As we continue on with character generation, I just wanted to lay out some generalities about Mouseguard, and how it’s played. It tends to cause some discomfort among veteran tabletop roleplayers, and for those used to the freefrom style of roleplay common here on E, it’s probably going to cause even more initial discomfort.<br/><br/>Mouseguard is played in a turn format. There’s a GM turn, and then a Player turn. One cycle of turns is called a Session; meaning it’s expected that one GM turn and one Player turn would take approximately two to four hours of play at the gaming table. To the extent possible, I plan on running our game the same way, although I’ll be open to tweaking it to better work on the forum.<br/><br/>Most tabletop RPGs revolve around some sort of story that the GM creates or scripts for play over a single session. The players then, as their characters, interact with each other and the GM to decide how to proceed with the story. Often the GM will call for tests during play, the players will roll some dice, and play will continue based on success or failure of the roll, and the players have a lot of control over what their characters will do, and how they will proceed, with guidance coming from the GM. Mouseguard focuses a lot more on storytelling, and working through obstacles as a group rather than as individuals. Some players find this very restrictive, and you’ll see why as you read on.<br/><br/><span class="bbc_u">The GM turn</span><br/>Mouseguard missions always start in the town of Lockhaven with Gwendolyn, the current Matriarch of the Guard, giving the assembled Patrol their first mission. The Patrol Leader has selected the other characters to form the patrol. This action isn’t played out, although it can be discussed to form a collective backstory and form relationships. In theory, the player playing the Patrol Leader should have a story in mind as to why the characters were selected, but it generally isn’t important to the game unless it comes up in conversation between the characters.<br/><br/>Ostensibly, the mission should be completed in one GM turn, and one Player turn. For the GM’s turn, the GM comes up with one or two obstacles for the Patrol to face relating to their mission. These obstacles come from one of four potential sources: wilderness, weather, animals, or mice. Once the characters are given their mission in Lockhaven, the GM immediately sets the stage for the first obstacle. This generally means the characters are immediately thrust into action, and thus don’t get to undertake tasks of their own choosing prior to facing the first obstacle. The players decide collectively how they want to defeat the obstacle. Whomever suggests the idea eventually decided upon rolls to pass the test, with or without help from the others. If they pass the test, they overcome the obstacle and move on to the next one. If they fail the test, other things can happen as determined by the GM. Once the obstacles set by the GM have been overcome, the GM turns the story over to the players.<br/><br/><span class="bbc_u">The Player Turn</span><br/>During the player turn the characters typically recuperate from any ill effects they suffered from facing their obstacles, and refit for the next part of their Patrol. It’s also a time for characters to tie up any unfinished business they may have. Players are going to have a written Goal for each session of play. If they haven’t satisfied their Goal in the GM turn, the Player turn gives them the opportunity to do so. Players are rewarded for accomplishing their Goals. Even in the Player turn, however, characters are allowed only one free test. This test can be used to recuperate from a health condition, find a new piece of equipment, or meet someone that can help them accomplish a Goal, to use a certain skill for something, etc. Additional tests can be earned by using your character’s Traits in the GM turn to hinder your own character’s efforts. More on that later. Once the Players have all completed the tests they wanted to, the session comes to an end. Rewards are discussed and distributed collectively, and a new GM turn begins based on what happened in the Player turn.<br/><br/><span class="bbc_u">Obstacles</span><br/>Obstacles created by the GM come from the four aforementioned areas: wilderness, weather, animals, or mice. Obstacles are overcome by either a Test or a Conflict. Tests are fairly simple: the GM sets an objective number, and the characters roll against a skill trying to roll as many or more successes as the objective number. Occasionally a test will be a versus test, in which you are simply trying to roll more successes than your opponent. If you pass the test, you get the outcome you wanted.<br/><br/>If you fail a test, one of two things happens as chosen by the GM: either a Twist occurs, resulting in a new obstacle that usually comes from one of the unused sources of wilderness, weather, animals, or mice. Alternatively, the GM may decide that you passed the test, but have suffered a condition as a result. Example conditions are Tired, Hungry, Angry, Injured, or Sick. These conditions hinder a mouse’s future endeavors until they can be addressed, typically in the Player’s turn.<br/><br/>Conflicts, on the other hand, are dramatic, extended struggles against adversity. Conflicts are the heart of Mouseguard. At least two teams are formed, one or two of mice, and the other being the adversary. Each team has a goal for the conflict. Both sides roll their overall Disposition. Specific actions are then chosen in thee turn blocks in an attempt to lower the opponents’ disposition. The actions allowed are Attack, Defend, Maneuver, and Feint. Each action interacts with the others in a specific way, and we’ll get into that in more detail when we have our first Conflict.<br/><br/>Conflicts end when one side’s disposition is reduced to 0. At this point, the other side obtains the goal they stated at the start of the conflict. Depending on how much the winners own disposition was reduced, a compromise must be reached between the two sides. Again, we’ll get into this in more detail when we have our first Conflict.<br/><br/>Gear, help, wises, and traits can all aid in making a test in order to overcome an Objective or in a Conflict. In addition, mice can tap their Nature for additional dice on a Skill roll, and other things called Persona and Fate points can also be used to affect the outcome of a Test. Traits can also be used to hinder yourself in a test. Doing this earns you an additional test in the Player turn.<br/><br/>Finally, every time a character uses a Skill, whether they pass or fail, they become more proficient at it. A number of successful tests passed equal to the current skill level, plus a number of failed tests equal to one less than the skill level advances the skill one level. Thus, if you have Weather Watcher 3, after three passed tests and two failed tests, your skill advances to 4. This advance happens immediately, even in the middle of a conflict. It’s up to you to place your mouse into situations where a test is required.<br/><br/>Please feel free to post any questions you may have. Probably someone else is wondering the same thing.