Last night I grabbed a couple friends and ran them through the first two pregen missions in the book. V had read the very first comic and C hadn’t read any. I brought my copy of the first MG book for them to look through and get an idea of the setting and genre.
We started out picking characters, V took Kenzie and C took Saxon.
First mission went pretty badly for the ice. I didn’t realize that it was a VS test to find the missing grain merchant, so they rolled Kenzie’s low Scout against ob 6 and failed. I used the Animal Twist from the book. The book has the snake start out by trying to scare away the mice. The player response to that was “fight!” so I skipped that step and went right to conflict.
From a rules stand point, every conflict in the game went really smoothly. However, the mice also lost every single conflict they were in. In fact, in the first two pregen missions the players managed to win exactly one test.
Back to the snake, which trounced them. For a compromise V suggested that the snake eat Liam, the suddenly assumed-to-be-present NPC. I went for and narrated the snake knocking over the cart in the process so the guardmice found the map hidden there.
The players didn’t seem to interested in continuing that line and hadn’t earned any checks (so they just had one). I skipped the players turn (prop. a bad idea, won’t do that again) and went right on to Deliver the Mail.
The players reactions were pretty funny when I told them the name of the next mission. Something along the lines of “Really? We’re going to deliver the mail? Wow. Not.”
They started out from Lockhaven with the mail. They kept their characters and changed the goals. Actually, Saxon kept the same protect Kenzie goal and Kenzie changed his to, “Don’t be stopped by rain, sleet or snow”.
(The pace was pretty slow as I had to look up stuff on the PDF every few minutes. The players were getting understandably bored and silly.)
As per the pregen mission, delivering the mail went fine till the failed the roll to find, um, that town they were going to. I used the raven twist from the book. The badass raven beat them handily and flew off with all the mail. For a comprise and offered that the bag was ripped so the mice could follow the ravens trail and collect some of the mail.
They followed the raven back to the nest and engaged him in a conflict to get back the rest of the mail. Again the raven gave them a thumping. Instead of a comprise I gave the mice some conditions. And I think I messed this part up because I just realized the raven didn’t suffer at all from losing some of his dispo. He got off clean and he shouldn’t of.
So with only half the mail the mice continued on to, um, that town. Once they got there I had Martin the carpenter ask for their help, as per the pregen. Instead of refusing the players just said “sure!”. I went with it, but ended the GM’s turn there anyway.
At this point V got a little confused. I explained how to use checks during the PC’s turn. He pointed out that he could either heal himself or go do this mission, but not both. I thought about it and decided that it was a design feature, not flaw. The point is to make you chose between what you want to do and what you need to do. Right?
Player’s Turn!
V had two checks and C had one. V used his first check to find and befriend a duck with Beginners Luck Loremouse+Nature+Help+Wise and manged to pull it off. This was the only test the players succeeded at the whole session.
C used her check to find their way to the ruined city where Martin’s chair was. She failed so I used the advice in the “twists in the player’s turn” section to narrate in a large weasel army about to march on the Territories. Probably won’t come back to that particular story, but it was an interesting thing to add.
I wasn’t sure what complications or obstacles (if any) I could throw in front of the players during their turn, so I let them get the chair and come back to, um, that town.
V used his last check to start a fight with that raven again. They flew back there on the duck and lunched an aerial assault! This was by far the best part of the game. We were all cracking up at the image of mice ridding a duck attacking a raven. And the raven still beat them pretty badly. It would have been worse, but I scripted a Feint for his very fist action. Dur, I wasn’t thinking.
The raven’s goal was “protect my eggs” and the mice went for “Kill the raven!” The compromise was that the mice get one of the ravens eggs, which then traded back to the raven to get the mail. The trading back part probably should have been another test, but the player were out of checks so I just gave it to them.
Whoo! Do I get workhorse for writing all that up?
I did forget to give out fate/persona at the end, but next time we play we’re going to make our own mice anyway.
Questions time!
-
Can you earn checks on a test you know you’re going to fail? Ex: “Ok, make a ob 6 scount test to find you’re way through the snow.” “Ob 6?! I have scout 3. How about I make it scout 2 and earn a check, I’m gonna fail anyway.” Valid?
-
Connected to one, can you earn checks on a Beginners Luck test?
-
Can you earn multiple fate from once action? Ex: When the snake popped up, Saxon drew his sword. This earned him a fate for his Belief and one for his Instinct. Valid?
Question four is how the hey to mice actually win, but I’m gonna start a new thread for that.
Thanks for reading!
–Victor