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Mouse Guard, Anyone?
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<blockquote data-quote="Novem5er" data-source="post: 5050193" data-attributes="member: 57859"><p>I was unfamiliar with the Burning Wheel system before I bought Mouse Guard, and I've read since that MG uses a simplified version of Burning Wheel. Several reviewers online said that they'd had previous bad experience with Burning Wheel, but that they found that MG had actually improved upon the system.</p><p></p><p>The hardest part of playing Mouse Guard is going to be getting used to the structure. For those not yet in the know, Mouse Guard separates the game session into two "turns": the GM's turn, and the Player's turn.</p><p></p><p>These are not turns like D&D turns (a 6 second snap of action). The "turns" are actually 1-2 hour mini-sessions.</p><p></p><p><strong>GM's turn: </strong>The GM sends the players out on a mission for the Guard (or continues a previous, longer mission). The GM places obstacles in front of the patrol, who must use their skills and abilities to overcome the obstacles (weather, wilderness, animals, and other mice) and complete the mission.</p><p></p><p>Players earn different rewards through RPing, succeeding (and failing) skill/ability checks, and completing (or not completing) their goals. By RPing their character traits when its disadvantageous to their characters, players earn a special reward called "checks".</p><p></p><p><strong>Player's turn: </strong>When the mission is ended (or a long rest during an extended mission) the GM hands the reins over to the players. Players now take turns spending the "checks" they earned in the GM turn to make skill/ability checks to drive the narrative. This is a mix of cooperative RP between the players and the GM, with a few skill checks to determine general outcomes. Players use the Player's Turn to recover from ailments/injuries, to make or find items or aid, or to work on personal goals outside the mission.</p><p></p><p></p><p>Basically, the GM drives the narrative of the game during his/her turn, but reacts to the players' goals/ideas during the Player's turn. The players do just the opposite.</p><p></p><p>Since character advancement is achieved by succeeding (and failing) on skill/ability checks, there are fewer dice rolls called for than in D&D. For example, in my 4e Eberron campaign, if players wanted to search for an NPC's house, break in, steal something and get out.... we're talking micromanaging a dozen plus smaller actions with accompanying dice rolls. In Mouse Guard, this would all be accomplished with a single Scout roll, and the rest would be narration.</p><p></p><p>Mouse Guard isn't a game about pass/fail... it's about "succeed as intended or suffer a <em>twist</em>".</p><p></p><p>It will be definitely a new experience for my 4e group. It will either really engage us, or it will revitalize our interest in 4e. I'll post what happens!</p></blockquote><p></p>
[QUOTE="Novem5er, post: 5050193, member: 57859"] I was unfamiliar with the Burning Wheel system before I bought Mouse Guard, and I've read since that MG uses a simplified version of Burning Wheel. Several reviewers online said that they'd had previous bad experience with Burning Wheel, but that they found that MG had actually improved upon the system. The hardest part of playing Mouse Guard is going to be getting used to the structure. For those not yet in the know, Mouse Guard separates the game session into two "turns": the GM's turn, and the Player's turn. These are not turns like D&D turns (a 6 second snap of action). The "turns" are actually 1-2 hour mini-sessions. [B]GM's turn: [/B]The GM sends the players out on a mission for the Guard (or continues a previous, longer mission). The GM places obstacles in front of the patrol, who must use their skills and abilities to overcome the obstacles (weather, wilderness, animals, and other mice) and complete the mission. Players earn different rewards through RPing, succeeding (and failing) skill/ability checks, and completing (or not completing) their goals. By RPing their character traits when its disadvantageous to their characters, players earn a special reward called "checks". [B]Player's turn: [/B]When the mission is ended (or a long rest during an extended mission) the GM hands the reins over to the players. Players now take turns spending the "checks" they earned in the GM turn to make skill/ability checks to drive the narrative. This is a mix of cooperative RP between the players and the GM, with a few skill checks to determine general outcomes. Players use the Player's Turn to recover from ailments/injuries, to make or find items or aid, or to work on personal goals outside the mission. Basically, the GM drives the narrative of the game during his/her turn, but reacts to the players' goals/ideas during the Player's turn. The players do just the opposite. Since character advancement is achieved by succeeding (and failing) on skill/ability checks, there are fewer dice rolls called for than in D&D. For example, in my 4e Eberron campaign, if players wanted to search for an NPC's house, break in, steal something and get out.... we're talking micromanaging a dozen plus smaller actions with accompanying dice rolls. In Mouse Guard, this would all be accomplished with a single Scout roll, and the rest would be narration. Mouse Guard isn't a game about pass/fail... it's about "succeed as intended or suffer a [I]twist[/I]". It will be definitely a new experience for my 4e group. It will either really engage us, or it will revitalize our interest in 4e. I'll post what happens! [/QUOTE]
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