Reading Mouse Guard RPG
Jan. 25th, 2009 03:33 amI'm currently reading the Mouse Guard rpg, which was described to me as "Burning Wheel Lite". This may be accurate, which is fine. BW is a system I just don't click with, and while this may just be because it doesn't work for me, it's also quite possible it's got something to do with my never having read the rules for any version of BW all the way through. I've gotten a couple of hundred pages into Burning Empires, but that's like reading a chapter or two of any other game.
Folks familiar with BW or BE who are reading this should please forgive me if I spend a lot of time on stuff that is old hat to you. It's new to me.
Like BE, Mouse Guard is based on a comic book. I have read none of the source material for either game. I am finding that this is a feature, or, at least, not a bug for Mouse Guard. That is, at the very least, as of page 50, I am having no problem following what Luke is saying or figuring out enough about the source material to understand the feel the game is trying to capture. I don't find the idea of playing mice with missions off-putting; indeed, I now understand why
But, it's also possible that my ignorance of the source material is a feature, because the setting is transparent, allowing me to get a clear view of the mechanics, the reverse of the way I usually picture a good rpg as being structured. On the other hand, when I don't know the source material for an rpg, I deliberately don't read it until I see whether the author has written a game that will work for those of us who haven't read the source material. In other words, mechanics should not obscure setting or game play, and the setting should not obscure the mechanics. So far, so good.
Thus far, the most annoying thing I've hit is on the nit-pick scale. A Mouse Guard PC has a cloak whose color is chosen by the PC's mentor. The color "represents how the mentor views his former student's disposition and personality" (p. 29). But, thus far, at least, there's no indication of what the colors mean.
Also, I can't find a blank character sheet in the book, and I think the text says that there is one. I wanted to see just how much space is permitted for listing gear, since a PC can only carry as much as the player can write down in that space. My first reaction to that was, "Luke, I can write very small."
I'm currently reading the rules about Beliefs, Goals, and Instincts. I never got that far in BW. I think I got to the beginning explanation of these in BE, but I got bogged down in the skill list and professions, so I'm not sure. The Mouse Guard rules are making sense, which is the important thing.
And, I even understand, I think, why Mouse Guard could not be written before BE and BW. It's harder to write simpler.
If I have this right, Beliefs are ideals. There's an example of a statement that's too weak to work as a Belief, although no explicit explanation of why it doesn't work. There's an example of something that is "better", but I can't tell whether it is good enough, especially given that the sample characters' Beliefs are all quite different. They're pithier. They're catchier. GMs are supposed to challenge characters' beliefs, and this works even better, we are told, if other characters' beliefs can be pulled in. Two PCs with different, but not diametrically opposed, beliefs are mentioned, but there is no example of how a GM might create a situation that works well to challenge both beliefs and pit them against each other. I'm not quite sure how I'd do this, and I would imagine a beginning GM would be even more unsure.
Goals are concrete and need to be accomplishable within a single session. I presume one mission for the PCs = one session, and if a mission carries over into another session, my gut instinct is to consider the two sessions one, but I could be wrong.
Players choose their goals after their PCs learn what their mission is, which makes sense. They change their goals at the beginning of every session, and they may not change them in the middle.
This lead
Finally, there are Instincts, actions that PCs take under specific circumstances. Instincts and Beliefs may be changed at the start or end of a session, never in the middle. Goals have to be changed at the start of each session.
Players get rewarded for acting on their Beliefs and Instincts, and on acheiving their Goals. Players also get rewarded for failing to achieve their Goals, and for acting against their Beliefs or Instincts in dramatic ways. This is wonderful. Anything less would be penalizing players for good roleplaying.
mnemex and I discussed how this differs from what old editions of D&D did with the alignment system. mnemex said that if one wanted to show character development, by, say, having an arc where one's PC started out evil and eventually changed alignment to some flavor of good, the PC lost a level. Players were penalized for this kind of roleplaying.
I said that D&D penalized players for roleplaying, period, but, as mnemex pointed out, that's not exactly true, and it was not the intent of the alignment system. The alignment system was an attempt to get players to stay in character, with the stick of losing a level. I guess that means the carrot was the various cool powers one got from playing certain types, like the Paladin, or from magic items that only worked for certain alignments.
But, one of the things we're seeing in games like the Mouse Guard rpg, or like Primetime Adventures, is the notion that, when there is a binary oppostion -- succeed or fail, follow your code of behavior or break it -- both options should lead to dramatic play, and both options, done well, should be rewarded. I like this.
And, that's as far as I've gotten in the book. But, there are other things I like about it. The art is lovely. The production values are lovely. And, to my astonishment, the price is lovely.
The book is thirty-five bucks in the USA. (Well, okay, $34.95. And there's tax.) I had expected it to be at least forty, and would not have been surprised if it had been fifty. And, I would still have bought it, even though I have been unemployed for a year. I would have bought it at full price, because my local gaming store carries it, and I want to encourage this. And, I would have bought it at $50 because, factoring in what games go for, both Indie and non-Indie rpgs, it would have been worth it. At $35? Definitely a bargain.
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Date: 2009-01-25 05:29 pm (UTC)I, too, stuck on the "carry as many things as you can write". I thought "I can write really small" as well, and then it occurred to me that this rule might be directly punitive to children, who I think are at least ostensibly supposed to be included in the market for this game. My son's penmenship just doesn't have the experience to write really small, and it rather bothers me that Luke is rewarding those with steady hands and a fine tipped writing instrument...
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Date: 2009-01-25 08:51 pm (UTC)no subject
Date: 2009-01-25 10:25 pm (UTC)no subject
Date: 2009-01-25 10:50 pm (UTC)I'd want it to be a shorter game. This is possibly doing kids a serious disservice on my part. OTOH, how old are the kids we're talking about? I'm thinking five to nine, which is really different from twelve to fifteen.
I'd want more and better examples.
Getting back to the handwriting, I'm thinking not of me plus some five or even twelve year old kid. I'm thinking of me,
The Bunnies and Burrows rules make sense because I see the direct connection between the rule and what a rabbit can do. The writing rule has a disconnect. My mouse does not have a character sheet. A mouse cannot really carry a sword or even a knife, so, obviously, the weapon is sized proportionally. Logically, this means a mouse can carry as much as I can, just scaled down for her size.
I understand why the limit. I sort of follow the logic of using the character sheet as a mechanic. It's just not how I'd do it.
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Date: 2009-01-25 11:52 pm (UTC)Actually, the whole "mice with swords" thing is a bit of an issue with the background. I've come to think of the background as post-apocalyptic, really. Why are all the mice the only even remotely anthropomorphic creatures in the setting? Where are the evidences of human habitation? Why are there no rats in the rulebook as opposing animals?..
That said, the art is so darned evocative, that I've been eagerly awaiting the game, and somehow (so far) the rules do seem to fit and promise a game that would be fun to play. (Burning Wheel was fun, but it took us a year to come to the conclusion that it was also somewhat opaque to our gaming group: MG may solve that problem somewhat as the rule-systems seem vastly smoother in exactly the spots that were giving us issues.)
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Date: 2009-01-25 11:56 pm (UTC)More seriously, though, I would have preferred the more common-sensey "you can carry ten things" rule from Dragon Warriors (although scaled down a bit to be more in line with the mice as we see them depicted in the books).
Luke does seem to have a tendency to fix on some game-mechanicky things because, perhaps, they seemed like "cool ideas" at the time. But they also seem to intrude game into the proceedings when they're perhaps not needed.
But who knows? Maybe we try out with the "write everything you want in this teensy box", and see what fun that generates for the players (or lack thereof).
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Date: 2009-01-25 11:57 pm (UTC)no subject
Date: 2009-01-26 02:45 am (UTC)But, sure, I'm okay with trying the game as she is written, so long the writing is coherent. It's not always easy to tell if that's the case, I've learned. Some games read very well, but when one starts to play them, one hits all sorts of things that aren't covered as well as one had assumed.
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Date: 2009-01-26 02:45 am (UTC)no subject
Date: 2009-01-26 03:00 am (UTC)I think this is reflected by the fact that you can still earn a Fate Point for working toward your goal, you just miss out on a Persona Point.
Goals are single session objectives. As such, I don't see how you could write one that was unachievable at the start of the session. It isn't a case the GM secretly knowing that its unachievable as the player has quite a bit of power and authority to set up things before hand for whatever Goal they decide upon with Circles, Resources and the Players' turn.
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Date: 2009-01-26 03:04 am (UTC)To be honest, I think it is included more as a matter of common sense than anything else. There is more room than you need for most PCs but an abtract upper limit is given in case someone asks. If you are hoarding items, then I think you might be playing the wrong game.
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Date: 2009-01-26 03:07 am (UTC)1. The player isn't tracking and needs to switch goals
2. The player is tracking, but the GM wasn't clear, and the GM should say, "No, that's not going to be part of this session."
3. The GM looks at this and says, "Oh, okay, I'll recalibrate so that this is actually relevant." #3 is not always the correct course of action; this depends on what the other players, if any, want to do.
Hm, a more important question, though: Can multiple PCs have the same goal?
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Date: 2009-01-26 03:24 am (UTC)However, I think you are missing some of the differences in how MG is intended to play. As a player, the main point of setting a Goal is to set down something achievable so you get a reward that can be used to succeed at later tests. It isn't designed to establish what the story is going to be.
As such, a clever player will use consecutive Players' turns to set up things over a period of time to achieve a more far fetched goal, essentially breaking it down into steps.
Also, I note that it isn't the GM's authority to determine where the mayor is during play, especially if done in the Player's turn. That's determined by Circles. The player can spend a check to make the test. The GM can influence the Ob within the bounds given. The test determines whether the mayor is not found, found or found but with emnity.
The GM is responsible for setting the mission and obstacles to achieving that. The whole point of Players' turns is to allow the players equal opportunity to have input into the story.
Overall, the matter should be self-regulating. Players will learn that they need to set more achievable goals each session, and work toward longer term goals.
I don't see an issue with mutliple PCs having the same Goal. It does provide a bigger target for the GM to oppose, which many players may decide is best to avoid. Putting all your eggs in one basket as players can be a risky strategy.
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Date: 2009-01-26 03:26 am (UTC)no subject
Date: 2009-01-26 03:28 am (UTC)Actually, using the form fillable sheet should remove the issue of writing size too ;)
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Date: 2009-01-26 03:29 am (UTC)I don't see an issue with PCs having the same goal either. But, I didn't want to assume. I know that at least one game, Primetime Adventures, has PC goals for every conflict, and does not allow PCs to share a goal.
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Date: 2009-01-26 03:34 am (UTC)no subject
Date: 2009-01-26 06:23 am (UTC)no subject
Date: 2009-01-26 06:26 am (UTC)rules reference sheet and GM's mission sheet
Not sure what you are referring to but I imagine they will be downloadable as well, if they are expected to be printed and used for each game.
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Date: 2009-01-26 08:14 pm (UTC)no subject
Date: 2009-01-26 08:17 pm (UTC)no subject
Date: 2009-01-27 04:13 am (UTC)But, I'm biased. I'd just go for "You can carry three things."
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Date: 2009-01-27 04:15 am (UTC)On third thoughts, I'm not sure that players are allowed to write down the same goal. The relevant subject header says to write down different goals.
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Date: 2009-01-27 04:15 am (UTC)no subject
Date: 2009-01-27 07:19 pm (UTC)Sounds a decent compromise, if the rule is an issue for you.
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Date: 2009-01-27 07:20 pm (UTC)Whereabouts? I can't find it.
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Date: 2009-01-27 07:58 pm (UTC)no subject
Date: 2009-01-27 09:52 pm (UTC)Beside all this, I think it would better to write different Goals for each PC, but I don't think it would be a problem if they did.