In our Sprucetuck game, two of the players felt awkward giving helping dice to teammates in Fight conflicts.
Outside of the Fight conflict it wasn’t an issue. Outside of conflicts, finding the right skill or wise can be challenging and when it fits, players felt like they earned it.
It was also a non-issue in our Argument conflicts. In an argument, the -1D for repeating kept the pace sharp and exciting. Players sometimes held back help out of fear of using up roleplaying material they could use for their own actions.
But in a Fight conflict, using fighter or nature to help (where applicable) was easy. And describing the fictional circumstances of how that help applied was equally easy. There were cases where I or the group rejected an offer of help because the character in the fiction wasn’t positioned correctly to help or preoccupied in some way, but two players still felt it was too easy to help. They felt like they were cheating!
To be fair, our Fight conflicts involved the group attacking 1 target. In past Mouse Guard games I’ve run where there are multiple targets, this didn’t come up as much (since characters were scattered and not in position to help). But I suspect there is still more I can do.
That all said, I’m really proud how we handled the Argument conflicts. They were very crisp!
Any help is appreciated.
Best,
John