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<blockquote data-quote="snik" data-source="post: 4208358" data-attributes="member: 64198"><p>This is what Luke posted on rpg.net.</p><p></p><p></p><p>Here are the rules for the Mouse Guard Roleplaying Game:</p><p></p><p>To play, you'll need one six-sided die, at least two players and the ability to both make stuff up and remember what you made up.</p><p></p><p>All players make a character now:</p><p>You are a mouse: You may choose your name and fur color.</p><p>You have a cloak: You may choose your cloak's color.</p><p>You have a sword.</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>Here's a quick test: What is your mouse's cloak color?</p><p></p><p>See, you're playing the game already.</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>One player is the Mouse Master. Decide who will take this role now. The Mouse Master describes the horrors of the unfeeling wilderness -- terrain, weather and animals. After he finishes his description, he holds up one hand and displays a number of fingers -- one to five.</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>All other players must then shout out what their mouse is doing to confront the horrors of the wilderness as presented by the MM. If the Mouse Master deems their shouted description appropriate, then they each roll the six-sided die in turn. If a player rolls higher than the number of fingers, he has passed the test. He may continue to loudly proclaim his actions until the MM decides he wishes to speak again, at which point he must be silent and listen.*</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>If a mouse player rolls equal to or less than the number of fingers, he is trouble. The MM says, "Uh oh, you're in trouble. Roll again." He must roll the die again. If he rolls higher than the number of fingers, then he avoids trouble but does not overcome the hazard described. He's stuck, lost, unconscious or something else. The MM decides. If he fails the second roll, he has succumbed to the horrors of the wilderness. His mouse is eaten, drowned, crushed or otherwise disposed of. His sword is broken, his cloak rent. The player who's mouse was killed becomes the Mouse Master. The former Mouse Master may introduce his mouse character to the other mice and join their team.</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>Rules for advancement and vehicles to be released in coming supplements!</p><p></p><p>[insert gorgeous illustration here]</p><p></p><p>Enjoy!</p><p>-L</p><p></p><p>*Therefore, you can do anything in this game.</p></blockquote><p></p>
[QUOTE="snik, post: 4208358, member: 64198"] This is what Luke posted on rpg.net. Here are the rules for the Mouse Guard Roleplaying Game: To play, you'll need one six-sided die, at least two players and the ability to both make stuff up and remember what you made up. All players make a character now: You are a mouse: You may choose your name and fur color. You have a cloak: You may choose your cloak's color. You have a sword. [insert gorgeous illustration here] Here's a quick test: What is your mouse's cloak color? See, you're playing the game already. [insert gorgeous illustration here] One player is the Mouse Master. Decide who will take this role now. The Mouse Master describes the horrors of the unfeeling wilderness -- terrain, weather and animals. After he finishes his description, he holds up one hand and displays a number of fingers -- one to five. [insert gorgeous illustration here] All other players must then shout out what their mouse is doing to confront the horrors of the wilderness as presented by the MM. If the Mouse Master deems their shouted description appropriate, then they each roll the six-sided die in turn. If a player rolls higher than the number of fingers, he has passed the test. He may continue to loudly proclaim his actions until the MM decides he wishes to speak again, at which point he must be silent and listen.* [insert gorgeous illustration here] If a mouse player rolls equal to or less than the number of fingers, he is trouble. The MM says, "Uh oh, you're in trouble. Roll again." He must roll the die again. If he rolls higher than the number of fingers, then he avoids trouble but does not overcome the hazard described. He's stuck, lost, unconscious or something else. The MM decides. If he fails the second roll, he has succumbed to the horrors of the wilderness. His mouse is eaten, drowned, crushed or otherwise disposed of. His sword is broken, his cloak rent. The player who's mouse was killed becomes the Mouse Master. The former Mouse Master may introduce his mouse character to the other mice and join their team. [insert gorgeous illustration here] Rules for advancement and vehicles to be released in coming supplements! [insert gorgeous illustration here] Enjoy! -L *Therefore, you can do anything in this game. [/QUOTE]
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