End of Mouse Guard for Us...

Mostly, it is the “rails”…

They feel hemmed in severely by the GM phase, and are unable to (psychologically, not mechanically) earn enough checks to really feel like they have any real control.

I’ve had sessions where players got more than 4 apiece… but they rolled a LOT of ties those sessions.

Further, if you don’t make them RP EVERY LAST HELP DIE, it can slide to Roll-playing instead of Role-Playing.

Example of a Good Combat Action:
Saxon (Steve): We’re Attacking. I’m running under the fox from stem to stern and then playing piñata with his testes.
Nola (Steph): I’m whacking at his toes to keep him oriented for Steve’s Run.
Folker (Jerry): I’m going to bean him [the fox] with an arrow when he turns.
Steve: Ok 6d fighter, +1d sword, +1d bold[-2], do I get them help dice?
Me: yes

Example of Bad Session:
Steve: My action is an attack. Who’s helping. (3 hands go up) Ok… 4d fighter, +1d Surprise, +1d Bow, and it’s versus. Pop nature and twang him with 11d… (clatter) 7s.