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A more thorough and nuanced response than what I threw out to start with:
The book itself is very good. Clear writing, illustrative examples, and very good formatting/design. The game itself, as stated above is a far cry from a D&D type situation, and is actually pretty heavily structured, as far as course of play goes. There is no "You all meet in a tavern. What do you want to do?". The GM is expected to come up with a clear mission for the the players and the players are expected to pursue it with all due speed. All characters must be Mouse Guard, and it is up to the GM to make missions that are compelling and would make Guard characters want to move quickly and decisively.
A session has a prescribed structure in that when it is the GM's turn, he throws shit at them and beats them up while they soldier on and try to complete their mission and stay in one piece.
Now, when the mission is complete, the session isn't over. Now, it's the Player's Turn, where they can pursue their own goals, lick their wounds, or tie up loose ends from the mission. This however has limiting factors. Anything that requires a roll in the players turn has to be bought with a "check". Checks are acquired in the GM's turn by using your character's traits against themselves.
Which touches on a larger and more important part of the game: It's a game about creating awesome stories and great character moments, not acquiring loot or power. There's no loot to speak of, and increases in your character's power are slow and when it comes down to it, the character is still a mouse that can be gulped up by a wolf if he isn't smart enough to run away. So, to that end, there are mechanical bonuses for role-playing and creating dramatic moments. And the various "points" you receive are really only usable to help you do yet more awesome and dramatic things.
OhtheVogonity on
Oh freddled gruntbuggly...thy micturations are to me/ As plurdled gabbleblotchits on a lurgid bee
A more thorough and nuanced response than what I threw out to start with:
The book itself is very good. Clear writing, illustrative examples, and very good formatting/design. The game itself, as stated above is a far cry from a D&D type situation, and is actually pretty heavily structured, as far as course of play goes. There is no "You all meet in a tavern. What do you want to do?". The GM is expected to come up with a clear mission for the the players and the players are expected to pursue it with all due speed. All characters must be Mouse Guard, and it is up to the GM to make missions that are compelling and would make Guard characters want to move quickly and decisively.
A session has a prescribed structure in that when it is the GM's turn, he throws shit at them and beats them up while they soldier on and try to complete their mission and stay in one piece.
Now, when the mission is complete, the session isn't over. Now, it's the Player's Turn, where they can pursue their own goals, lick their wounds, or tie up loose ends from the mission. This however has limiting factors. Anything that requires a roll in the players turn has to be bought with a "check". Checks are acquired in the GM's turn by using your character's traits against themselves.
Which touches on a larger and more important part of the game: It's a game about creating awesome stories and great character moments, not acquiring loot or power. There's no loot to speak of, and increases in your character's power are slow and when it comes down to it, the character is still a mouse that can be gulped up by a wolf if he isn't smart enough to run away. So, to that end, there are mechanical bonuses for role-playing and creating dramatic moments. And the various "points" you receive are really only usable to help you do yet more awesome and dramatic things.
Yeah. Absolutely worth my dollars.
Thanks for the review. I'll pick this up. You have utterly convinced me that this is a worthwhile read.
Posts
The book itself is very good. Clear writing, illustrative examples, and very good formatting/design. The game itself, as stated above is a far cry from a D&D type situation, and is actually pretty heavily structured, as far as course of play goes. There is no "You all meet in a tavern. What do you want to do?". The GM is expected to come up with a clear mission for the the players and the players are expected to pursue it with all due speed. All characters must be Mouse Guard, and it is up to the GM to make missions that are compelling and would make Guard characters want to move quickly and decisively.
A session has a prescribed structure in that when it is the GM's turn, he throws shit at them and beats them up while they soldier on and try to complete their mission and stay in one piece.
Now, when the mission is complete, the session isn't over. Now, it's the Player's Turn, where they can pursue their own goals, lick their wounds, or tie up loose ends from the mission. This however has limiting factors. Anything that requires a roll in the players turn has to be bought with a "check". Checks are acquired in the GM's turn by using your character's traits against themselves.
Which touches on a larger and more important part of the game: It's a game about creating awesome stories and great character moments, not acquiring loot or power. There's no loot to speak of, and increases in your character's power are slow and when it comes down to it, the character is still a mouse that can be gulped up by a wolf if he isn't smart enough to run away. So, to that end, there are mechanical bonuses for role-playing and creating dramatic moments. And the various "points" you receive are really only usable to help you do yet more awesome and dramatic things.
Yeah. Absolutely worth my dollars.
Thanks for the review. I'll pick this up. You have utterly convinced me that this is a worthwhile read.