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Mouse Guard, Anyone?
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<blockquote data-quote="kaomera" data-source="post: 5053155" data-attributes="member: 38357"><p>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 <em>need</em> those checks for the Player Turn!). So then you actually have to decide which tests you <em>really</em> want to pass and which you'd rather record as a fail...</p><p></p><p></p><p>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 <em>ought</em> to make a really good bridge between the two, but maybe the GM needs to be aiming specifically for that result.)</p></blockquote><p></p>
[QUOTE="kaomera, post: 5053155, member: 38357"] 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 [i]need[/i] those checks for the Player Turn!). So then you actually have to decide which tests you [i]really[/i] want to pass and which you'd rather record as a fail... 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 [i]ought[/i] to make a really good bridge between the two, but maybe the GM needs to be aiming specifically for that result.) [/QUOTE]
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