Problems in realizing the Mouse Guard turn structure

Hi again,

So this Monday I was like “Let’s try that real style of playing MG”, and because I hadn’t tried that GM turn/player turn thingy yet I picked a ready mission. I tried out Deliver the Mail -mission and tried to do exactly what it said in order to understand the turn structure of the Mouse Guard RPG.

Well, i couldn’t do it. In the mission the first obstacle is at the last route to Gilpledge but there is lots of other towns before that. And because players did have relatives in these towns I let them describe if they wanted to do something there and gavethe same chance to other players too (mission description doesn’t allow this in GM’s turn I think). The start was really boring because I couldn’t give them a obstacle before all the cities were went through. But eventually we skipped the second last town and went to the first obstacle.

Players lost to the Raven 6-0 so the Raven stole the mail box and players wanted to go after it. But I had read that you could do it only in players turn so players had to go to the Gilpledge without mailbox and it didn’t make a sense.

In the next obstacle they also couldn’t accept helping the Carpenter with his rocking chair problem. This was because first they had to finish the mission by going to the Gilpledge - even without the mail box! Without turn structure players could have abandoned the deliver mission because they didn’t have the box and go helping the carpenter.

So in my opinion the Turn structure didn’t make sense because players couldn’t do things that they should have done for the sake of the mission and Guard. It also made the relatives in the the other towns useless. What am I doing/thinking wrong?

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Hi Majis,

A few thoughts: I’m glad your players were interested in having their characters follow up on relationships in other towns. When I plan a mission, I always include relationship characters and the players’ hometowns. But in this case, you revealed another fact of life for mice in the guard–they are under orders from Lockhaven and beholden to their duty. This is reinforced by the turn structure, where half the session is spent dealing with mission obstacles you throw at them, and half the session is the Players’ Turn where they can pursue their own agendas.

Does it make for interesting situations when the characters’ BIGs and relationships clash with their duty? Of course. You said, “Without turn structure players could have abandoned the deliver mission because they didn’t have the box and go helping the carpenter,” however I think this is missing the bigger picture. The players can help the carpenter, but they do so at the expense of not completing their mission. It’s up to them to decide what action they want to take, and to deal with the consequences.

I don’t have the text of Deliver the Mail in front of me, but following their briefing I would have presented the players with two obstacles: a Pathfinder test for the last leg of the journey to Gilpledge, and the conflict with the crow. If they had insisted on stopping off in other settlements along the way, I would have glossed over the interactions quickly, or used their desires as a jumping-off point for followup missions, as the patrol makes its way back to Lockhaven. If the crow steals the mail, the players can use their checks to complete their mission. Calling for the Players’ Turn with the mission unresolved is one of my favorite GM tactics.

The players should feel like there’s never enough time to do everything they want to do. There always will be conflicts between their missions and their personal matters. While this urgency makes for good roleplaying fodder, it can be difficult to get the dynamic of the GM’s Turn and Players’ Turn moving in the right direction. I hope you all stick with it and I’m sure you’ll be more comfortable with this structure next time.

I remember one session where I started a session by describing the mission and then asking the player “so, which way are you going to take? Here, or this longer way, or perhaps through this town”? Immediately – actually while I was still talking – I realized this was not a good idea. I had obstacles to hit my players with, and I had twists prepared, and it didn’t really matter which way they were going to take, so this choice was an illusion. Nothing would change, no matter how they decided. Yeah, not a good idea. And if they had chosen to go somewhere else? My obstacles and twists would have been useless. That’s an old problem in RPGs. The turn structure exists to prevent stuff like this, among other things.

To get to your questions: The way to prevent boring beginnings is to simply follow the book. Tell the players what’s up! If necessary, provide a bit of exposition (“Gwendolyn asks you into the map room and lays out the mission, which is …”), and then go to the action. For Deliver the Mail, describe the journey and the visit to Sprucetuck or whatever, but don’t let the players derail things or ask them what they would like to do apart from the mission. That’s what the Players’ Turn is for. Basically, this part is colour. Keep it short and get to the action.

If you don’t need to set things up, you can even jump straight into the obstacle and start in the middle of things. Bandits! It’s an ambush! It’s a fox! Coming right at you! The town is burning! Fire!

So, don’t fuck around like I did that one time, get to where the obstacle is. In the GM’s turn, it’s the GM’s role to tell the players where their characters have to go and what the obstacle is and how they can overcome it. Don’t let them wander around and do stuff that’s got nothing to do with the mission. Save that for later. Right now, it’s the obstacle that counts.

So, get to the obstacle. If the patrol fails to overcome the obstacle (i.e., the players fail the test), you can choose: Grant them success with a cost, and on you go; or introduce a twist. This is my favourite part of the rule: You can introduce twist after twist and just keep going until you run out of ideas or want to get to the Players’ Turn.

In your case, the raven flies away. That’s a twist! A twist is a new obstacle: Tell them how they can overcome it, or ask them how they would like to overcome it. Track that raven down, find out where he has his nest, find some enemy of his, get the drop on him, whatever. Then climb up or lay an ambush or do something, anything else to get those letters back. If your players succeed, well done, go on to the next obstacle until it’s time to end your turn. If they fail, introduce another twist (or grant them success) and so on.

Do this until it’s time for the Players’ Turn. When they encounter Martin, he’s an obstacle. They have to tackle him! After they won or lost that conflict, end your turn. Points like this are excellent for ending your turn! Leave the players something to do, or get them in trouble, or stop right before the critical bit at the end of the mission and hand over the reigns. Now it’s up to the players to decide what to do next. Help Martin? Try to get even with the raven, if they haven’t done so yet? What about their beliefs and goals? Anything still unresolved? Also, they’ll still need to deliver the mail.

Does that help? If in doubt, reread the chapter The Mission, especially the subsections The GM’s Turn and The Players’ Turn and simply follow the recipe. It works very well in my experience.

[P.S. Also, actually using the turn structure will eliminate most of the problems you described having in your earlier posts. Big bonus!]

Where does it say the players can’t chase after the raven?

sure, that obstacle isn’t faced until the patrol leaves Sprucetuck, but it represents the entire route from Lockhaven to Gilpledge including the drop-off/pick-up of mail in Elmoss, Sprucetuck, Dorigift, and Gilpledge; the test is the whole route, not just the section between Sprucetuck to Dorigift. This is a benefit to the GM. You can easily allow a slow beginning as the players describe their trip through Elmoss and Sprucetuck. As they leave, you can pipe up to say, “Oh by the way, let’s test how this route is going!” You could say the risk of the Wilderness Obstacle is Success w/ Condition; that’s not a bad way to go. But you could easily turn it to a Weather Twist; “Oh, I didn’t mention you’ve been struggling through spring rain all along the route. Now that you move away from the large town of Sprucetuck, you’ve got a lengthy trek out to the rural Dorigift and the patrol mice must each test Health against the season.” You could also easily use the Animal Twist, which you did.

Players lost to the Raven 6-0 so the Raven stole the mail box and players wanted to go after it. But I had read that you could do it only in players turn so players had to go to the Gilpledge without mailbox and it didn’t make a sense.

Yeah, that’s pretty rough of a result. Sounds like maybe you pushed them through a conflict that left the patrol badly skunked? Have I read correctly? Well, it is a pretty rough result the raven got away with the whole mailbag. I’d have considered a compromise which at least ended with the patrol reaching Dorigift, then swapped to Player Turn; however, that might depend on how many checks were earned. But, I agree with a serious shift in the story like that makes the remaining route to Gilpledge a tough question: ‘Do we finish our route knowing we’ve got to pick-up mail? Do we go after the lost mail? Do we even tell Dorigift or Gilpledge about the mailbag lost? Do we buck up trying to look invulnerable?’

In the next obstacle they also couldn’t accept helping the Carpenter with his rocking chair problem. This was because first they had to finish the mission by going to the Gilpledge - even without the mail box! Without turn structure players could have abandoned the deliver mission because they didn’t have the box and go helping the carpenter.

This is actually among my favorite examples of Mice Obstacles. Martin is identified as willing to start an Argument Conflict. He is not simply going to ask; he is not simply going to request; he’s going to stop them in their tracks to say, “You have to listen to me?” It is great! In addition, all he wants is a promise. They don’t have to stop what they are doing for his adventure, but he does want a promise of help ASAP. That means he makes a great challenge. Also, the Mice Twist with Loretta is another great example Mice Obstacle. However, some patrols might ignore the signs to stand up and act.

So in my opinion the Turn structure didn’t make sense because players couldn’t do things that they should have done for the sake of the mission and Guard. It also made the relatives in the the other towns useless. What am I doing/thinking wrong?

yeah, that’s a tough thing to look at. My first time running through Deliver the Mail was a wild mess. The second time was a wild mess too. Welcome to the learning curve.

Instead of trying to critique any longer, I’ll talk through another sample mission. Consider having the group run through Trouble in Grasslake, but change a few items.

Trouble in Mapleharbor:
The patrol is returning from a mail route which had some problems (maybe they are escorting Loretta closer to Darkwater too). As they approach the aged city of Mapleharbor, a mouse rushes toward the patrol to urge they hastily get into town to deal with an animal intruder (I’d suggest snapping turtle still works, but otter, raccoon, or skunk provides variety).

Animal Obstacle:
Immediately the patrol has got to address the animal intruder. Firstly, they can’t leave the affair–it is their duty. Secondly, they owe it to a relationship in town who just had the animal destroy their home/workshop/storefront. If they still feel hesitant to engage such a danger, an enemy is around to steal the show with an aggressive plan.

Mice Obstacle: such as the rival
Regardless of how the patrol plans to handle the animal, mice throughout the settlement are terrorized. A group gathers to dispute with the existing leadership of the town; they hope the patrol will join them in support. They are in open rebellion against the town leaders; because, they have claims the animal intruder is due to something wrong about the leader’s decisions. This crops up just about when the patrol starts to take action, their response to the rebellion determines whether the town will help or hinder their efforts against the animal.

Animal Twist: such as destruction
Look at pg 69; sometimes a great Twist is the obstacle gets worse. In this case, the patrol’s first attempt to handle the animal leads to a far worse situation–they’ve angered it!

Mice Twist: such as the young miss
Ok, this mice twist may not fit every group. As the patrol tries to manage a rebellious mob, an attractive mouse ignores any good sense and falls for a Guard in the patrol. This mouse drives for a conflict to convince the Guard member to settle down, leave the Guard, and become the champion of the rebellion. Beware, if the conflict convinces the patrol mouse, it will need a check during the Player Turn to alter the convinced mouse.

Just look at all that great advice about the Player Turn from Trouble in Grasslake (pg 296)! That stuff is excellent.

So, another animal? you may ask. Sure, let the raven be water under the bridge and show the patrol that another approach (possibly with a town helping) will be more dynamic. It doesn’t have to start as a conflict; maybe an initial attempt is Vs. and determines which twist is quite right. Did someone get heroically injured? Enter starstruck romantic! A big angry mob? you might scoff. Sure, see how the patrol want to approach the touchy subject. Will they try to appease the group? single out a leader for one-to-patrol discussion? Downplay errors in leadership to reinforce the status quo? Support the claims of frightened mice? There are loads of options.

In contrast, with Deliver the Mail, it actually has fewer options. The pathfinder is about a route; the patrol doesn’t really get much leeway. They’ve got mail to drop-off/pick-up from each town in order. The raven basically wants one thing; it is almost a joke that it wants shiny things. Martin knows exactly what he wants and how the patrol will be used.

Think about what I described of Trouble. The animal is an intruder; what will the patrol do? They can research, hunt, chase, talk (using Loremouse); each approach is unique. You’ll have to keep the animal loose about objectives. The rebellion is connected to the terror of an animal–it is not really about the leadership of the town. If the patrol keep a cool head about it, they may be able to talk through the fears and settle matters for the better. They could also take advantage of it to unsettle the status quo depending on goals.

I’d say Deliver the Mail is a fair sample mission, but it is strongly set forth with objectives and single track obstacles. Sometimes that is great in MG. Trouble has got a more dynamic mission. I’ve often felt journey missions are a bit more single track than adventure missions. So, sending the patrol on a mail route probably means loads of Conditions, limited conflict. An adventure mission can be set in one location or more, but the drama of conflict gets bigger and more background NPCs get pulled onstage.

Yeah, that’s kinda why the mission says:

The GM starts with a description of the journey.
He may also describe briefly visiting Elmoss and
Sprucetuck. Then he presents the wilderness
obstacle…

Move to the exciting parts. You can spend a bunch of boring time with family during the winter. A mission is tightly focused like a one-shot.

Players lost to the Raven 6-0 so the Raven stole the mail box and players wanted to go after it. But I had read that you could do it only in players turn so players had to go to the Gilpledge without mailbox and it didn’t make a sense.

Umm…verbatim from the mission in the book:

If the raven wins, the patrol must track him
down and retrieve the mail. Tracking the raven
requires a Hunter versus Nature 8 test. Stealing
the bag back from the raven requires a Scout
versus Nature 8 test.

So, once you initiate the twist there’s no requirement that the players go to town before hunting the raven. In fact, traveling to town is a good way to let the trail go cold. I would have called for an immediate hunter test to find the raven and given them success with a condition if they failed. “After an exhausting two days search, you find the raven’s nest high up in a tree. But you’re TIRED” In any event, once you moved them to Gilpledge without the mail, requiring them to distribute the mail before ending the GM’s turn definitely made no sense.

In the next obstacle they also couldn’t accept helping the Carpenter with his rocking chair problem. This was because first they had to finish the mission by going to the Gilpledge - even without the mail box! Without turn structure players could have abandoned the deliver mission because they didn’t have the box and go helping the carpenter.

The turn structure had nothing to do with this. The mission recomends ending your turn after the argument with Martin, because this makes sense. But, you could have ended your turn with the raven flying off if you wanted, without breaking the game. I know this mission says where to end the GM’s turn, but that’s not a rule; it’s still within your power as GM to end it where you want.

If they’re talking with Martin they are already in Gilpledge. The mission assumes they have the mail, and it makes sense that they distribute it before bringing in Martin. In your case, the mail is with the raven, so at this point you’ll need to revise things. The mission assumes that the players don’t want to travel to Walnutpeck because, um, it was overrun by weasels in the War! Gwendolyn would be none too pleased to lose a patrol of guardsmice on a pointless quest for a rocking chair. But, Martin may pull off the argument conflict and get the mice off on a silly quest. Again, the turn structure doesn’t stop the mice from accepting this quest or rejecting it. So, it would have made sense at this point to move into the argument and win or lose, end your turn there.

So in my opinion the Turn structure didn’t make sense because players couldn’t do things that they should have done for the sake of the mission and Guard. It also made the relatives in the the other towns useless. What am I doing/thinking wrong?

I think I’ve pointed out what you did above. Let me know if you have any questions. None of these problems came from the turn structure not making sense.

I remember one session where I started a session by describing the mission and then asking the player “so, which way are you going to take? Here, or this longer way, or perhaps through this town”? Immediately – actually while I was still talking – I realized this was not a good idea. I had obstacles to hit my players with, and I had twists prepared, and it didn’t really matter which way they were going to take, so this choice was an illusion.

This is approximately what I am feeling a lot. I wanted to give the players choice to visit their relatives, but in the same time I knew that it wouldn’t matter at all. In the beginning I also gave them freedom to choose the path they would be travelling, like you did there. The GM’s turn lacks freedom and this “useless” roleplaying that RPGs usually have.

You all agreed on that I should have gone to the action right away without giving the players lot of power during the pathfinding to Gilpledge; Short intro and then to the obstacle. I will do this from now on but should players have any possibilities to tell the story with me. Like how would Dain’s instinct Check the weather early each morning. appear in-game? Does the GM just describe it in his intro?

The animal obstacle was apparently played wrong because I didn’t know I could play more than one twist per obstacle. I didn’t have a compromise in conflict because Raven had all his 8+ dispositions left when conflict ended. I obviously should have ordered the players to chase the Raven. In this point of game I had realized my mistake with the towns so I tried to be stricter (Obstacle->twist->second obstacle).

In the Martin’s case (the carpenter) I feared that if Martin wants just a promise from the players they just could break the promise in their player’s turn. I did have 2 new players in session so they didn’t know so much about Mouse territories and Guard’s Honor so they could have done it.

Welcome to the learning curve.

I’ll try my best next time too! I just hope my playing mates don’t get bored to this style of gameplay - especially when I mess with it. Next I think I’ll try the Trouble at the Grasslake -mission.

Also, how long prologue I should have kept? All in all there is lot to be told: Gwendolyn giving the mission, patrol leaving the Lockhaven, Weather, how travel goes, what happens in towns, what the towns look like…

So so far I have learned:
-No useless choices/tests to players. Right to the first obstacle.
-You may create a twist to a twist.
-You can order players to do things in this game even in the player´s turn (Martin’s case).
-You can end GM’s turn before it should have ended. Mabye due the failed mission because then patrol has no point in finishing it.
Did i miss something else? I really want to learn the game because it is so different. But right now it feels more like a game - not rpg.

Oh, it’s an RPG all right. Wait till your second or third session, when the turn structure takes obvious effect. My players were very sceptical initially, but both in MG and in Torchbearer they really caught fire during the third sessions (maybe we’re just slow …).

I’ll try to answer your questions about the GM’s Turn first. (Sorry, quoting – and editing – doesn’t work for me at the moment, I just get a blank window, so I’ll do it by hand. Brace for wall of text!)

At the start of the mission, I spend no more than a few minutes on the prologue. You can roleplay it a bit, or just narrate it. Once the mission is underway, players do the recap and you can start in the midle of things.

If players take instincts, it’s the GM’s responsibility to bring them into the game. “Check the weather each morning” is a fine instinct. Narrate a morning in camp on the way and have him check the weather, if he wants to! You can do this several times in a session, if it makes sense in the fiction, or can point to the Fun Once rule on p. 90 and let one weather test count for the whole journey or turn.

For the raven and similar twists, you’ll find you’ll seldom have to “order” anyone around. Players want to succeed! Just tell them, “The raven flies off with your mailbag! His cawing laughter mocks you until he vanishes in the distance. You want your mail back? To find him, you’ll need a Scout test, or Hunter, or an applicable wise. Any other suggestions?” Remember, you can always grant success at a cost, no matter how bad it looks.

Or, as you noted, you can go to the Players’ Turn and drop the problem in their lap; that’s not a bad idea if you have no more obstacles planned or no more good twists. “He’s gone. Your turn. What do you do?”

Now for the Players’ Turn. When Martin wins the conflict, or exacts a compromise, and the patrol promises to do something, then that’s a metagame condition. It’s a rule of the game, a promise between the players and you, the GM: players either have to stick to the compromise and do X, or challenge that compromise via another conflict. Don’t let them weasel out of this. After all, they expect you to stick to your promises when they win a conflict against some NPCs.

(For the record: Just starting a second argument if you lost the first one violates the Fun Once rule. They’ll need something better than that. That sounds a bit hazy, but you’ll know when your players just try to weasel out of a compromise.)

So, you can’t order players to do anything in their own turn (that’s the only one of your points I’d contradict). It’s an obligation their characters took on themselves, and now they’ll have to deal with it. How they do that is their own business. (If they try to cheat Martin out of his promise, roleplay him and heckle them. “But you prooomised …” Whine at them, keep reminding them in the fiction. Also – as table chatter – tell them about the metagame rule as a promise from player to player/GM.)

Finally, your list – I think the only thing you’re missing is that MG just takes the way “traditional” RPGs work and structures it a bit. Usually, you have the GM and the players taking turns; now “you have to do this” and now “we want to do this”. In MG, it’s just separated into two different phases.

The trick is to have one turn feed into the next. In session one, the GM’s Turn usually starts the mission, often with a journey to the location. In the Players’ Turn, players get a shot at the mission objective. All the stuff that happens in this session is fodder for the next session.

In session two, the GM’s Turn picks up something from session one (preferably from the Players’ Turn, in my opinion) – a complication, a promise, a twist, an enemy made, an unaccomplished objective. This is a problem that came up, and now they have to tackle it! Then, in their own turn, they again get a shot at fulfilling some personal goal or an objective or whater. What happens there again feeds into the GM’s Turn for session three and so on.

In this way, you never need to prepare anything beyond two obstacles and two twists for your GM’s turn. You can’t predict what players will do in their turn, and you can’t force them to do anything there! But you can take what they end up doin, and then make new obstacles and twists for you next GM’s Turn out of them. (If you ever end up without any idea what to do next, just invent a new mission.)

In short, the GM gets the game up to speed, and when it’s running, hands over to the players. Next turn you pick up on their actions and give the game a new push, and then again hand over, and so on. It’s a fun ride for both parties!

Does this answer your questions?

Oh, it’s an RPG all right. Wait till your second or third session, when the turn structure takes obvious effect. My players were very sceptical initially, but both in MG and in Torchbearer they really caught fire during the third sessions (maybe we’re just slow …).

I’ll try to answer your questions about the GM’s Turn first. (Sorry, quoting – and editing – doesn’t work for me at the moment, I just get a blank window, so I’ll do it by hand. Brace for wall of text!)

At the start of the mission, I spend no more than a few minutes on the prologue. You can roleplay it a bit, or just narrate it. Once the mission is underway, players do the recap and you can start in the midle of things.

If players take instincts, it’s the GM’s responsibility to bring them into the game. “Check the weather each morning” is a fine instinct. Narrate a morning in camp on the way and have him check the weather, if he wants to! You can do this several times in a session, if it makes sense in the fiction, or can point to the Fun Once rule on p. 90 and let one weather test count for the whole journey or turn.

For the raven and similar twists, you’ll find you’ll seldom have to “order” anyone around. Players want to succeed! Just tell them, “The raven flies off with your mailbag! His cawing laughter mocks you until he vanishes in the distance. You want your mail back? To find him, you’ll need a Scout test, or Hunter, or an applicable wise. Any other suggestions?” Remember, you can always grant success at a cost, no matter how bad it looks.

Or, as you noted, you can go to the Players’ Turn and drop the problem in their lap; that’s not a bad idea if you have no more obstacles planned or no more good twists. “He’s gone. Your turn. What do you do?”

Now for the Players’ Turn. When Martin wins the conflict, or exacts a compromise, and the patrol promises to do something, then that’s a metagame condition. It’s a rule of the game, a promise between the players and you, the GM: players either have to stick to the compromise and do X, or challenge that compromise via another conflict. Don’t let them weasel out of this. After all, they expect you to stick to your promises when they win a conflict against some NPCs.

(For the record: Just starting a second argument if you lost the first one violates the Fun Once rule. They’ll need something better than that. That sounds a bit hazy, but you’ll know when your players just try to weasel out of a compromise.)

So, you can’t order players to do anything in their own turn (that’s the only one of your points I’d contradict). It’s an obligation their characters took on themselves, and now they’ll have to deal with it. How they do that is their own business. (If they try to cheat Martin out of his promise, roleplay him and heckle them. “But you prooomised …” Whine at them, keep reminding them in the fiction. Also – as table chatter – tell them about the metagame rule as a promise from player to player/GM.)

Finally, your list – I think the only thing you’re missing is that MG just takes the way “traditional” RPGs work and structures it a bit. Usually, you have the GM and the players taking turns; now “you have to do this” and now “we want to do this”. In MG, it’s just separated into two different phases.

The trick is to have one turn feed into the next. In session one, the GM’s Turn usually starts the mission, often with a journey to the location. In the Players’ Turn, players get a shot at the mission objective. All the stuff that happens in this session is fodder for the next session.

In session two, the GM’s Turn picks up something from session one (preferably from the Players’ Turn, in my opinion) – a complication, a promise, a twist, an enemy made, an unaccomplished objective. This is a problem that came up, and now they have to tackle it! Then, in their own turn, they again get a shot at fulfilling some personal goal or an objective or whatever. What happens there again feeds into the GM’s Turn for session three and so on.

In this way, you never need to prepare anything beyond two obstacles and two twists for your GM’s turn. You can’t predict what players will do in their turn, and you can’t force them to do anything there! But you can take what they end up doing, and then make new obstacles and twists for you next GM’s Turn out of them. (If you ever end up without any idea what to do next, just invent a new mission.)

In short, the GM gets the game up to speed, and when it’s running, hands over to the players. Next turn you pick up on their actions and give the game a new push, and then again hand over, and so on. It’s a fun ride for both parties!

Does this answer your questions?

I don’t think “ordered” is the right word here. In chess, you don’t order your opponent to move her knight in a L-shape; that’s merely how the game is played.

In my experience, it’s similar when your group sits down to play Mouse Guard. You all are agreeing to play a game about brave mice with a sworn duty to ensure the prosperity of the Territories. As game master, your role is to provide them with adversity, and put the other players in situations where their BIGs, relationships, and hometowns are at odds with their obligations as guardmice. Engaging roleplay will result from this tension, but you all have to be interested in exploring this fundamental situation together. If you’re not, you might want to try another game.

That’s not quite right.
In the GM’s turn, the GM presents situations that the PCs have to react to. The players respond to these situations. That doesn’t mean that the GM orders them around, or that the players don’t get to narrate anything or make choices.
Visiting the relatives en-route to the mission isn’t useless because it’s roleplaying, it’s useless because it’s irrelevant, there’s no conflict, and it’s therefore probably going to be boring for most or all of the players. Your job as the GM is to offer adversity and keep things exciting. If you want to involve the relatives, then get one of them in trouble and make it an obstacle!

Thank you for your replies. I’ll play an another game and hope I learned something.

If you want to involve the relatives, then get one of them in trouble and make it an obstacle!

I think that I can’t add extra obstacles when we are talking about a one-shot game. But in longer campaigns that makes sense because you don’t have to hurry with completing the session.

Engaging role play will result from this tension, but you all have to be interested in exploring this fundamental situation together. If you’re not, you might want to try another game.

I have to talk about the nature of the game with the players next time I see them: That Honored Guard mouse just can’t leave mice in trouble without heavy reason. So far we have had much freedom in other games. How our characters act and what they want from their lives. I think we would have more fun if everybody would agree with the mouse guard’s nature. In last game we had One or two “good” mouse guards, depending on the situation, and one ‘evil’ that didn’t want to co-operate because selfish attitude.

Usually, you have the GM and the players taking turns; now “you have to do this” and now “we want to do this”. In MG, it’s just separated into two different phases.

First time I read the rules I agreed with this but after playing the game I don’t. In “basic” RPG’s after an obstacle players can decide do they continue or go back to town to get help. In MG game master just takes over after the obstacle and tells where players end up next and tells the next obstacle. Am I right? Players can affect the storyline effectively only in their own turns.

What were their Beliefs?

First time I read the rules I agreed with this but after playing the game I don’t. In “basic” RPG’s after an obstacle players can decide do they continue or go back to town to get help. In MG game master just takes over after the obstacle and tells where players end up next and tells the next obstacle. Am I right? Players can affect the storyline effectively only in their own turns.

Because there’s no division between GM and player turns in most RPGs, the players are free to engage in the obstacles presented by the GM or their own agendas whenever they have a moment free. In MG the game is structured into phases, where

“During the GM’s Turn, the playersmust confront the obstacles placed
before them by the GM. Describe your
character’s reactions to the obstacles. Describe
what he says and does to try to overcome.
(Page 70)”

Isn’t that what I said? Maybe I could have expressed it a bit clearer. Sorry.

The trick here is not to add an obstacle with your players’ characters’ interactions with their family or others that they encounter along the path of completing their assigned mission, it’s adding a hook to a future obstacle – an obstacle which they will want to find a way to overcome, hopefully in the next Players’ Turn, if they have accumulated enough checks, or potentially as a goal of the next GM’s Turn. If this is a one-shot, then simply use this as a teaching moment, to explain to your players that if they were playing a longer campaign, this would be an example of where the story might turn at some point in a future play session.

Good, bad… those are interesting words. As no clue said: What are their Beliefs? Are they playing their Beliefs and are you as the GM challenging their Beliefs? That’s where this game shines.

I have also found that Mouse Guard can be a challenging game to run for players experienced with what you are referring to as more “basic” RPGs, especially if their entire knowledge of the game system and its setting are provided to them by the GM. This game system really does require a lot of buy-in on the part of the players; they need to be willing to play a game with more, or different restrictions as to choice, than what they might be used to, and also be willing to try to find enjoyment in perhaps different aspects of this particular RPG than they might in others they’ve played.

With my players, I made my Mouse Guard comic books available to them before we started playing, and really, really stressed to them before we sat down to play our fist session that this is a different kind of RPG, and that if they’re unwilling to read the rules, they need to at least be willing to play for a few sessions to get the pace and style of the game, before making any decisions about how much they don’t like it, “because it’s not D&D version X.x”.

Players’ ability to affect the storyline during the GM’s Turn is limited. They have some ability, but not much.

A trick to use here is to make the GM’s Turn fairly quick and short, but really push the players to earn checks to use in the Players Turn, and let them take their time deciding where things will go from there. Then, when they are out of checks, take something interesting that happened during the PT, and run another quick/short GMT which focuses somehow on that interesting thing, making it more interesting. Push for checks, challenge Beliefs, rinse, repeat.

Hey, twist of a twist is a great tool. Sometimes that can replace a second obstacle. It kinda depends of what you think is more fun/cool. I’ve found that a twist on a twist is good, but I’ve not tried a twist on a twist on a twist and so on. I have always stopped after one and judged whether the group is ready to move forward. That sort of judgement is dependent on the group and session and BIGs and probably other fiddly bits.

I’m not so sure ‘order’ is the right way to address things, but you can certainly take a stance, ‘this is what you’ve got to deal with, and there isn’t time to hesitate; act or ignore, but don’t be wishy-washy.’ Most of the time, when I present an obstacle, I’ve worked out (at least minimally) what happens if the patrol does nothing. I allow the patrol to do nothing, but then I decide how that results in respect to the obstacle.

I’ll mention something about when to end the GM Turn which I’m learning right now in my online game. Sometimes the Goals help dictate. I’ve got a mission which occurs in Wolfepointe, but the obstacles occurred in Lonepine and Grasslake respectively. Since two of the patrol set Goals that depend on them arriving in Wolfepointe, I’m going to make sure they arrive at Wolfepointe before swapping to Player Turn. I certainly could choose to end GM Turn in Grasslake, but that forces them to spend a check to arrive in Wolfepointe. I don’t want to charge that check, since I like their goals. Their goals are going to be hard enough without losing a check to merely arrive. I’ll give the travel for free and do some set-up of the shelter, contacts, and scenery in Wolfepointe before turning over the Turn. That ensures we can focus on the Goals during the PT instead of travel (I don’t feel a need for obstacle to travel this time).

Don’t forget they can push the story when they have a successful test. If they face an obstacle, describe their intended actions, and you determine a test (independent or versus), then they get to describe how they conduct that action. In the case of too few successes, you get to describe the results; in the case of success, they get to describe the results. If the player is intrepid, they might really drive the story forward a long distance. At least, that’s how I take it. They get to spout canon with successful tests. This might even mean they describe very little; the GM can take over when they are done to fill in gaps, but should not take away from what they’ve narrated (unless absolutely necessary).

I kinda feel like using an example from a past game. The player was given a chance to forage food for the patrol and a weather observer under their care. She was successful (after running away from a ghost–er, the howling of the wind) and described her successful foraging to include building a hasty oven to bake bread for the patrol and weather-mouse. I was cool with that. I would have also allowed her to say she wrote down the recipe to share with a friend later. Technically, baking the bread probably falls under Baker rather than Nature (forage); however, technically, I could also have required foraging for oven materials, stonemason to construct the oven, miller to grind flour, then baker to bake the bread. I just loved the little description she made out of it; I wasn’t going to squash all that over technical details. The obstacle was gathering food for the patrol and weather-mouse; I factored that, and she succeeded. The embellishment of a hasty oven and baking bread was a fitting depiction of her mouse’s trade learned from parents and refined under an artisan.