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Post by Enric on Sept 13, 2009 10:36:52 GMT -5
Mouse Guard! Here's what I was thinking: I'd like to run four sessions - spring, summer, fall, and winter of 1152 - before the end of the year, each with three or four mice. Each session would be a separate episode, so the players don't need to be the same from one to another. I'd love to get this started the week of September 21st - 27th, so if this sounds like something you'd be interested in, post something here and let's figure it out.
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Post by reefwood on Sept 13, 2009 14:59:15 GMT -5
I'd love to join in when I get back around Oct 11th.
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Post by michael on Sept 13, 2009 15:13:39 GMT -5
Yeah, I'm interested.
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Post by Tom on Sept 14, 2009 20:02:19 GMT -5
I would like to play this game. I am usually available in the evenings.
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Post by Enric on Sept 14, 2009 21:22:53 GMT -5
Cool, so it looks like Rabbit, Michael, Tom and I for our first session. What night or nights next week would you guys be able to play? Cara might join us if we do Friday or Saturday, but we should go with whatever works best.
By the way, Tom, I think you still have an account on this board if you want to use it.
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Post by michael on Sept 15, 2009 0:07:57 GMT -5
I think I'm free any night next week, so whatever works best for you all.
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Post by Enric on Sept 17, 2009 2:25:40 GMT -5
Okay, it looks like we're on for Thursday, September 24th, with me, Rabbit, Michael, Tom, and possibly Icnivad. I'm excited!
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Post by Rabbit on Sept 17, 2009 11:57:54 GMT -5
woot!
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Post by Enric on Sept 25, 2009 9:20:23 GMT -5
So Michael and Rabbit, what did you think? What worked for you? What didn't? Are you interested in playing more? And Rabbit, did Jamie have any interest in another session?
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Post by Rabbit on Sept 25, 2009 11:07:08 GMT -5
I really like the Mouse Guard system, and Mouse Guard as a setting a lot. I would definitely like to play another season.
One of my favorite aspects is awarding scene descriptions. How after dice are rolled someone has to explain what happens next. If it is a failure; the GM tells about the troubles the troupe has and eventual resolution. If the dice rolls are a success; the lead mouse gets to explain what exactly happened. (Example: making up the farmer contact that Bramble made after a Circles roll.) I have used the term “group story telling” to describe RPGs before, but I think it is even more so with this system. I think doing this caught some of us off guard at first, but it could easily become second nature.
One bump along the way; I did feel like that specific session got a little bogged down with internal disputes. In general that is not too big a deal (especially when people are being in character) but another aspect of the game is the intricate teamwork between the mice. I really like the teamwork built into the game. Kind of like the only way these little mice can even have chance to survive is through working together. And I guess I would have liked to play that up more than playing up how much the mice didn’t get along.
Oh, and I like the way conflicts/battles go down. I like having opposed actions that are made before hand. It lends itself more to a chaotic struggle.
Jamie had a good time, too. I’m sure she would like to give it another go. She was not sure if she was vocal enough. She as a player is an assertive person, but she also felt like her character was the quite type. So she had fun but also had that conflict. (I mentioned to her that even speaking up as a player and saying, “My character does not say anything.” or “…quietly sits looking a bit nervous.” is one way to stay involved without having a chatty character.)
So yeah, good game, good system, let’s do it again.
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Post by Enric on Sept 26, 2009 18:52:39 GMT -5
I was really happy with our game the other night. As soon as everyone started putting their characters together, I had a feeling that things were going to be good - it seemed like relationships and opportunities for storytelling were being created right away, and I was thrilled that people were able to act on them as soon as they started playing. The system mechanics support people actually playing their characters really well, and when you have a group of players who dive right in like you guys did, it almost can't help but go well. And yeah, I'm glad everyone took to the opportunity for shared narration so readily. I don't want to gush too much, but I really liked it, and I can't wait to play again.
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Post by michael on Sept 26, 2009 22:12:54 GMT -5
Yeah, I felt the same way. It was really simple and fun, and the way you build characters and progress makes it really conducive to roleplaying. I'm looking forward to another session.
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Post by Rabbit on Sept 29, 2009 12:40:43 GMT -5
So to continue gushing over the Mouse Guard System; yeah, I really really like it.
I was thinking that I might try to loosely incorporate some of the system into my approach as a GM in general. Especially allowing the players a chance to elaberate on what happens next with skill checks and what have you.
I feel like often with DnD we discuss how to use the rules without over-using the rules. Trying to find that compromised middle ground.
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Post by Enric on Sept 29, 2009 14:30:22 GMT -5
Yeah, I think that the mechanics in Burning Wheel, and therefore Mouse Guard, are fantastic. On top of that, though, there's a lot of philosophical stuff in there that felt like exactly what I was looking for when I was thinking about improving my play. Things like Let It Ride - just rolling once to resolve a task, unless the situation changes dramatically - or seeing failures as opportunities to create interesting complications, rather than as potentially game-stopping obstacles. Shared narration is another thing I've seen in a lot of these smaller, more story-oriented games, and it's really revitalized my thinking about how I want to play. Man, I really wish I could've made it to the movie last night so we could talk about this in person!
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Post by Rabbit on Sept 29, 2009 14:38:38 GMT -5
Maybe later this week we could get together for some beer/soda/snacks/coffee/what have you. Heck, we do live like right next to each other.
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