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[RECRUITING CLOSED] [Mouse Guard PbP] The Long Road to Copperwood - OOC

13567

Posts

  • milk ducksmilk ducks Registered User regular
    Beliefs and Instincts can be tricky. It's easy enough to come up with a quick little snippet that represents your character, but it's sometimes hard to frame it in such a way that it fits in with some of the gameplay elements in Mouse Guard. First and foremost, Beliefs and Instincts need to be easily challenged. I put that in bold because it's incredibly important. The purpose of these is to show the world what your mouse believes in, absolutely, but they also give the GM something to work with. As the GM, my goal is to not only write up some story elements, and officiate the gameplay, but also to push you guys.

    My goal is to look at your character and say, "Oh, so this is what you believe, huh? What if I do this? Do you still believe it now? What if I do this?

    One of the guys in the "real life" group I'm running, right? His character's Belief is to "Do what needs to be done, for the good of the Territories." So pushing against his Belief is easy: maybe his Patrol's on-hand when a prominent Archivist's office catches fire? It quickly spreads, dancing from rooftop to rooftop, and begins to engulf a tavern, full of mice. On the one hand, those mice need help immediately. On the other hand, that Archivist's office is full of grand trade agreements, peace treaties, first-hand historical accounts of Wars-gone-by, etc -- stuff that's ridiculously important to the Territories, and likely irreplaceable.

    There isn't time to think. There isn't time to save both.

    Which do you choose?

    So again, that's pretty easy for me. I can see that his Belief says he's willing to "do what needs to be done, for the good of the Territories", but will he still believe that when there are people in immediate, mortal danger? Well, I don't know: that's what makes the story interesting.

    So try to keep all of that in mind, when you're designing your Beliefs.

    In regard to Instincts? Try to come up with stuff that's (again), easy for me to work with. But also, try to make it something that we'll actually get to see. Pretty often, if possible. Look at Saxon's Instinct, in the game manual. It's something to the effect of, "Whenever there's trouble, I draw my sword."

    That's awesome. Not only is it cinematic, but there's also a lot of room for conflict. It's totally bad ass for Saxon to unsheath his blade as soon as he senses he's about to walk into an ambush along the road, but it's probably not a good idea for him to brandish it during a tense negotiation, when tempers begin to flare. Imagine the group's trying to defuse a nasty situation, right? The guy you're talking to is being rude, maybe even a little threatening. What does Saxon do? You can imagine everyone at the table looking at Saxon, and thinking, "Dear God, please don't draw your sword on this guy!"

    But that's his instinct! His gut-reaction to trouble, or danger, is to pull that sword out. Also, his belief is something like, "Answers can be found at the tip of my sword". So it's especially appropriate for that character to draw that weapon and threaten somebody in a situation like that. It may not be what's best for the mission, but it's certainly what's best for the character.

    Again, this is what makes Mouse Guard so much fun.

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  • MarshmallowMarshmallow Registered User regular
    Hmm.



    Name: Roric
    Age: 50
    Rank: Patrol Leader

    Belief: We're only mice, nothing more.
    Though it sounds defeatist at first blush, Roric's belief is more about knowing and accepting your limits than giving up without trying. "As a mouse, and nothing more, what are my chances of succeeding here?" is always a question worth considering before committing to a course action.

    Instinct: Never miss a chance to rest and resupply.
    A rested, well-fed, focused mouse is a successful mouse. A tired, hungry, exhausted mouse is little better than no mouse at all. If you can spare the time to eat, drink, sleep, and prepare, do it.



    I think these two make Roric a very pragmatic, patient, cautious character, perfect for offsetting fiery tempers and rash actions that could lead to dire consequences if left unchecked. I'm thinking he'll strive to keep the patrol from getting into situations over their head, and make sure they take care of themselves and keep fighting fit.

    On the other hand, naturally, his attitude is going to be problematic when the patrol needs to accomplish something that might be excessively risky or close to (or beyond) their expected limits. If sudden haste is needed, Roric could also be slow to react with appropriate speed, wagering that it's better to show up late and in good health than on time and weary. It'll be up to the other mice to convince Roric their mission is worth rushing into or that the reward is worth the risk when danger rears its head.

    Marshmallow on
    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • milk ducksmilk ducks Registered User regular
    I love the Instinct. The Belief is good too, it's just going to take me a little bit to figure out how to properly challenge it. I think I can. I always like to plug people's Beliefs into the following question, to see how well it works for me: "So, you believe that you're a mouse, and nothing more? How about now? What if I do this?"

    I just have to come up with a situation in which your character might question whether or not he's more than just a mouse. I think I can do that by putting Roric in positions where he might be tempted to go against his Nature. Mice are timid, fearful creatures by default. And the higher the Nature score, the more "mouse-like" our characters are. With Roric, I think I can pretty easily come up with some situations in which he might be asked to be brave and resolute - to break through the barrier of his own mouse-like nature and make him realize that he may be more than "just a mouse".

    Does that sound appropriate? Does it sound like a good "challenge" to your belief?

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  • the_jake_1973the_jake_1973 Registered User
    Basil's particular Belief and Instinct were formed by his time with unsavory elements. There is honor amongst some thieves and outlaws.

    Belief: All for one, and one for all.
    Basil does believe in backing up his fellows. He learned early on to protect his friends regardless of the scrapes they got themselves into. If one of the crew had a crazy scheme, he went all in.

    Instinct: Don't rat on your crew.
    There were severe consequences for snitches. As a result, he will not inform on his crew to superiors, no matter the consequences.

    I think these can be used for in positive and negative ways to create drama and tension for Basil.

    MD, did you want to send the supplement to everyone?

    the_jake_1973 on
  • MarshmallowMarshmallow Registered User regular
    milk ducks wrote: »
    I love the Instinct. The Belief is good too, it's just going to take me a little bit to figure out how to properly challenge it. I think I can. I always like to plug people's Beliefs into the following question, to see how well it works for me: "So, you believe that you're a mouse, and nothing more? How about now? What if I do this?"

    I just have to come up with a situation in which your character might question whether or not he's more than just a mouse. I think I can do that by putting Roric in positions where he might be tempted to go against his Nature. Mice are timid, fearful creatures by default. And the higher the Nature score, the more "mouse-like" our characters are. With Roric, I think I can pretty easily come up with some situations in which he might be asked to be brave and resolute - to break through the barrier of his own mouse-like nature and make him realize that he may be more than "just a mouse".

    Does that sound appropriate? Does it sound like a good "challenge" to your belief?

    Yeah, that's exactly the kind of challenges I was thinking of when I made that trait. Anything that forces Roric to confront his limits and spit in the eye of the odds or buckle under the pressure is going to be relevant to his Belief.

    I figured when he follows it, it's going to be good for avoiding unnecessary conflicts and disappointment. When he defies it, however, shit's gonna be awesome.

    Marshmallow on
    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • milk ducksmilk ducks Registered User regular
    Basil's particular Belief and Instinct were formed by his time with unsavory elements. There is honor amongst some thieves and outlaws.

    Belief: All for one, and one for all.
    Basil does believe in backing up his fellows. He learned early on to protect his friends regardless of the scrapes they got themselves into. If one of the crew had a crazy scheme, he went all in.

    Instinct: Don't rat on your crew.
    There were severe consequences for snitches. As a result, he will not inform on his crew to superiors, no matter the consequences.

    I think these can be used for in positive and negative ways to create drama and tension for Basil.

    MD, did you want to send the supplement to everyone?

    I like your belief and instinct a lot, Jake. They strike me as really similar, though. That's my only concern. Your belief in "All for one, and one for all" shows that you have a strong sense of brotherhood with your patrol. You yourself said that "he learned early on to protect his friends, regardless of the scrapes they got themselves into". I would think, and correct me if I'm wrong here, that "don't rat on your crew" might be redundant in this situation, since you already believe that ratting on them is wrong. You know?

    You can keep your Instinct exactly how it is, if you'd like, however. It definitely still works just fine. That's just my observation.

    [edit] Oh! I don't have everyone's email address. Jake, if you want to message everyone the supplement, go right ahead. It was a really good read. Thanks again for that.

    milk ducks on
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  • the_jake_1973the_jake_1973 Registered User
    MD, I think you may be on to something.

    My initial thought was to tie the Belief into Basil's Bold trait. I may be trying to shoehorn him into something that I shouldn't just because I like the terminology. I will mull this over and likely have a change up later today. Perhaps a more cynical belief is in order for him due to his life circumstances.

    Thanks for the feedback.

    If the rest of you want to send me your email addresses, I can send you the supplement.

    the_jake_1973 on
  • the_jake_1973the_jake_1973 Registered User
    MD, this reflects Basil's personality better:

    Belief: Trust the Guard, never a politician.
    The situation in Flintrust is lagely one of political and trade corruption. At least, this is what Basil has been told growing up. Nothing he has seen since has changed his mind on that matter.

    Instinct: Provide for those in need.
    This is the instinct that drove Basil into a shortlived life of crime. His desire to provide for his family made him pursue desparate ploys. He can get distracted by this desire to help, although he would never admit to it. He has a rough persona to maintain after all.

    I delved into the roots of what drove Basil to his criminal choices to get his base belief and instinct. He is a better character for it. he made poor choices and people were hurt, but for a good cause in his mind. Now he wants to redeem himself.

    I hope these will be better from a GM standpoint as well.

  • milk ducksmilk ducks Registered User regular
    I think those are both great, Jake. Good work!

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  • RiusRius Registered User regular
    Updaaaate! Going to edit out my previous post. This is all new or very slightly edited-for-continuity information.

    Gareth, Tenderpaw, Aged 16
    Fur color: Brown with grey shading throughout.
    Parents: Myelise and Caleb
    Senior Artisan: Anna Liddle, Cartographer.
    Mentor: Lane Sounder of Port Sumac, Patrol Guard.

    Friend: Lilah, 32, Healer of Ironwood. On his way to Lockhaven for the start of his Mouse Guard career, Gareth spent a few weeks of the summer season in Ironwood. Hot temperatures amid an unnaturally long drought sparked a fever that affected young and old. Though he himself knew little about the healing arts, Gareth was able to work with Lilah, finding and delivering large amounts of the rare herbs she needed to treat the town's sick. She attributed many saved lives to his tireless efforts and swore she would one day return the favor.

    Enemy: Bryce Anthos of Sprucetuck, 18, Guardmouse. The Anthos family is a large mouse family from Sprucetuck. Bryce was supposed to be Anna Liddle's newest apprentice before Gareth's "incident", but lost his apprenticeship to make room for Gareth. For the next two years he was relegated to the Stonemasons and he blamed the dramatically increased physical nature of the work solely on Gareth.

    Health 6
    Nature 4
    Will 2

    Resources 3
    Circles 1

    Traits!

    2 Brave
    2 Natural Bearings
    2 Wolf's Snout

    Skills!

    3 Pathfinder
    3 Survivalist
    2 Cartographer
    2 Cook
    2 Harvester
    2 Hunter
    2 Miller
    2 Persuader
    2 Scout
    2 Weather Watcher

    Wises!

    2 Spices-wise

    Questions and Answers
    Spoiler:

    Instincts and Beliefs will be written up after dinner tonight!

    Edit: On the topic of possible connections to the other Patrol members. I wanted to firm up the relationship between Gareth and Lane so I decided that (since we both apprenticed in Cartography) Gareth studied under the daughter of the Artisan that apprenticed Lane. I was going to make it the same mouse but then I realized there's a 40 year age gap between Gareth and Lane and that would be one Methuselah-like mouse =)

    Hopefully you don't mind me making these connections, @The Everyman.

    Rius on
  • milk ducksmilk ducks Registered User regular
    Looks good, man. Just 1 thing I noticed: your traits don't get bumped up by 1 at the end of CharGen, like Skills, Resources, and Circles. So you've only got 1 rank in Brave, Natural Bearings, and Wolf's Snout.

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  • RiusRius Registered User regular
    It was inevitable that I made a mistake somewhere!

    Edit: Resources and Circles get bumped up by 1?

    Rius on
  • milk ducksmilk ducks Registered User regular
    Uh, I thought so, but I don't have the book in front of me. It's very possible that they do not.

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  • MarshmallowMarshmallow Registered User regular
    Yeah, looking at the book and example character I think the +1 is only for Skills and Wises.

    Marshmallow on
    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • the_jake_1973the_jake_1973 Registered User
    Marsh is correct.

  • milk ducksmilk ducks Registered User regular
    Alright, guys! Tomorrow is the big day, so let's make sure we've got all of our characters finalized and ready to go. I don't know exactly what my schedule looks like tomorrow, because I never know what my wife has planned for me, but I absolutely will have the first posts up tomorrow. I'll likely create a new In-Character thread, and we'll continue to use this one for all Out-Of-Character discussion.

    I think everyone here is familiar with how Mouse Guard games run, but I'll go ahead and give you a refresher:

    MG games have two phases: a GM's Turn, which consists of approximately 2 Conflicts, and then a Player's Turn, which ends when the players have used up all of their Checks. Everyone gets 1 Check automatically (along with 1 Fate and Persona Point -- go ahead and read up on those in the books, if you're not familiar), and you earn additional Checks by playing against your Traits. There are 3 ways in which you can do this:

    1. You can Impede yourself to earn 1 Check. You may invoke a trait to impede yourself and subtract 1 die from your current roll. You may use this for Independent and Versus tests.

    2. You can hurt yourself, in order to give your opponent a +2 die bonus to his current roll. You may only Hurt yourself in Versus tests. This earns you 2 Checks.

    3. Finally, you can break a tie in your opponent's favor by invoking a trait. This means he passes, and you fail. You may only Break Ties on Versus tests. This gains you 2 checks.

    Now, why would you want to do that to yourself? Because in Mouse Guard, you can "fail" a Conflict and not die. You can "fail" a test and still actually "win", but with a twist or status effect tacked on. For example, maybe your Mouse has the Extrovert trait. He's generally likeable, makes friends easily, and talks a lot. Sometimes maybe too much? I know that, in my life, I've met some people who were Extroverts who really irritated me because they always have to be the center of attention and they never seem to shut the fuck up. So maybe play off of that. If you're in a Negotiation, let's say, and the mouse you're talking to seems quiet, jaded, etc, then you might say, "Hey, being an Extrovert might actually play against me here. I'll use my trait to Impede my next action!"

    You do this because it makes the story more interesting, the characters more three-dimensional, and because checks are awesome. You use Checks to fuel your actions during the Player's turn. During the Player's Turn, the GM has basically no control over the action: the PLAYER'S are telling ME where they want to go, who they want to talk to, etc. The catch is that each thing they do basically costs them a Check. So the more checks you have, the more control you have over the story in a broad sense.

    During the GM's turn, though, he basically has complete control. It's not like D&D, where it's very much a collaborative effort the whole way through: on the GM's turn, he essentially narrates what you're doing, where you're going, what your mission is, etc. He'll put you up against a Conflict, a test, etc, and then you're in control. It's very much "on rails" during the GM's turn, but that gets flipped completely around during the Player's Turn, so it all evens out.

    Any questions about that?

    Oh! And, you know what? I think I've mentioned this before, but I don't care about using online dice rollers. I just don't. Mouse Guard is a game where you can fail and still win. If people feel like they need to cheat in an environment like that, then whatever. Just tell me what you roll, and I'll believe you. I trust you guys, but please don't abuse that, lol.

    Also, I suggest everyone get really familiar with the Conflict section of the book. Especially in regard to choosing actions like Attack, Maneuver, Defend, and Feint. I'm a little unsure of how we're going to do that in an online game. When we're all around a table, I just write my actions on a piece of paper, the patrol writes down their actions, and then we reveal them at the same time. How do you guys think we should handle that in a play-by-post?

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  • the_jake_1973the_jake_1973 Registered User
    Regarding combat actions, I would be fine with the mice revealing the actions in the post and trust you, MD, to have already determined the type and order of the enemy's combat orders.

    As players, we should first determine the type and order of the combat actions. Then we will need to describe our mouse's combat action.

    With the combat order and actions of both sides determined, MD, or someone else could concoct a unified combat narrative.

  • milk ducksmilk ducks Registered User regular
    That sounds good to me. I absolutely will have multiple rounds' worth of Conflict actions written up ahead of time, so as long as you guys are cool with it, someone (I suppose the Patrol Leader, but whoever, really) can just message me your list of actions when you're ready. Or, I mean there's no reason why you guys can't come up with your actions in this OOC thread. Then I can just read it here.

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  • the_jake_1973the_jake_1973 Registered User
    The Patrol leader should probably be the one to try to influence the others on the combat action to take. I think that, narratively, that would fit with his role.

  • The EverymanThe Everyman Registered User regular
    Here's my final sheet, with all the fun flavor text.

    ax1cE.png

    Name: Lane Sounder
    Age: 54
    Home: Port Sumac
    Fur Color: Black, greying at the chin, chest, and paws
    Rank: Patrol Guard
    Cloak Color: Maroon


    Belief: When it's do or die, you can only rely on yourself.
    Lane is a loner and a nomad, spending more time alone wandering the Territories each season than he spends in town a whole year. This has made the oldfur self-reliant to a fault; if there's something important to be done, you can be sure Lane will want to take care of it himself.

    Instinct: Protect the weak and young at any cost.
    In all his years with the Guard, Lane has seen more than a few guardmice lose their lives in duty. The first and last tenderpaw he mentored was slain on an autumn mission gone bad, a memory not easily carried by the greying patrol guard. Lane sees it as his duty to see the next generation of the guard safely on.


    Parents: Guard Captain Ambrose {Deceased} & his wife Captain Lynda Sounder, Cartographer
    Lane's father Ambrose served in the Mouse Guard for his entire life, becoming one of the master trailblazers and mapmakers in Lockhaven. He met his wife Lynda Sounder on a mission to Port Sumac. She captained a sailing ship named the Sumac Crab, and the pair were responsible for mapping most of the northern coast. The two would marry and have a son and three daughters. Ambrose would retire as a Guard Captain and passed away many years ago. Lynda serves on the captains' council in Port Sumac, where she and Lane's three sisters and their families reside.

    Senior Artisan: Joan Liddle {Deceased}, Cartographer
    Joan was a dusty, timid mouse that preferred the shelter of Lockhaven's walls to the open trail. While Lane was an eager Tenderpaw itching to explore the Territories, Joan helped teach him the more mundane and important aspects of mapmaking done inside at a desk rather than out in the underbrush. Joan's daughter Anna continues her work today.

    Mentor: Patrol Leader Rowan Copperpaw {Deceased}, Fighting
    A lifelong friend of his father's, Rowan was a fierce, no-nonsense mouse who had been the veteran of dozens of battles. “You can't help no one if you're dead, so don't be afraid to shed some blood if it means getting back here alive,” she often told Lane. Rowan gave Lane a maroon cloak, the dark deep color of rhus juice from Port Sumac berries. She knew Lane had his father's wanderlust, but no matter how far he ranged Rowan wanted him to be reminded of home, and what he was fighting for.

    Friend: Guardmouse Brandt Sesame, Archivist at Lockhaven
    Brandt was one of the last tenderpaws mentored by Lane's father. The two guardmice became friends, and grew close after Ambrose's passing. Brandt is a bookish sort, and became a Junior Archivist in Lockhaven. The pair also have a close professional relationship, Lane supplying updated maps for Brandt's project in the Archives, and Brandt helping Lane's research on unmapped regions.

    Enemy: Huck Morrow, Armorer from Copperwood
    Cole was the elder brother to Huck Morrow, and was the first mouse Lane would mentor. During the course of a bad mission turned dangerous, Cole lost his life. After the incident, Lane left Lockhaven in the winter and vanished into the fringes of the Territories for nine whole seasons before reporting back to the Guard. Huck has forever blamed Lane for his sibling's death and sees Lane's disappearance as an admission of guilt. While the Morrow family has accepted Lane's apologies, Huck still holds a black, ugly grudge.


    Abilities
    Nature 5
    Will 4
    Health 4
    Resources 5
    Circles 4
    Spoiler:

    Skills
    Fighter 4
    Healer 3
    Pathfinder 4
    Survivalist 4
    Weather Watcher 2
    Persuader 2
    Cartographer 3
    Herb-wise 2
    Trail-wise 2
    Night-wise 2
    Spoiler:

    Traits
    Tough 1
    Oldfur 1

    Gear
    Hook and line, shield, light armor, pipe, territory maps, papers and ink

    The Everyman on
  • MarshmallowMarshmallow Registered User regular
    Any old way of deciding and resolving actions is fine by me. Worst case scenario we can always use spoiler tags to hide discussion that needs to be hidden.

    And that's a ballin' character write-up, Everyman. Dang.

    Marshmallow on
    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • The EverymanThe Everyman Registered User regular
    Thanks Marsh, I'm excited to kick this game off.

    I agree with Jake and don't see a problem just posting our actions and comparing them to whatever MD decided.

    Shouldn't the player making the roll decide the actions, after consulting with those on his team?

  • milk ducksmilk ducks Registered User regular
    By the way, I'm totally aware that, as per the official canon, the mythical Black Axe belongs to Lieam now. But, you know what? I like it better on Gwendolyn's wall, as a reminder of both the strength of the Guard, and of what happens to those who earn its ire.

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  • The EverymanThe Everyman Registered User regular
    Went ahead and edited my IC post to include my gear like Marsh did. It seemed like a good idea since our gear is bound to change at some point between missions.

  • milk ducksmilk ducks Registered User regular
    By the way guys, don't feel like you're under any obligation to change the colors of your names and stuff in your posts. I just do that to help get people's attention: if someone's scrolling down, and they see their color pop up in a post, they'll be sure to read it. That's all. I don't expect you guys to do anything like that unless you really want to.

    [edit] Also! Let me know, either in this thread or the IC thread, when your character is ready to leave Lockhaven. I'd like to let everyone post a little during this phase, but I know we're all eager to get out on the road. When everyone's told me they're good to go, we'll head out.

    milk ducks on
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  • milk ducksmilk ducks Registered User regular
    Great stuff, guys! Anyone heard from @Rius or @the_jake_1973 ?

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  • the_jake_1973the_jake_1973 Registered User
    Sorry for the commo gap. I was painting the living room and stairwell in my new house. I am eager for Basil to continue his road to redemption.

  • RiusRius Registered User regular
    About dice; I'll probably use InvisibleCastle for my dice rolls during the day, at least. Hard to roll d6s in meatspace at work =)

    About actions; I'm comfortable with describing my/our actions and then having MD come in with his. No need to get overly technical trying to work out a different solution to that.

    About my lack of posting; I am a terrible human being. Getting caught up with the IC thread now and I'll have a posting up this morning for sure.

  • RiusRius Registered User regular
    So, I've been trying to come up with a Belief and an Instinct that reflect Gareth's youth and outlook. I've been working on these but trying to make them a little less trope-y; what do you think? Both of them should be easily challenged, at least.

    Belief: "There is nothing so difficult that it cannot be overcome."

    Instinct: "Never back down from a challenge."

    They're pretty directly related to each other and I can't decide if that's a good thing or a bad thing.

  • milk ducksmilk ducks Registered User regular
    The Belief and Instinct seem totally fine to me, Rius.

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  • RiusRius Registered User regular
    Alright, let's roll with those then. I've had them written down since Saturday ><

  • the_jake_1973the_jake_1973 Registered User
    Basil is enjoying the spring of his fourth season in Lockhaven. Between patrols, he assists his former Artisan in the bug nurseries. The care and feeding of the various larvae, along with reviving the herds from hibernation is very calming. It is also a way to avoid some of the structure that is part and parcel in the Guard. Basil enjoys the challenge of patroling and keeping his fellow guardsmice out of harm's way. The best battle is the one you don't have to fight, they say. Although Basil can't quite remember who actually said it. He was not very studious when it came to matters of Guard history, a sore point with his mentor. This recent revolt is one matter of historical record, Basil will not have trouble remembering.

    During the winter lull, the funereal feeling that pervaded Lockhaven was suffocating. While he did not have many friends that perished, his mentor did. So many ceremonies and dirges and speeches begin to cloud over a mouse's gregarious disposition. The good friends that Basil had made during his short career made the dull months endurable. Basil was not the only mouse in the territories give the choice of jail or the Guard. Gambling with these same friends, however, has taken it's toll on Basil's wealth. He is back to his pauper status, but he is sure the next big score is around the corner. Now he has to get out on patrol to scavenge up a little scratch for the table.

    Basil is curious who he will be teamed up with for the spring season. His former patrol was disbanded to replace fallen mice in other patrols. He is sure Gwendolyn has her reasons. Whatever.

  • milk ducksmilk ducks Registered User regular
    @Rius , no problem, man. I'll add them to the In Character thread's opening post.

    @the_jake_1973 , did you mean to post that in the IC thread? :P

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  • the_jake_1973the_jake_1973 Registered User
    sorry about that. Fixing it now

  • milk ducksmilk ducks Registered User regular
    Hey guys, it looks like everyone's basically ready to go at this point. I will make my next post tomorrow morning, and it will include your first Conflict. I'm letting you know because Conflicts in Mouse Guard require a fair amount of teamwork and communication, and I think it will run smoothest if everyone's prepared ahead of time.

    milk ducks on
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  • milk ducksmilk ducks Registered User regular
    First conflict is up and ready to go. Split up into two teams, however you feel is best. Also, pick Conflict goals for both teams. When that's finished, I'll post the Shrike's conflict goal, along with its set of 3 actions for the first turn, while the two teams determine their 3 actions each.

    Sound good?

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  • MarshmallowMarshmallow Registered User regular
    I just saw "shrike" in that paragraph and now I need a new pair of pants.

    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • RiusRius Registered User regular
    I am re-reading Hyperion, lol

  • MarshmallowMarshmallow Registered User regular
    Anyway, tactics-wise I think Roric's Sling is going to be very helpful here. Can use it for Maneuvers that are versus Attack so that can help limit the Shrike's damage potential, I'm thinking we really, really want to limit this thing's ability to get a compromise. Plus I can use Roric's passable Nature rather than his abysmal Fighter or non-existent Hunter skills.

    Since Roric's only other option is Defending, it'd be nice to team up with someone who can dish out some Attack damage and take advantage of any successful maneuvers Roric manages to eke out.

    For our goal, I think we could try and kill it, but if it gets a compromise it's probably going to take one of us down with it, or our bard (and then who will tell tales of our bravery?)

    Simply driving it off will be sufficient for Roric, if that means we can keep our group safer. Best case scenario it learns that mice ain't nothin' to fuck wit' and steers clear of them until it migrates north for the summer. Almost as good with less chance of dying horribly.

    Marshmallow on
    Voltagez.gif Voltage - Last Update: 12:05pm 05/13/13
  • the_jake_1973the_jake_1973 Registered User
    Defending would be Basil's choice, He would want to drive it off and avoid being an evening appetizer for the fierce bird.

    Basil would support Roric and the bard as a way of defending those in need and a way to prove himself to the Leader.

    "Whitley!" Basil calls out to the frightened bard, "stay with Roric or you'll be singing from the shrike's gullet."
    "Sorry for not seeing it sooner, boss. I think we can use the spiky branches to drive it off, though." Basil suggests as he is uncoiling the rope and scanning the dark sky for their feathered adversary.

    the_jake_1973 on
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