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Mouse Guard, Anyone?
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<blockquote data-quote="lin_fusan" data-source="post: 5150512" data-attributes="member: 37085"><p>Woo... Ran a session of Mouse Guard tonight. I didn't feel it went as smoothly as it could have. </p><p></p><p>Since the mice were in Lockhaven, I decided to give them a mission direct from Gwendolyn to find an oldfur named Alistair the Weaseleye and convince him to come out of retirement and help the Guard map some of the Darkheather tunnels. </p><p></p><p>One of the things that I realized was that the GM has to discern player character intent, or more specifically, get players to state their desired results in relation to a test. </p><p></p><p>My group has a tendency to wait for one player to take an action before deciding what to do. This is fine on the Player's Turn, but a little problematic on the GM's Turn. </p><p></p><p>I great example is when the group was chatting on how to find the oldfur, and I suggested a Circle test. The patrol leader suggested splitting up. Each character went in search of someone who might know where the oldfur was. One character looked for Harvesters that might know of an odd hermit. Another character wanted to find children who might have seen something in the forest while playing. I asked each one to roll a Circles test. </p><p></p><p>It wasn't until afterward that I realized that the results for each test was essentially the same; find Alistair the Weaseleye. And since everyone was aiming for the same result, I should have called for a single group test, not several individual ones. Essentially, this was exactly the situation where one character should have made the Circles test with the other characters adding a helping die. </p><p></p><p>Another example of clearly stating the desired result of a situation was when the patrol leader ran into a personal enemy, who not-so-gently urged him to drop his search for the oldfur. There was some confusion where the player kept waiting for the enemy to act first. I think he was expecting a fight. So the player kept not acting, saying things like "I walk away." or "i ignore what he said to me." I ended up getting a little heavy handed and stating outright that this enemy would not let him continue unless he either fought him or convinced him that his mission was a right and just one.</p><p></p><p>They eventually found the oldfur's hideout outside of Lockhaven. In a Apocalypse Now-esque scenario, the mice had to climb a tree rigged with traps and snares in order to get to the oldfur's treehouse. That also had some confusion in terms of mechanics. Does each mouse test to climb the tree, or is it a group test with a single roller and helping dice?</p><p></p><p>The session had to get cut off right in the middle of an argument conflict. Strangely, that part of the session was going quite smoothly.</p><p></p><p>So the session felt a little muddled. Perhaps I need to be more clear on the GM's Turn what the required tests are and what the intended results should be.</p></blockquote><p></p>
[QUOTE="lin_fusan, post: 5150512, member: 37085"] Woo... Ran a session of Mouse Guard tonight. I didn't feel it went as smoothly as it could have. Since the mice were in Lockhaven, I decided to give them a mission direct from Gwendolyn to find an oldfur named Alistair the Weaseleye and convince him to come out of retirement and help the Guard map some of the Darkheather tunnels. One of the things that I realized was that the GM has to discern player character intent, or more specifically, get players to state their desired results in relation to a test. My group has a tendency to wait for one player to take an action before deciding what to do. This is fine on the Player's Turn, but a little problematic on the GM's Turn. I great example is when the group was chatting on how to find the oldfur, and I suggested a Circle test. The patrol leader suggested splitting up. Each character went in search of someone who might know where the oldfur was. One character looked for Harvesters that might know of an odd hermit. Another character wanted to find children who might have seen something in the forest while playing. I asked each one to roll a Circles test. It wasn't until afterward that I realized that the results for each test was essentially the same; find Alistair the Weaseleye. And since everyone was aiming for the same result, I should have called for a single group test, not several individual ones. Essentially, this was exactly the situation where one character should have made the Circles test with the other characters adding a helping die. Another example of clearly stating the desired result of a situation was when the patrol leader ran into a personal enemy, who not-so-gently urged him to drop his search for the oldfur. There was some confusion where the player kept waiting for the enemy to act first. I think he was expecting a fight. So the player kept not acting, saying things like "I walk away." or "i ignore what he said to me." I ended up getting a little heavy handed and stating outright that this enemy would not let him continue unless he either fought him or convinced him that his mission was a right and just one. They eventually found the oldfur's hideout outside of Lockhaven. In a Apocalypse Now-esque scenario, the mice had to climb a tree rigged with traps and snares in order to get to the oldfur's treehouse. That also had some confusion in terms of mechanics. Does each mouse test to climb the tree, or is it a group test with a single roller and helping dice? The session had to get cut off right in the middle of an argument conflict. Strangely, that part of the session was going quite smoothly. So the session felt a little muddled. Perhaps I need to be more clear on the GM's Turn what the required tests are and what the intended results should be. [/QUOTE]
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