Hello fellow Mice
I GMed the Grain Peddler mission at an rpg club in vienna two weeks ago, here are my experience.
The group went really well with the first part of the mission, teamwork made Lieam roll 6s with 7 or 8 dice. This was a bit sad for me since i really hoped to include the snake.
They found the grainpeddler and Kenzie failed his persuader roll. I described him getting Angry at the mouse and threatening him - therby getting the map from him. The player feelt a bit annoyed by that because he would have seen Kenzie getting Angry in a different way. MY failure.
Then after a short GM Turn we went into the Player turn.
Kenzie started a conflict with the peddler, trying to get more info out of him. Sadie, Lieam and Kenzie formed a team against him. Their goal was to get more info. The grainpeddler went for “I tell you nothing and you won’t hurt me”.
We went through 3 turns in which both sides got a succesfull faint. In the end Kenzie won with an attack and a amazing part of RP.
The grain peddler was mostly beeing defensive and tryed to convice them to let everything be because they only would get in a lot of trouble.
Kenzie than went on about the responsibility of every mouse to do something with his life and fight for something that is right because otherwise they would die at an old age, wondering what sense their life had.
In the end the GP got a huge compromise out of them and told them valuable information but got his own safety and life.
Than the patrol went into a planing stage, thinking about what to do. They thought about sending Sadie to Lockhaven with the traitor or smuggling everyone into Barkstone, using the grain wagon.
In the end Sadie went into Barkstone, posing as the merchant. She failed her deciver Ob2 roll (she rolled nature, tap it and used her clever trait but still couldn’t roll more than 1s) and got captured and lock in the inn.
The rest of the patrol than got into Barkstone, failing a ressources roll to “dine and wine” some people for information. At that point i more or less missed the “twist or condition” rule and just let them fail without real consequence - my bad.
The last player than rolled circles to find a drinking townguard and press him for information.
End player turn.
The group had fun for the most part. We had 1 RP-Newbie who was happy because the system forced her to do something and got her a spotlight point.
The player of Kenzie feeled a problem with the rules forbiding him to do more than one than 1 thing in the player turn without real reasons in the fiction.
I got assured in my believe that the grain peddler mission isn’t the strongest one in the book. I think Deliver the mail is much better designed and is not quickly over when the first roll is lucky.
I completly forgot to ask the players to form mission goal or talk in any way about them.
One of the club asked me to run mouse guard next time in january because he couldn’t participate this time.
I’m thinking about designing my own mission for that.
Is there a way i should have explained to Kenzie’s player better about the rules-fiction conflict with his checks?
In a 3 mice team, does anyone gets at least 2 extra dice on anything because of teamwork?
What are the limits of teamwork?