I play with a group of pretty experienced gamers, and we’ve been trying a lot of different games recently. We mostly play 3.5 DnD, but we’ve done stretches of Shadowrun and Champions, and we’ve tried the Wheel of Time RPG as well as the Serenity RPG. We tried to approach Mouse Guard without the attitude of munchkins looking to game the system, which actually turned out not to be too difficult due to the flow of character creation and the sheer charm of the game. It wasn’t a hard game for us to learn quickly, and over two days of play (at a table, in the car, and wandering around the street like RPG hobos looking for somewhere to roll dice out of the rain) we came up with a decent number of questions.
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Guardmice are kinda screwed, aren’t they? We only had a two-mouse party to try this out with, and I played the Patrol Leader (every patrol gets one) while my buddy chose a Guardmouse (for the slightly higher Heath, since I had the higher Will covered). When we started going through skills, it became apparent that Tenderpaws got more variety than Guardmice and Patrol Guards/Leaders got straight up more points which could translate into either more skills or better ones. We didn’t look too deeply into it, but we both definitely got the impression that Guardmice weren’t getting anything while every other rank got special exceptions.
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When should the GM allow players to use skills not specifically called for by the adventure during the GM’s turn? Obviously in a game like MG where using skills translates directly into character advancement, the players wanted to use their skills as often as possible while our GM professed to feel somewhat antagonistic when he had to deny skill checks that seemed totally reasonable. I’m not talking about the players trying to BS their way into dumb things like Persuading one another over and over or Scouting behind one another’s backs, but actual “my mouse would want to do this” type stuff like Loremousing first to discern the nature of and then to communicate with a Raven, Turtle, or what have you.
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Speaking of Loremouse, when is the appropriate time to use Wises or learn new Wises? We ran across this when our two mice were called upon to help an older mouse retrieve his rocking chair from a conquered mouse city in the Darkheather. My mouse, an Inquisitive low-nature blackfur from Sprucetuck who specialized in Hunter and Loremouse (like a mouse zoologist), wanted to stay in the conquered mouse city longer than the others in a secure hiding place so that he could watch the weasels and ferrets as they worked and lived. By observing them, he hoped to learn their habits and become “Weasel-wise.” We weren’t sure how to handle this. MG says you learn new wises during Winter, but it didn’t make much sense to have my mouse learn about Weasels in Winter when he was sitting and actiively studying them in the fall. On the same topic, we also weren’t sure when you would ever roll Medicine-wise instead of Healer, for example, or Forest-wise instead of Pathfinder. It seemed like the best way was just to get as many Wises as possible (for the +1 die where applicable) but not worry about advancing them beyond 2 (since you never rolled them).
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Is there a good reason that the optimal sequence in combat with an animal isn’t Attack, Attack, Attack? We talked about this a lot and agreed that the only real reason not to do exactly that are the Bow (+2D Maneuver), the Shield (+2D Defend), or some combination of trait and wise that gave you at least a pair of dice to a non-Attack test. Animals by and large have a huge Nature and they roll it for everything. This dynamic may have been different (or not) in a larger patrol, what with Help Dice and all, but when we fought animals of any appreciable size (Raven, Turtle, Badger) we found ourselves ending up in versus tests that only hurt us whenever we tried to do anything but Attack. When Defend and Maneuver are both punished by Feint and, odds on, likely to only result in a loss of 1 or 2 disposition for Team Mouse (that makes our ability to trade hits that much worse), it seemed like all we could do to have a hope of victory was engage in a disposition race to the bottom by trading blows.
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Why aren’t some conflicts easier than others? This was a big problem that we had with the Badger and the Turtle. In both cases, the big animals wanted to eat the tasty mice, and that was their conflict goal. Ours was, of course, to try and drive them off. When it became apparent that we were in a losing battle (because our dicepool for any test was smaller than their Nature) we tried to run away. We changed our conflict goal (get away) and the type of conflict (now a chase) but the animal retained the same goal (eat tasty mice). We were still locked into an unwinnable contest with whatever we had tried to drive off (which now used it’s big Nature to chase us) despite making our goal something that ought to be significantly easier to obtain. This felt very off to us. We were basically giving up on our goal and no longer trying to achieve anything, but there wasn’t a way out for us. Also, there’s absolutely no reason to Surrender ever since that would basically constitute our mice hurling themselves bodily into the toothy maw of their choice.
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Tangential to the previous question: wouldn’t it be a good idea to include set conflict routines for animals in adventures? Some animals are more offensive and others are more defensive, some animals are more maneuverable while others are better suited to striking vulnerable bits. For instance, I can’t see why a Raven would ever Defend over Maneuver and vice versa for a Turtle. This lets preparation and study actually give mice some strategy and insight. This way, rather than making every conflict a game of random rock, paper, scissors with the GM (who has had time to watch your typical party routine), conflicts are actually about foreknowledge and strategy (taking the form of anything from Loremouse for animals or knowing the other guy’s argumentative strategy for debates) that tell you what their pattern is likely to be so that the mouse team can counter it effectively. Better or worse checks could reveal more or less or even erroneous patterns. To make sure there is still variation, set routines would be based on dispostion (ex. a badger mom might be offensive at high disposition but go defensive or try to retreat at low disposition, whereas a cat might feint and probe defensively at high disposition but become very aggressive when at half or below). This kinda turned into more of “an idea I had” than a question.
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Is there a reason Level 2 traits aren’t the best thing ever? My mouse had Inquisitive (2) and I managed to add an extra die to about half of everything I did (“I’m curious…what does a weasel look like with an arrow in it’s eye?”) At what point should the GM cut players off from overusing their level 2 trait? Is there a way of working this out that doesn’t make the GM feel like an antagonist to the players cause he has to say “no” all the time?
Alright, phew, that was a lot. Thanks in advance for answering.
And by the way, I don’t mean for all these questions to give the wrong impression. We all loved Mouse Guard.