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[Let's Discuss] Mouse Guard the RPG

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    MarshmallowMarshmallow Registered User regular
    edited January 2009
    20 mph is pretty fast for a mouse I'd think, they could launch it from a treetop or something maybe.

    Marshmallow on
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    delrolanddelroland Registered User regular
    edited January 2009
    Or with a really big slingshot, or atop a sprinting deer...

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    JacquesCousteauJacquesCousteau Registered User regular
    edited January 2009
    I don't think mice can hold swords. Sorry guys.

    Also: "Ever since the War in 1149 against the Weasel Lord Rampaul..." clearly Redwall.

    JacquesCousteau on
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    thanimationsthanimations Registered User regular
    edited January 2009
    So I assuming that Guard is the only type of character class, but you can just customize it like crazy?

    thanimations on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    I don't think mice can hold swords. Sorry guys.

    Also: "Ever since the War in 1149 against the Weasel Lord Rampaul..." clearly Redwall.

    hey hater

    shut your filthy fuckin mouth

    Super Namicchi on
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    ThetherooThetheroo Registered User regular
    edited January 2009
    delroland wrote: »
    Or with a really big slingshot, or atop a sprinting deer...

    Levels in Loremouse + levels in Sciencemouse = A deer runway for a mouse airplane.

    FUCK YEAH!

    Thetheroo on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    alright, not to put a damper on anyone's fun, but you know

    could we

    maybe

    talk about the actual game and the actual setting, and not constantly bring up redwall and/or mousebombs/mouseplanes?

    please?

    Super Namicchi on
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    MaticoreMaticore A Will To Power Registered User regular
    edited January 2009
    As the genre founder of leafpunk I decree no airplanes, only DaVinci-esque flying contraptions.

    Also: One of my players has expressed the desire for a game that is quote less grim, maybe something light hearted unquote than our Dark Heresy Campaign.

    Sensing my chance to strike here for a mouse-based RPG.

    EDIT: So what I really want to know here is - how close to a WoD style system is this? Is character creation all about combat, more about socializing, or can it swing either way?

    Maticore on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    haha, it's not dark heresy dark... but this game isn't particularly light in tone either.

    pretty damn violent, in fact.

    Super Namicchi on
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    delrolanddelroland Registered User regular
    edited January 2009
    talk about the actual game and the actual setting, and not constantly bring up redwall and/or mousebombs/mouseplanes?

    please?

    Okay, but first: what is Redwall? I don't get the context.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    edited January 2009
    Fuck. Another game I wish I had a group to play with. :P

    Gandalf_the_Crazed on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited January 2009
    delroland wrote: »
    Okay, but first: what is Redwall? I don't get the context.

    Redwall is a fantasy book about woodland animals.

    Similar premises, but pretty different in execution.

    INeedNoSalt on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    to address your question... it's hard to explain.

    it's not your typical roleplaying game - people who are mainly used to more mainstream games might scratch their head a little bit. That's Luke Crane for you.

    the meat of the game is centered around Contests, wherein you try to conquer some sort of obstacle. It could be animals, other mice, or the very seasons.

    Super Namicchi on
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    MaticoreMaticore A Will To Power Registered User regular
    edited January 2009
    Seriously? Maybe I need to check out this graphic novel.

    Hrm, the RPG book + graphic novel compilation 1 on amazon for cheaper than your average RPG sourcebook.

    This tempts me greatly.

    EDIT: GREATLY I SAY.

    Maticore on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    to continue my post from earlier: the game is definitely not your typical game. it's rather structured.

    when beginning play, your GM assigns your group a Mission. after the mission is assigned... the GM takes over and basically makes Hell for our intrepid Mice through conditions such as Hungry, Tired, or even Angry. they make checks and tests and basically overcome the obstacles you set in front of them.

    This is called the GM's Turn. yes, it's capitalized and regimented. Once they've conquered their tasks and reached relative safety... then it's the Players' Turn. here, it basically is their time to recuperate from their wounds and pursue their own agendas.

    The idea is, I believe, to enforce the feeling that in the wilderness, there is the mission, and the guardmice, despite being heroes, are very seldom in control. while they may overcome adversity, the wilderness is rough and tumble and you have to be quick on your feet.

    Super Namicchi on
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    thanimationsthanimations Registered User regular
    edited January 2009
    So the Player's turn is more of a social, retool turn? Is that still out in the wilderness, or are you automatically returned to home?

    thanimations on
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    MaticoreMaticore A Will To Power Registered User regular
    edited January 2009
    Sounds very episodic in structure, so we're not looking at a traditional turn-based combat system or anything, but something less regimented (and simultaneously more) that's based around a dice pool system.

    So say our intrepid heroes must overcome an aforementioned challenge, a "lake" caused by a freak rainstorm, and get to an island where there may or may not be mice civilians under attack by spiders.

    How would they go about this.

    I think what I'm looking for is a generalized example of play.

    Maticore on
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    MarshmallowMarshmallow Registered User regular
    edited January 2009
    I'm not sure if this is something that is common in other games, but I rather liked that even if you fail a contest you can still maybe succeed at the GM's discretion by taking on the Tired or Sick condition or what have you.

    It seems like things like that make it a really easy game to guide as a GM, you have a lot of creative control over the wheres and whats while the players worry more about the hows and whys. It's a pretty elegant system I think.

    Marshmallow on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    it's a sort of back-and-forth storytelling mode, actually. once the players reach the relative safety of town (after they succeed or fail at their Mission during the GM's Turn) it's their time to pursue their own agendas, whether that be conversing with an old friend, seeking guidance from their Mentor, or whatever happens to be their Goals.

    from the book:
    The GM’s Turn ends under one of three circumstances: when the patrol has completed its mission, when the patrol reaches a safe haven or during downtime on an extended mission. At that point, the GM hands the reins over to the players.

    Super Namicchi on
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    delrolanddelroland Registered User regular
    edited January 2009
    It seems to me that this game would suffer the same limitation as Storyteller, in that the quality of the game is directly related to the quality of the GM.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    Maticore wrote: »
    Sounds very episodic in structure, so we're not looking at a traditional turn-based combat system or anything, but something less regimented (and simultaneously more) that's based around a dice pool system.

    So say our intrepid heroes must overcome an aforementioned challenge, a "lake" caused by a freak rainstorm, and get to an island where there may or may not be mice civilians under attack by spiders.

    How would they go about this.

    I think what I'm looking for is a generalized example of play.

    Very good question! here's how you'd do it.

    Your mission would be to rescue the helpless mice on the makeshift island.

    Their first obstacle would be the lake itself. If you were feeling nice, you could point them at some skills they could try using, or you could sit back and ask them "What do you do?"

    Once they've decided/roleplayed on their course of action, they make their test. If they succeed, they cross the lake.

    But what happens if they fail? Here's where it gets interesting: the GM could use this to introduce a twist in the story. Perhaps they make it across the lake, but are trapped themselves. Or... the GM, as was mentioned earlier, could allow them to succeed... but the Guardmice take a condition.

    "You've crossed the lake safely, however, Thomas, you are Tired because of the choppy waters making rowing difficult. Alexandra, you're Angry because the oars broke." These conditions have actual mechanic impacts on the tests and checks you make, and make your Mission more difficult.

    All conflicts proceed in a similar manner, even combat.

    Super Namicchi on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    delroland wrote: »
    It seems to me that this game would suffer the same limitation as Storyteller, in that the quality of the game is directly related to the quality of the GM.

    that sort of statement is the most bland and general statement you could make about any game out there.

    shitty GMs will make games shitty. so will shitty players.

    Super Namicchi on
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    delrolanddelroland Registered User regular
    edited January 2009
    Is there a master chart with all the conditions, or does the GM make them up on the fly?

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    delrolanddelroland Registered User regular
    edited January 2009
    delroland wrote: »
    It seems to me that this game would suffer the same limitation as Storyteller, in that the quality of the game is directly related to the quality of the GM.

    that sort of statement is the most bland and general statement you could make about any game out there.

    shitty GMs will make games shitty. so will shitty players.

    You know what I mean, though. With crunchier systems, a mediocre GM can always just throw combat at the party. With this type of system, even mediocre or halfway-decent GMs will run a shitty game.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    they are specific, and there are five:

    Hungry/Thirsty

    Tired

    Angry

    Injured

    Sick

    they all give different penalties to different contests, and you can have all of them if your GM is feeling mean. :P

    Super Namicchi on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    delroland wrote: »
    delroland wrote: »
    It seems to me that this game would suffer the same limitation as Storyteller, in that the quality of the game is directly related to the quality of the GM.

    that sort of statement is the most bland and general statement you could make about any game out there.

    shitty GMs will make games shitty. so will shitty players.

    You know what I mean, though. With crunchier systems, a mediocre GM can always just throw combat at the party. With this type of system, even mediocre or halfway-decent GMs will run a shitty game.

    I guess. I would still call that crunchier game where the GM 'just throws combat' at the party pretty shitty. :P

    to prove you wrong though:

    Marshmallow is right. the game seems very easy to GM for. It relies on both the players AND the GM however to be on their feet. For the GM, you have to think of a mission, and then just put things in the way. As you phrase it, maybe 'just throw some combat'. Since combat isn't really round-by-round though, you have to insert other things. Maybe the bridge on the way is out. Maybe a tree has fallen over the road.

    the game is about braving the wilderness and doing your job.

    when it comes to the Player's Turn though, they can't just sit around and ho-hum. If they made their characters right, they've got Goals they want to accomplish, and now is the time to do it.

    Super Namicchi on
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    delrolanddelroland Registered User regular
    edited January 2009
    So how does a character die?

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    MarshmallowMarshmallow Registered User regular
    edited January 2009
    Combat seemed way different from the rest of the game to me, actually. You decide on a goal as usual, yes, but then you split the mice players into teams of two or three with a leader to decide the teams actions. Then the leader picks a set of three actions consisting of one/any of the Attack, Defend, Feint, or Maneuver actions, each of which interacts in different ways with not only the enemy's action but with your other friendly team's actions as well.

    It just seemed rather complicated and unintuitive compared to the rest of the system.

    Marshmallow on
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    MaticoreMaticore A Will To Power Registered User regular
    edited January 2009
    How violent is this actually? Too much for 10-12 year olds?

    I have cousins you see...

    EDIT: I know it's not an apt comparison, but they love redwall.

    Maticore on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited January 2009
    Maticore wrote: »
    How violent is this actually? Too much for 10-12 year olds?

    I have cousins you see...

    http://nymag.com/images/2/daily/entertainment/07/06/08_mices5_full.jpg

    http://forbiddenplanet.co.uk/blog/wp-content/uploads/2007/09/Petersen%20Mouse%20Guard%20crab%20fighting.jpg

    these are about the limit of violence

    INeedNoSalt on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    Well, honestly, that's your call as a GM as to how violent. you could run a perfectly viable Mouse Guard game where you very seldom have to draw your sword, instead focusing on Obstacles around rescue, escorting, trail-blazing and the like.

    Super Namicchi on
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    MaticoreMaticore A Will To Power Registered User regular
    edited January 2009
    I enjoy systems that do non-combat just as well as combat.

    Interesting, turns out that a friend of mine has the compilation of the first five or something comics. I think I'll give them a read.

    I think this will be a buy later this week. 23 bucks on amazon.

    Maticore on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    delroland wrote: »
    So how does a character die?

    death is basically handled as the goal of a particular conflict. To kill or be killed, those generally have to be the stakes. There are no 'random' deaths - when you go into a conflict, everyone beforehand knows if their life is on the line.

    Super Namicchi on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    Imagine this: It’s raining hard. A rivulet has formed outside Elmoss, blocking the main road. This rivulet is rising fast. A grain shipment for the town is stuck on the far side, in danger of being swept away. Your cousin, another guardmouse, is trapped on a branch in the middle of the rivulet. You only have time to save one before the other is swept away. What do you do?

    this is a sample from the text as a perfect obstacle that presents a meaningful choice to the player.

    Super Namicchi on
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    oakloreoaklore Registered User regular
    edited January 2009
    I would be so down to be in a PbP of this.

    oaklore on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    Maticore wrote: »
    I enjoy systems that do non-combat just as well as combat.

    Interesting, turns out that a friend of mine has the compilation of the first five or something comics. I think I'll give them a read.

    I think this will be a buy later this week. 23 bucks on amazon.

    luke should cut me a commission for moving product! :P

    (i just ordered it too from barnes and noble...)

    Super Namicchi on
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    edited January 2009
    I am weak. I have also purchased this quality product from the my friendly neighborhood Amazon.com Online Retailer.

    Got both the RPG rulebook and the graphic novel Vol 1 for $42. In other words, two books for the average price of a DnD rule book? I'll do it.

    destroyah87 on
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    oakloreoaklore Registered User regular
    edited January 2009
    Cut yourself another check because I'm using the last of my Borders giftcard on ordering this.

    oaklore on
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    MarshmallowMarshmallow Registered User regular
    edited January 2009
    So apparently this is based on the Burning Wheel system, anyone happen to know anything of that because I've never heard of it and can't seem to find much about it.

    Marshmallow on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2009
    http://burningwheel.org/forum/index.php

    start here. I'm actually not a fan of burning wheel (and if Luke reads this please don't void those commission checks in the mail), but it has many many rabid fans.

    Super Namicchi on
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