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Mouse Guard, Anyone?
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<blockquote data-quote="Aurumvorax" data-source="post: 5050583" data-attributes="member: 87266"><p>Some people have trouble adapting to Burning Wheel because it requires equal participation between player and GM. The players have just as much pull in the flow of events as the GM does dictating them. The basic concept of Mouse Guard is</p><p></p><p>Step 1: GM describes problem</p><p></p><p>Step 2: Players dictate actions, steps to action, solution, result, and denouement.</p><p></p><p>Repeat. If you're GM'ing, understand that the players drive the story, not you. Your job is to create the situation and practically everything else is up to the players. If you're playing, understand that the game hinges on your action and inaction. During character creation, you come up with an extensive list of allies, your parents, friends, and even your enemies all of whom you can decide to call upon or encounter. If you're not proactive then the game literally grinds to a halt because the GM's job isn't to go "Moving on, you arrive at so-and-so three days later..."</p><p></p><p>As an actual <em>role</em>-playing game, it's a blast. I'm a fan of the comic and while it's not required I suggest you read up on it. The society of the Guard is extremely conservative, something I liked as well given that comic book writers tend towards the leftist side. Your characters are basically the definition of lawful; everything you do is for benefit of mousekind at the expense of all else and that requires placing restrictions on personal freedom. Without spoiling anything, the first part of the series is about a civil war arising because one mouse believes it's more efficient to unite the towns under a single banner than be subservient to the Guard and rely on their protection.</p><p></p><p>Enjoy the game and go into it with an open mind. The thought of being a "mouse-with-a-sword" might throw some people off but delivering mail and maintaining the scent barrier usually leads to a web of conspiracies or epic fights with snakes.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5050583, member: 87266"] Some people have trouble adapting to Burning Wheel because it requires equal participation between player and GM. The players have just as much pull in the flow of events as the GM does dictating them. The basic concept of Mouse Guard is Step 1: GM describes problem Step 2: Players dictate actions, steps to action, solution, result, and denouement. Repeat. If you're GM'ing, understand that the players drive the story, not you. Your job is to create the situation and practically everything else is up to the players. If you're playing, understand that the game hinges on your action and inaction. During character creation, you come up with an extensive list of allies, your parents, friends, and even your enemies all of whom you can decide to call upon or encounter. If you're not proactive then the game literally grinds to a halt because the GM's job isn't to go "Moving on, you arrive at so-and-so three days later..." As an actual [I]role[/I]-playing game, it's a blast. I'm a fan of the comic and while it's not required I suggest you read up on it. The society of the Guard is extremely conservative, something I liked as well given that comic book writers tend towards the leftist side. Your characters are basically the definition of lawful; everything you do is for benefit of mousekind at the expense of all else and that requires placing restrictions on personal freedom. Without spoiling anything, the first part of the series is about a civil war arising because one mouse believes it's more efficient to unite the towns under a single banner than be subservient to the Guard and rely on their protection. Enjoy the game and go into it with an open mind. The thought of being a "mouse-with-a-sword" might throw some people off but delivering mail and maintaining the scent barrier usually leads to a web of conspiracies or epic fights with snakes. [/QUOTE]
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