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Mouse Guard, Anyone?
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<blockquote data-quote="Novem5er" data-source="post: 5151423" data-attributes="member: 57859"><p>Great session reports!</p><p></p><p>lin fusan, my first session was a little muddy too! Mouse Guard is an easy system mechanically, but it requires a little bit of finesse. When do you call for a single test for the whole group? When do you make each mouse roll their own?</p><p></p><p>It's a tricky call. I think the answer lies in the possible outcomes. If the result of failure might be an Condition applied to the individual who failed (Tired, Injured, etc), then it's cool to make everyone roll.</p><p></p><p>However, if you'd rather make failure create a new twist to the plot, then probably a single group check (with helping dice) makes most sense.</p><p></p><p>Keep trying! I found that after a few sessions, I was able to make those decision a lot easier.</p><p></p><p>Woas, that was a great post. I really loved how you session ended! THAT's what Mouse Guard is all about: making the players make tough choices! It all ties into the player's Beliefs, Instincts, and Goals.</p><p></p><p>In my mouse patrol, for instance, one of the mice has an Instinct to "always aid the injured". That would have been a great moment for the character if she were torn between saving herself or helping the thief!</p><p></p><p>lin fusan was right, that the game hinges on the players' intentions. What kind of conflicts do they want to get in to? You'll know this by looking at their Beliefs, Instincts, and Goals. I still found it was hard to work it all in during the sessions, but I generally knew what kind of scenes would catch my players interest... all because they told me without realizing it via their beliefs!</p></blockquote><p></p>
[QUOTE="Novem5er, post: 5151423, member: 57859"] Great session reports! lin fusan, my first session was a little muddy too! Mouse Guard is an easy system mechanically, but it requires a little bit of finesse. When do you call for a single test for the whole group? When do you make each mouse roll their own? It's a tricky call. I think the answer lies in the possible outcomes. If the result of failure might be an Condition applied to the individual who failed (Tired, Injured, etc), then it's cool to make everyone roll. However, if you'd rather make failure create a new twist to the plot, then probably a single group check (with helping dice) makes most sense. Keep trying! I found that after a few sessions, I was able to make those decision a lot easier. Woas, that was a great post. I really loved how you session ended! THAT's what Mouse Guard is all about: making the players make tough choices! It all ties into the player's Beliefs, Instincts, and Goals. In my mouse patrol, for instance, one of the mice has an Instinct to "always aid the injured". That would have been a great moment for the character if she were torn between saving herself or helping the thief! lin fusan was right, that the game hinges on the players' intentions. What kind of conflicts do they want to get in to? You'll know this by looking at their Beliefs, Instincts, and Goals. I still found it was hard to work it all in during the sessions, but I generally knew what kind of scenes would catch my players interest... all because they told me without realizing it via their beliefs! [/QUOTE]
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