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Little Heroes

Last post 04-27-2009, 9:11 PM by ArtMonkey. 5 replies.
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  •  04-22-2009, 5:39 PM 808893

    Little Heroes

    This last weekend I played session of Mouse Guard with my Saturday group.  Mouse Guard is based on the comic by the same name, and it's about mice with medieval-level technology struggling to survive the seasons, the weather, the wilderness, wild animals and each other.  I feared the game wouldn't go very well, as our group has varied tastes regarding subject matter, playstyle and just plain quirky preferences.  But I ran it... fumbled through it really, and yet it was well recieved.  The reasons varied, from enjoying the background to a strange fascination with the rules system and probably other reasons as well.

    I doubt that the game would hold up for the long haul (for this group), but the session we had was fun.  Things seemed focused and energetic.  Things kept happening and dice kept rolling and people seemed to enjoy their characters, pregens though they were.  Because of the structure and because we were unfamiliar with the system, the first session went pretty quickly, and so we followed it that same night with a second "session", and my group seems eager to give it another go next week and see how things turn out.  The overall system is pretty simple and people mostly liked it, though the "conflict" system, which in this case was used in a combat, was cited as being "too abstract".  I think this was probably specific to combat.  If it had been an argument or a chase or something (which all use basically the same rules) it might not have been perceived as a problem.

    People did seem to like the advancement rules, though, which basically require X successful uses of the skill and X-1 failed uses of the skill, where X is the current skill level, to advance a skill.  It allows for an "organic" growth of character skill, such that skills only advance if you use them, but also encourages players to try difficult (ie, "dramatic") things in the story in order to earn those "failed" checks.  (For those unfamiliar with this sort of system, I should point out that there are no meaningless, "fail-to-pick-the-lock-try-again" failures which means that failure always has significant and hopefully interesting consequences.)

    Now, as the GM, I didn't give the challenges the thematic depth that they could have.  I didn't focus on the characters' beliefs, instincts, goals and traits as much as I could have, though nobody seemed to notice.  The players also didn't earn "checks" against their traits during the sessions, either.  Part of this is my fault for making the "GM Turn" so short.  There really wasn't much room to hit those traits, but partly I think the players didn't quite "get" how traits and checks work together to give them more options on the "Player Turn".  Still, I think we'll all do better next time.  And even if we don't it seems like we'll still have a good time.

    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB
  •  04-23-2009, 5:28 PM 808969 in reply to 808893

    Re: Little Heroes

    I, uh... found a copy of this yesterday, still reading through it but it looks interesting. Takes a fair bit of acting on the GM's part it seems.
  •  04-23-2009, 5:46 PM 808973 in reply to 808969

    Re: Little Heroes

    Well, any good GM will be doing a fair amount of acting.  What's great about MG is that it almost runs itself.  If you follow the instructions and apply even a modicum of creativity, the game should work as advertised.  If you're able to be particularly creative, then it's even better.   That's what I hear anyway, but my limited experience so far says it's true!
    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB
  •  04-27-2009, 10:46 AM 809097 in reply to 808973

    Re: Little Heroes

    Ok, here's an update for those that care.  My group played Mouse Guard again, and once again, everybody had a good time, even those who hadn't expected to when things started.  I still didn't quite hit the character's Beliefs, Instincts,  Traits and Goals like I should have, but there were a couple extra hits on Traits from the players' side, earning a few extra checks at the end.  Nobody's opinion seemed to change on the conflict rules, though.  It's not that those that didn't care for them thought that they were bad or anything (and they used them with zeal when the time came), it's just a matter of personal preference, it seems, from a "tactical minis" -style crowd.  There were some positive comments on the "condition track", though.  It's pretty much what it sounds like, only with a broader range of effect (Hungry, Angry, Tired, Injured, Sick) and not tied to "hit points" (the track is all that there is).

    The Guard Mice didn't "solve the mystery" yet, though they made considerable progress.  Unfortunately, we probably won't be able to play again for some time, as we've got a GURPS fantasy game we're still working on.  That's ok, except that I'll probably have forgotten all of the rules by the time we pick it up again.  And it seems unlikely that anybody will remember what happened last time, so no "prologue healing" for our desperately beat-up group.

    P.S. Oh, and something else I wanted to point out was that after the game, some players were shocked that only a few hours had passed.  They felt like a whole lot happened and assumed, based on past experience, that it would be much later than it actually was.  That was one of the things that I had heard these kinds of games were good at: more fun in less time.

    So, all in all, "Yay, Mouse Guard!"
    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB
  •  04-27-2009, 7:03 PM 809139 in reply to 809097

    Re: Little Heroes

    Quite a rousing review there, I can't wait to try this game out on my own group. Although I've been trying to push them to try a lot of different systems lately, they might be getting a bit sick of it. Maybe I should wait a bit, take them back to WFRP or DnD
  •  04-27-2009, 9:11 PM 809146 in reply to 809139

    Re: Little Heroes

    Well, while I think it's a great game, there's a bit of a paradigm shift involved, for the players of course, but even more so for the GM.  All I can say is to make sure your players approach it with an open mind and most importantly, follow the directions.  Don't assume that becuase you've gamed before that you know how things are "supposed to go".  Just take it step by step.

    That said, if you make mistakes or forget things, it's not the end of the world.  Just approach it like you've never played an RPG before, I guess.
    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB
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