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Mouse Guard, Anyone?
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<blockquote data-quote="maddman75" data-source="post: 5054042" data-attributes="member: 2673"><p>I love Mouse Guard, but sadly most of my group does not. It was the combat system that did it for them.</p><p></p><p>The party is split into teams, either two teams of two, one team of three, or what have you. The players decide which of them will do what actions, in secret, for three phases while the GM does the same for the bad guys. </p><p></p><p>Say some mice are fighting with a snake. First thing to determine are the stakes - say the snake has nested along a trade road and the mice want to drive him away. The snake wants to drive the mice away and keep its nice nest. Note that this is explicitly not a fight to the death, though that is possible. Its just that its stated upfront.</p><p></p><p>So the players decide their actions and the GM marks down his. The first player reveals that his mouse is defending, which is wise because the snake is attacking. The mouse has a distinct advantage over the snake. The second mouse goes for an attack, and so does the snake. Both do damage to each other. The third mouse has feinted, which was a mistake. Feints only work against attacks, and the snake was defending against the third attack. Once one team is out of hit points (can't remember what they're called), then a compromise is reached based on how far down the other team was. If the mice had almost all their points, the snake is driven off. If they were down a few, then two of them are tired. If they are down almost all, then they might all be Injured and Sick from poison.</p><p></p><p>This system is used for every major conflict in the game. For a journey, the mice Attacking would represent boldy forging a new trail, while a Maneauver might represent gathering berries and firewood along the way. The Season is the attacker, where a Defense might represent a small cliff that they'll have to go around, or a Feint might represent a false trail.</p><p></p><p>Oddly, my group seemed to like the system for debates and journeys, but hated it for combat. It seemed too random to them, that you had to declare your attack so far in advance.</p><p></p><p>I love running the game, as it calls for a lot of thinking on your feet. Maybe someday. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="maddman75, post: 5054042, member: 2673"] I love Mouse Guard, but sadly most of my group does not. It was the combat system that did it for them. The party is split into teams, either two teams of two, one team of three, or what have you. The players decide which of them will do what actions, in secret, for three phases while the GM does the same for the bad guys. Say some mice are fighting with a snake. First thing to determine are the stakes - say the snake has nested along a trade road and the mice want to drive him away. The snake wants to drive the mice away and keep its nice nest. Note that this is explicitly not a fight to the death, though that is possible. Its just that its stated upfront. So the players decide their actions and the GM marks down his. The first player reveals that his mouse is defending, which is wise because the snake is attacking. The mouse has a distinct advantage over the snake. The second mouse goes for an attack, and so does the snake. Both do damage to each other. The third mouse has feinted, which was a mistake. Feints only work against attacks, and the snake was defending against the third attack. Once one team is out of hit points (can't remember what they're called), then a compromise is reached based on how far down the other team was. If the mice had almost all their points, the snake is driven off. If they were down a few, then two of them are tired. If they are down almost all, then they might all be Injured and Sick from poison. This system is used for every major conflict in the game. For a journey, the mice Attacking would represent boldy forging a new trail, while a Maneauver might represent gathering berries and firewood along the way. The Season is the attacker, where a Defense might represent a small cliff that they'll have to go around, or a Feint might represent a false trail. Oddly, my group seemed to like the system for debates and journeys, but hated it for combat. It seemed too random to them, that you had to declare your attack so far in advance. I love running the game, as it calls for a lot of thinking on your feet. Maybe someday. :D [/QUOTE]
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