Original preparation thread is here
This is particularly to draw feedback from the five great guys who played in my Mouse Guard game “Winter 1892: Gaslight and Ghouls” at the Burning Apocalypse on Saturday. But other questions and comments are always welcome!
It certainly seemed like all you had a good time. I know I did, even if all my plans were defeated and the pubs of crime lords burned to the ground! But fun is not enough! I want to know more!
I tried to stretch the boundaries of the game in several directions, and I’m very interested in your thoughts on several areas:
The main thrust of pushing the timeline forward into the Victorian era was to make the game more urban. Does Mouse Guard work in the city?
I replaced Hometown with Social Class. The players seemed to sink their teeth into that. Any other thoughts about the setting? Was it too much information? Not enough? Most importantly, were any of you ever unsure about what to do next because the setting was unfamiliar?
This was the most experimental piece. Mouse Guard is not really set up to do mystery investigations. But I wanted to see if it would stretch to accommodate. One of the Victorian skills I added was “Sleuth.” We did a scripted conflict to represent the scenes of canvasing witnesses, testing remains, and infiltrating offices. The mice broke into two teams to determine the how and the who of the murders. Was this too big of a leap for the game? Was the abstract nature of giving up clues for the points shaved off my disposition a fun addition to the game, or do you think just doing these through individual persuader tests would have been more fun? What other thoughts do you have?
I had ten supporting characters printed up on little cards. I had the players choose one each as either a friend or enemy. The other five were handed out randomly. I liked that that this gave each player a ready-made connection involved in the story. Did it seem too arbitrary? Any other thoughts?
I had hoped to make more of these single-use weapons, based off the locale where the fight was taking place. In this scenario, it was a sewer so we had things like “A Shadowed Alcove” and “Hot Steam Pipes”. They were face down so that players could not know what advantage they would give. My hope was that they would help enhance the sense of setting. I realized in the midst of play that this was duplicating the role of helping dice. What were your impressions of these weapons?
All other feedback welcome, of course.
Also, if you could let me know which Guard mouse you played, it would be helpful to be able to put internet handles to faces.