Our D&D group (most of us have played 10-20yrs) are making the switch to Mouseguard. We were intrigued by what seemed an opportunity for role play led gaming vs the combat hack and slash led D&D. However, as we read through the Mouseguard book, and created our mice, we were confused by what seems to be a rule structure that limits creativity and choice.
As we read through the rule book, we are getting the idea that the game feels like a “create-your-own-ending” book.’
Are we correct in assuming that the players do not have open ended exploration and interaction possibilities?
On the GM’s turn, he describes the world, the setting and the obstacles…and to an extent controls the players by giving a narrow selection of choices they can make in order to influence the world around them and the session. Once the players make the choice…the GM then takes control of what happens to the mice, depending on the choice made.
I am probably not making any sense, but when we play our D&D games, it is the players influencing the world that the GM has built and controls through NPC’s and environment. This control of the world by the GM is limited though. The players are in control of the decisions that are made that influence just about everything around them.
We are really excited to give Mouseguard a try, but are feeling confused by the rule book (this could TOTALLY be because our minds are thinking in a D&D fashion), but much of the book seems ambiguous.
Has anyone had experience coming from a D&D playing style to Mouseguard? What were some of the obstacles you encountered trying to do this? What are some tips you can offer to make the experience better? Does anyone “tweak” the rules of Mouseguard in order to suit the playing style of the group?
Thank you so much in advance for your help!