Still relatively new to mouseguard. (I’ve previously played as a Guard once, and GM for 2 sessions from the book). Struggling a bit with the whole gm turn/player turn mechanic.
The best guideline I can find is that there should be no time for distractions during the gm turn. If the story slows for a bit then that’s the time for a player turn. This may result in large stories being told over multiple sessions.
In practice I’m finding that fine in the wilderness, but I want to run some settlement based adventures and it’s looking a bit vague.
Here’s how it went down in our last session:
Inspired by For Conrad - Sadie’s Initiative I’m running a mouseguard campaign set in early spring following the comics. The guard are undergoing major restructuring to ensure they do not face rebellion again. To this end barracks are being constructed in the major settlements establishing a permanent guard presence responsible for all local matters.
For the most part the settlements have been receptive to the idea. Each barracks will bring employment opportunities and wealth to the settlement hosting it.
Partly through determination (but mainly through ignorance of comic details) the patrol has selected Barkstone as the settlement for barracks construction. I could not have wished for a better outcome. It will involve an epic struggle as this is where the rebellion originated.
Mission:
Establish a foothold in Barkstone such that the guard may use it as a base of operations.
The Patrol:
Patrol Leader Gahens of Barkstone
B: Mice do not bow to nature.
I: Strike from Strength.
G: Recruit 3 civilians of Barkstone to act as Guard ambassadors.
Notes: Overall a jack of all trades with 6 survivalist, 3 fire-wise and 4 persuader.
Patrol Guard Jaxon Steelwright of Copperwood
B: The only worthy death is in battle.
I: Fight before Flight.
G: Identify primary opposition in Barkstone.
Notes: Total specialist in sword fighting and crafting, has created master crafted swords for Gahens and himself. Utterly fearless (not even of owls) yet still maintains nature 4 as an absolute hoarder.
GM Turn:
I open with the journey from Lockhaven to Barkstone. Snow has freshly melted and the paths are yet to be remapped. At ob 6 the party don’t have a chance. Jaxon takes my advice and uses Fearless against himself to boldly lead the patrol in completely the wrong direction.
Twist:
They find themselves crossing a valley (old creek bed) as a flash flood hits. With survival 6 this isn’t the obstacle. The construction crew desperately trying to re-enforce their bridge are. They call to the guards for help. But the guards attention is elsewhere. A sodden mouse clings with desperation to a rock, the water threatening to wash him away with every passing second.
This is resolved as a complex action with Gahens failing to persuade the construction foremouse to give them rope. They steal it anyway (at condition: Guard less liked by local builders guild) and Jaxon dives in to save the mouse (Gahens has far more survivalist, but isn’t nearly stupid enough). Despite heroically blowing a persona and fate point Jaxon fails the roll. I award the rescue at the price of injured and tired (later modified to just injured when I realized how hard it is to recover). Without the guards lending their support the bridge collapses, fortunately Gahens was able to persuade the crew to abandon the bridge and jump to safety.
The rescued mouse gives them directions to Barkstone and they arrive without further incident.
No Guard have been to Barkstone since the rebellion, it’s unknown how how they’ll be received. I propose a ob 3 scout test to sneak in undetected.
They aren’t having with that spy stuff and march up to the main gate. They fail an ob 4 persuade check and are not allowed to bring weapons with them. They accept and enter after hiding their precious blades in the wilderness.
Now the turn sequence gets a little tricky. The pace has dropped but I want to give them a direct path to complete their mission before switching over to player turn.
There is almost a gm turn interval as they visit Gahens’s parents to gather information on the town. They discover that Guardmice are widely and openly hated in Barkstone. Any businesses supporting the guard are poorly treated by the rest of the community. Worst of all is Mayor Wormwood who actively promotes this culture.
The final obstacle is to establish a mouseguard foothold in Barkstone. Skill type and ob level to be determined by their requirements. They decide on a public business to act as a cover for their other operations. Jaxon puts his wealth on the line to buy the backstreet business, barely passing the ob3 resource test.
Player Turn:
Jaxon rest up recovering from his bruised ribs.
Gahens successfully persuades 3 locals to become guardmice PR agents.
Jaxon buys a forge for his new tool making business.