My Mouse Guard game started mid December. It was really awesome, until the last couple sessions. This session, we all fell flat, hardly even describing the primary actions in combat.
This has been brewing for a bit; my players are a split decision. 2 of the five love the system and setting (including my 9yo). 2 of the five feel it just isn’t clicking; they genuinely don’t like the checks mechanic, and feel it a problem that without “crippling our chances or getting beat up, we can’t do what we want to,” says the wife.
As a piece of advice to anyone running it: make certain your players know to use their traits to earn checks, and convince them to do so early and often.
I’ve been building up a rebel storyline metaplot, and they broke it open this evening. Crystal had secured a boyfriend with a failed circles roll, one Captain Erol in Lockhaven. A trusted right hand mouse to Gwendolyn. But he insisted on keeping it hush-hush… I had decided he was a Rebel Sympathizer at that point, but had not yet been able to feed that to the players. Crystal had changed Baroness’ (She was playing a gender changed Baron) belief to “I can prove myself to Erol!” He sent them out to take a Rebel meeting place… they did, after dodging a hawk and steve blowing a escape-wise Ob2 to spot their escape route from the hidey hole… and they charged in, found the food cooking but unburnt, and hunted the rebels down before they could escape the other end… they fought and killed all the rebels. That was the GM phase.
Crystal had Baroness “alarm” the entries to the hidey hole, with a whopping 5s… they will have surprise on whomever shows up.
Steve, having had Saxon die last week, was playing his new mouse. He decided there was incriminating evidence on these mice, somewhere… I decreed Ob4 Rebel Wise was appropriate… Him unskilled in same, got 3 dice base, spent a persona (3 of the 5 players have double digit persona totals…) to invoke nature, and a fate and got 5 extra successes… so it was good and juicy stuff… the two collaborators in Gwendolyn’s office… Erol and Gwen’s secretary both… but they hadn’t found it yet.
My 9yo decided to have 10 more rebels show up at once… and, unskilled, made the Rebel-wise Ob4 to get them there. (She spent 1 fate… and made it… despite having 2d for the roll, using determined to get the second base die.) The ensuing fight leaves the 4 player-mice involved injured, and the 10 rebels dead, and adding to the info-pile. Despite having given the PC’s a +1d advantage for all of turn 1 for the surprise (including Dispo), it was a close and scary 3 round battle, won by artha and player skills, and my dice rolling for [expletive].
Steve’s mouse then finds the incriminating evidence. End of session 1. I didn’t enforce narrating help in combat. Mistake #1 tonight.
Award rewards, break for dinner, see if Jerry can make it for session 2…
break for dinner, general chit-chat.
Session two mission is to get back and report the juicy evidence to Gwen.
They spot the hawk again, and again choose to hide from it. BORING. Steve took 3 checks right there, and still beat the Hawk’s nature with a hide… 4:2…
They encounter rain… Steph says “It’s not going to last long”, and rolls her 3d Weather Watcher flat, despite an appropriate wise (trail-wise), for 0s, and the Spring got 5. OK, it’s a thunderstorm now, and that lead to the flooding of the river. They used trees to cross (Pathfinder vs Spring), and handily made it (3:0).
They then have my planned encounter with Erol and 2 tenderpaws. They chat with him, and point out that the mission was near suicidal… and he orders an attack, with “Kill them!” Steve, thinking fast, makes an UNSKILLED Deceitful, crying out “I’m Saxon, and you two had better stand down or I kill you both where you stand!” while covering them with his bow… Intent to keep them out of the fight with Erol. He pops nature again, plus a fate, and gets 5:0. (My dice were pro-player tonight…)
The other three then declare intent to capture Erol and take him back to Gwen. He, of course, wants them dead so he can both guilt the tenderpaws and can destroy the evidence.
He weebs his dispo… Sword 5, health 4, and the trait Traitor-2, plus Guard-wise… dispo 6. Party gets 9, despite being injured, and Steve’s new mouse simply holding at bay the tenderpaws. Crystal takes attack 1 against Erol’s attack… Errol rolls no successes. 7 dice, and no successes… and no benefit from his halberd. Crystal pops a persona to tap nature, adding 4d to her 4d fighter, plus 1d for a level-2 alert, and 2 help dice, saying she’s looking for an opening, but losing 1d for being sick and 1d for being injured, rolls, 5s, spends a fate, and gets 3 more 6’s, and rerolls those for 3 more successes (4,5,5). 11s, plus 1s for her halberd. She describes beating him within an inch of his life as the others pull her off. They drag him back to gwen… End GM turn.
They present their evidence to Gwen, but have to convince her. They opt for a quick roll… Steph rolled persuade of 4d, plus 3 help dice, plus rational for +1d, and 1d for evidence; 8d, losing 1 for being injured. Gwen rolls 6d Will plus 1d for trusting Erol, to believe her trusted aid Erol’s warning that the traiters who’d snuck out were going to try and frame him. Steph pops nature just to be safe… so she’s rolling 11D, vs 7D… I rolled no successes, and she rolls 7.
Steve uses a check to get them “recovered”… I up the difficulty, and explain it will cost 1 check per condition… he opts for 3, makes the stupidly high circles roll (with 7s), and they all feel better… Crystal’s Baroness is still sick, but other than that…
The 9yo uses a check to have them jumped by traitors as they exit the infirmary several days later… The brutalize the poor quartet of Rebels, capturing them all in a two action conflict. Startg dispos were 9 and 6; Action 1 they took defend, and the rebs attacked. 8:6. Action 2, they attacked, and the rebs feinted. 12:no-roll. Steve then went looking for the origins of the rebels in the lockhaven library… 0s on a 3d Library Wise+1d Curious-2… Crystal then had steph’s Nola cure her cold (6D Medic + Rational-2 for 1D + Herb Wise for +1d… 5s vs ob3…). Award Rewards, end session.
Mistake #1 was not enforcing “Narrate it to grant help die”. MAJOR error, and not one I’ve been making prior.
Mistake #2: too many groups in combat. The 10 vs 4 was Rebels in 3 groups, PC’s in 2! It makes it both harder to narrate, and harder to visualize; this resulted in very mechanistic play by all, myself included.
Mistake #3: listening when Steve said “I want to kill things”… it was a low-social-actions session, and everyone is under a lot of stress right now. The combat-heavy session was fun for the 9yo, and cathartic for me. But it was not a good session for steph, and Crystal enjoyed this session for the chance to play an enraged Baroness going to town on her BF the Traitor…
Quite honestly, my players have been burning fate like water, and building up surpluses of persona. They ran out of fate, all of them, during session 2.
THey decided to discuss the break-down of feeling involved.
I realized that, for us, MG is a great “Pickup game” and a good game for the 9yo, but as our main game, it’s too tightly constrained, and coupled with the checks mechanism, which Jerry and I both adore, was too much for the rest of them. It’s TOO different a style of play for Steph and Steve. It’s alien for Crystal, but not unplayably, and the terminology confusion over checks is also an issue for her.
The 9yo has trouble figuring out what to spend checks on, and likes fights…
… and that put two extras I’d not planned, including a major big one, on the agenda.