn a "check" to spend on the upcoming Players turn (again, read my earlier post for more detail). He made his 3 successes anyway and trudged through the mud.
Phineas, however, held back. His Instinct (as written by his player) is to "Approach new situations cautiously". He suggested that he show the tenderpaw how to cut a new path. He expressed that he'd like to make a Pathfinder roll to find an alternative path around the mud. With myself being the GM, I have final approval over what skills can be used during an obstacle (though players are encouraged to brainstorm new options!).
I agreed that it'd be appropriate I told him it'd be an Ob 4 (he needs 4 successes). I turned to the tenderpaw, Tinble, and asked if she wanted to help him. See, in Mouse Guard, players are encouraged to help each other whenever possible. It's akin to Aid Another in D&D 4e. If the player has an appropriate skill (Tinble had "Scout", which can aid Pathfinder by looking for details/hidden trails, etc), he/she just hands the other player an extra die to roll!
With Tinble's help, Phineas succeeds on his Pathfinder check and together they meet back with Gurney at the end of the mud patch. Success!
Had the party failed, I could have given them a Condition (Hungry, Angry, Tired, Sick, or Injured) or I could have thrown them a
Twist. A twist is basically when things get harder or worse... I could throw another, unexpected obstacle at them, or expand the current obstacle to make it another challenge. This is how games get interesting...
So onward they traveled to their first stop on the mail rout, the city of Elmoss. We RP'd their arrival and excited greeting they received from the townsmice. The patrol stood in the town square and passed out the mail, etc. As they were leaving Elmoss, an eager young merchant approached them and asked them to escort him to their next destination.
Normally the patrol might have said yes, but I described this merchant as having a rickity handcart, overflowing with packages of moss. The patrol knew it would cost them an additional day if they agreed to escort him. Phineas had to roll a Persuader vs. Persuader roll against his fellow guard mouse, Gurney, to convince his own patrol that they didn't have time to waste. The group agreed to follow Phineas' lead and they turned to leave...
The merchant wasn't taking no for an answer though, and started an Argument Conflict with the patrol. Basically, they got in a "fight" with words

Look at my previous post about how Conflicts work (mice vs. toad). This conflict took probably only 15 or 20 minutes to play out and there was as much RPing as there were dice rolling. In an Argument, RPing your verbal barbs actually gives you bonus dice... and repeating your same points gives you penalties!
Unfortunately for the patrol, the lost the conflict with the merchant, to they reluctantly agreed to escort him to the next city. This was a FAILED obstacle, so I threw a twist to the group... I explained that it cost them an extra day to reach Sprucetuck and while they were on the road... it started to snow. An early Spring Snow descended upon them, setting up another obstacle; I declared an Ob 3 Health check or else become Tired (they needed to roll their Health in dice and get 3 successes or suffer the Tired condition).
All the mice made their Health check and made it to Sprucetuck, a day late, but none the worse for wear.
END of the GM's Turn.... and START of the Players' turn. Just a note, the GM's turn took about 90 minutes and would have gone quicker but we did look up a few rules, got sidetracked with table talk, and my two year old daughter was running around distracting everyone (not usual, but unavoidable this week, lol).
In the Players' turn, each player gets one "check" to spend, plus any checks they earned in the GM's turn. A "check" is basically an Ability or Skill check that can be used to recover from Conditions (Hungry, Tired, etc), gather equipment or information, work towards a personal goal, or just to have fun!
The whole Player's turn took about 45 minutes and involved:
- Gurney making a Circles check to find a sciencemouse ally who could help him make some master armorsmithing tools (success!)
- Phineas making a Resources check to find a badass sword he could have (failure, with a twist... he instead learned a legend/location of a famous weasel-slaying sword, "Toothcutter" that was lost during the war)
- Tinble making a Science check to help the mice of Sprucetuck complete the "scent" mixture that they use to warn off big predators (which the group will be depositing on their next mission!) (Success!)
- Gurney making a Weather Watcher check to predict (and change!) the next session's weather (failure... he gained the Hungry condition from standing outside in the snow too long)
- Phineas making a Persuader check to get some information from the town mayor (Success, he learned that a fox has been rumored to have crossed the weakened scent border, and that weasels have been on the prowl.)
- Tinble makes a Science check to create medical supplies to take with them on their next mission (success, helped by Phineas Harvester skill).
- Gurney makes a Resources check to find a nice hot bowl of nut stew (Success, and he erases his Hungry condition).
END of Players' turn. The player's turn was interesting. They couldn't DO anything without first spending a check, but once the check was spent and rolled... it was all narrative RPing. We could have made all those rolls in about 10 minutes, but we spent about 45 minutes with RPing.
We had a blast. The world of Mouse Guard is an odd mixture of cute and dangerous. I mean... how much cuter can you get than "mice with swords"... but the players felt vulnerable the whole time. I kept describing shadows passing overhead as hawks flew above them searching for prey (just flavor text at this point!). With the mention of weasels, the players are psyched and a little scared about next session. They are already attached to their characters and don't want to die... and I credit that with the fact that you have to give each character a Belief and an Instict.
We played just over 3 hours and it felt like we accomplished a lot. My players left smiling... devoid of that "tired" look they often get after a 4 hour D&D session (and we have great sessions with lots of RP and great characters!). I've come to see that 4e is a great game... but it is a heavy game that requires a lot out of the players and the GM. Mouse Guard, so far, has been light and easy, but satisfying and fun.