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[Mouse Guard] Luke gave us the first copy as a wedding gift!
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<blockquote data-quote="jenskot" data-source="post: 4569303" data-attributes="member: 24618"><p>I've only played twice and never GMed. I'm re-reading the book now while I'm waiting for friend to pick us up. Hopefully I can get a gaming group together soon to play the hell out of this! </p><p></p><p>In the meantime, if anyone has any specific questions, please let me know and I will answer them.</p><p></p><p>I just finished reading about Mouse Guard's conditions. They are similar to conditions or status effects in D&D 3 and 4. Except they completely replace hit points. </p><p></p><p>If you fail a conflict, the GM can allow you to succeed at a cost. With either a story twist or by inflicting a condition. The conditions are very evocative of the comic books. They are Healthy, Hungry/Thirsty, Angry, Tired, Injured, and Sick. Pretty cool. And depending on the season and weather, certain conditions become more severe or more frequent. The whole chapter on seasons is essentially a GM situation generator. </p><p></p><p>Additionally, extended conflicts have degrees of success. The more you win by, the more you get. And you can use this as leverage to negotiate compromises. So if have a debate and I win but only by a small margin, I need to offer a compromise. Conditions can be a part of those compromises. Failure almost allows the game to run itself as it greatly pushes the story forward! Fun!</p></blockquote><p></p>
[QUOTE="jenskot, post: 4569303, member: 24618"] I've only played twice and never GMed. I'm re-reading the book now while I'm waiting for friend to pick us up. Hopefully I can get a gaming group together soon to play the hell out of this! In the meantime, if anyone has any specific questions, please let me know and I will answer them. I just finished reading about Mouse Guard's conditions. They are similar to conditions or status effects in D&D 3 and 4. Except they completely replace hit points. If you fail a conflict, the GM can allow you to succeed at a cost. With either a story twist or by inflicting a condition. The conditions are very evocative of the comic books. They are Healthy, Hungry/Thirsty, Angry, Tired, Injured, and Sick. Pretty cool. And depending on the season and weather, certain conditions become more severe or more frequent. The whole chapter on seasons is essentially a GM situation generator. Additionally, extended conflicts have degrees of success. The more you win by, the more you get. And you can use this as leverage to negotiate compromises. So if have a debate and I win but only by a small margin, I need to offer a compromise. Conditions can be a part of those compromises. Failure almost allows the game to run itself as it greatly pushes the story forward! Fun! [/QUOTE]
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[Mouse Guard] Luke gave us the first copy as a wedding gift!
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