“It’s probably Matt Mercer’s fault.”
Mouse Guard is nothing but consequential decision-making by players with consequential fallout and a very rich, action-adventure play experience when GMed and played with sufficient thematic aggression and skill.
I’m curious where your reading of the system is lending toward your interpretation of “not much in-game decision-making.”
Torchbearer is MG’s engine with a whole lot more levers and gears and complexity and intensity. In terms of the BW family of games, MG is lowest in terms of levers/gears/complexity/intensity, but it’s absolutely a fantastic game.
If you’d like, maybe point out some passages in MG that you’re thinking about and I’ll see if I can’t clear up how that stuff works in play?
Oh, that sounds hopeful. Maybe I'm misunderstanding how it works.
The impression I get is that Missions are comprised of obstacles that have specific rolls associated with them. Maybe the player gets to choose, in some cases, which dice pool they want to use (e.g. Nature in place of a skill) or opportunities to use traits or other factors to modify the dice pool, but the expectation seems to be that they will face obstacles with predefined solutions.
Maybe I'm reading too much into the "No Weasels" passage. I'm with @iserith in that I think players should try to find creative solutions to problems that allow them to avoid the RNG of dice rolling completely, but it sounds like Mouse Guard explicitly frowns on that.
So what I'm envisioning is, for example, coming to a flooded stream that must be crossed with some sort of skill test. Deciding to not cross the stream, or taking extra time to go to find a bridge, isn't an option. There will be a dice roll. The only decision is which, among the applicable skills you have, is the one that gives you either the best chance to succeed (or maybe even the best chance to fail so you can earn a new point.)
Am I envisioning the wrong thing?
I will add that one thing I wasn't considering with my previous post is that the game specifically does call for players to be put into situations where their Belief, Goal, and Instinct come into conflict, forcing them to choose which one prevails. Or to simply choose between a BIG and what might be a wiser decision. That definitely qualifies as in-game decision-making, and I like it.