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.