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<blockquote data-quote="Kexizzoc" data-source="post: 6129597" data-attributes="member: 6695116"><p>Thanks for the link. I can totally see what you mean about it allowing you to stray into the unknown; I'm usually a big supporter of premade adventures, but the ones that came in the rulebook really seemed... unimportant? half-hearted? Once we started I immediately saw why; the game is designed to immediately jump off the rails and go off in whatever direction the winds takes it.</p><p></p><p>I was having trouble playing by the rules as well, which again the game seems to support. Particularly the distinction between "GM's Turn" and "Player's Turn" seems very fluid to me... I plan to take liberties in the next session and allow the characters to guide the story for a while. Partially because we got knocked around so badly, it seemed like our mice would take the time to actually plan out the next expedition. Again, this seems like a part of the game that you can adapt to your group.</p><p></p><p>I was having a conversation with my brother as to whether Mouse Guard (and Burning Wheel for that matter) was "rules-light". I found Mouse Guard to be difficult to LEARN, but fairly simple to PLAY once I knew what to do. To be fair, I was learning just from reading the rulebooks, which is far from the easiest way to learn any game. I still don't know that I would call it "rules-light"; though on the complexity-to-depth spectrum, you get a lot of bang for your buck. Not having played Burning Wheel, I get the same vibe from that game.</p></blockquote><p></p>
[QUOTE="Kexizzoc, post: 6129597, member: 6695116"] Thanks for the link. I can totally see what you mean about it allowing you to stray into the unknown; I'm usually a big supporter of premade adventures, but the ones that came in the rulebook really seemed... unimportant? half-hearted? Once we started I immediately saw why; the game is designed to immediately jump off the rails and go off in whatever direction the winds takes it. I was having trouble playing by the rules as well, which again the game seems to support. Particularly the distinction between "GM's Turn" and "Player's Turn" seems very fluid to me... I plan to take liberties in the next session and allow the characters to guide the story for a while. Partially because we got knocked around so badly, it seemed like our mice would take the time to actually plan out the next expedition. Again, this seems like a part of the game that you can adapt to your group. I was having a conversation with my brother as to whether Mouse Guard (and Burning Wheel for that matter) was "rules-light". I found Mouse Guard to be difficult to LEARN, but fairly simple to PLAY once I knew what to do. To be fair, I was learning just from reading the rulebooks, which is far from the easiest way to learn any game. I still don't know that I would call it "rules-light"; though on the complexity-to-depth spectrum, you get a lot of bang for your buck. Not having played Burning Wheel, I get the same vibe from that game. [/QUOTE]
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