So I’ve finally had the first opportunity to get my gaming group back to Mouse Guard, after we kicked the tires (so to speak) during 2 1/2 sessions last years. Since then, I’ve spent a lot of time reading in the forums trying to understand some mechanics that eluded me as the GM last year. One question that came up during the session this past weekend, do I apply conditions when Players fail a check during the Player’s Turn? Twists yes, but what about conditions? To do so seemed cruel and unusual given that they had already tested out of their conditions.
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Otherwise, I just wanted to share that the session was largely composed of a Spring weather conflict as the patrol tries to get vital supplies to Gilpledge. The patrol is composed of an elderly, former guardmouse who has come out of retirement to help lead and band of hapless Tenderpaws on this mission of mercy. All teams (both player teams and my weather) were dropped to 0 disposition at the exact same time, meaning that everyone achieved their goals. Wording of goals proved vitally important:
[ul]
[li]My goal: “Prevent the caravan from arriving at Gilpledge with the supplies.”
[/li][li]Patrol Team #1’s goal: “Keep the caravan moving.”
[/li][li]Patrol Team #2’s goal: “Find a safe path to Gilpledge.”
[/li][/ul]
Note that neither of the player teams specifically mentioned the supplies, so melding the three goals together was relatively easy. The caravan (mice, beetles, and wagons/sleighs) arrived at Gilpledge relatively unscathed and did so in record time. However, they were forced to drop the supplies along the way. Everyone (including me) learned a valuable lesson about carefully writing goals. In the future, it could be the difference between life and death.