63 internautes sur 64 ont trouvé ce commentaire utile
William F. Hostman
- Publié sur Amazon.com
Mouse Guard is a simplified cousin of the Burning Wheel RPG (and Burning Empires). The game is about semi-anthopomorphized mice in a medieval society; essentially, mouse-sized & shaped people in an apparently human-free world. The players play members of the Mouse Guard, a non-governmental body of troops which protect the main habitation from the worst of the predators.
There is enough information to run the game without reference to the comics. The comics will help to visualize the world, but there are plenty of old and new illos in the book.
Having run the game for several months (thanks to a preorder special), I can say with confidence the game is suitable for children and adults alike. most teens should be able to run the game, and just about any literate child should be able to play. The game is more structured than more traditional RPG's, and is mission focused. My group has had players from age 9 to 50, all enjoying it.
Basic Dice mechanic: (skill)d6, counting successes (the number of dice which rolled 4,5 or 6), versus a difficulty number. It helps if everyone has 10 or so d6's, and it's nice if everyone's dice are distinctive.
There are several reward cycles in the game engine: Fate and persona for playing beliefs, roleplaying well, and having been a moving force in the plot, which allow improved chances on challenges. Skills require both successes and failures to go up, and can only go up if used. Traits have to be used against one's self to earn checks, which allow a variety of actions during the player turn, and allow players to heal during the GM turn.
Narrative structure: The game has a default mission-based play narrative structure. Here's an outline:
(1) Recap prior session
(2) Get mission briefing
(3) Write goals for this session
(4) GM Turn: 2-4 challenges
(5) Player Turn: 1 challenge per trait check earned in play
(6) Rewards: check beliefs, instincts, and goals for whether they earned fate and persona points.
The system works really well. My 9yo can play it comfortably, and understands the rules; my 50yo friend who has been gaming since 1978 also enjoys it quite a bit.
28 internautes sur 31 ont trouvé ce commentaire utile
- Publié sur Amazon.com
Whether you're approaching Mouse Guard Roleplaying Game as a fan of the Mouse Guard comics or a fan of roleplaying games, there is something new and interesting here for you. The game uses a simplified and streamlined version of Luke Crane's Burning Wheel system, but while Burning Wheel has been criticized by some for having too steep a learning curve, Mouse Guard is a breeze to read and understand. The game is clearly presented with lots of examples, including an ingenius example of play that shows the events of the first comic as though they unfolded naturally during a game session. The book contains several character archetypes to be used to immediately create player character, and a few sessions worth of missions for the Guardsmice, so it's great for beginners. Visually, the book is stunningly beautiful. Color and visual texture practically pop off of each page, and the book is filled with art both from the comics and created specifically for this product including the cover, which shows the entire cast of Fall 1152 and Winter 1152. Or, as my female gamer friends have said, "Mousies!!" The only downside to this game is persuading people who are used to playing big, tough heroic types in RPGs to play a game about mice with swords. If you can get past that hurdle, you will be blown away by this game. Luke Crane and David Petersen have really made something special here, and if you are a big fan of the comics or of roleplaying games and are looking for a novel experience, you owe it to yourself to buy this book.
15 internautes sur 15 ont trouvé ce commentaire utile
- Publié sur Amazon.com
Amongst the numerous fantasy role-playing game systems, why would you choose to buy and play "Mouse Guard Roleplaying Game"? There are plenty of reasons. You could start with the fact that it is based on a fun and beautifully illustrated series written by David Petersen involving anthropomorphic mice. (How cool is that?) You could also buy it because, put simply, the game book -- like Petersen's Mouse Guard series books -- is of the highest production quality: readable text, beautiful illustrations and great production quality. (How many other RPG books come with a dust jacket?) You could also buy it because a number of Internet reviewers on RPG-related sites have already reviewed this game and come away very impressed.
I recommend you buy it for all those reasons, plus at least one more: it is a really creative gaming system. This game is not "D&D for mice," though clearly the game, and the Mouse Guard series, were inspired at some level, even if just in the most basic origins, by Dungeons and Dragons. Perhaps the best way for me to describe the system is that, it seems driven at its most critical and interesting level by qualitative mechanics and not quantitative ones. That alone makes it stand out in a crowd. Part of the fun of this system is in designing a character -- who is, what else?, a member of a mouse patrol -- that has a very specific nature and characteristics. Some of these things can change (indeed, for each adventure, you have to select a specific goal for yourself), and some are a bit more static ... or at least they take longer to change. But unlike most games where a player selects some qualitative material as part of a "character background," and then only references this material as seems best to him or her, the Mouse Guard RPG makes very direct use of these qualitative factors. Suffice to say that the Mouse Guard RPG challenges players in a way that other games don't; it is certainly not a game bent on amassing quantitative factors, whether that is experience points, hit points, gold pieces, etc. (In fairness, no really good RPG should be just a quantitative exercise, but number-driven mechanics are so prevalent in so many RPGs that it is a natural byproduct or double effect, even in a well run game.) Put another way, Mouse Guard incorporates storytelling right into its central mechanic.
In a nutshell, the Mouse Guard RPG thinks outside the box ... to good effect. This game is not designer Luke Crane's first foray into RPG design, but it may be his most polished. When combined with Petersen's charming Mouse Guard storyline and characters -- as well as a beautifully designed and readable book -- you have a real winner.
9 internautes sur 9 ont trouvé ce commentaire utile
- Publié sur Amazon.com
I am going to let you in on a secret: the Mouse Guard Roleplaying Game is the only RPG book I have read all the way through, cover to cover. In fact, I have read it twice. That speaks to two things. The first is that the game is different enough from other RPGs I'd played that reading everything was necessary. And the second is that the book is written so well that it encouraged me to keep going--usually the dry textbook-like prose of roleplaying manuals leaves me bored and fatigued from all the minutiae and rules upon rules, leading me to eventually skim at best or give up at worst. This book I actually enjoyed reading.
Luke Crane and David Petersen have created an excellent and exciting thing with the Mouse Guard roleplaying game. Based off of Petersen's popular comics about a band of rodent adventurers and heroes, Crane designed the game to imitate the narrative structure and conflicts of the books--conflicts revolving around local politics, predators and the toil that comes with living as small, defenseless and easy prey in a world much larger and more dangerous than oneself. Crane succeeds spectacularly.
If there is one main accomplishment with Mouse Guard, it's the perfect matching of a game system to its source material. In most cases for licensed roleplaying games, designers will often take the basic assumptions of Dungeons and Dragons and fiddle with the details until it vaguely resembles whatever work they're attempting to emulate. Mouse Guard does not do that. Though based off of Crane's Burning Wheel RPG, which I'll note I have never played, the game is specifically structured to create stories and situations that would occur in the comics, and to resolve them in the game as they would be resolved in the books. This is illustrated in the rulebook itself, as Crane uses the events of the first volume of the comics as an example for how the game is run, showing how what happens in the story could have occurred in game, using the rules exactly. It works perfectly, and the plotlines Petersen developed for his characters could easily occur naturally and organically within the rules of the game.
As far as the rules themselves, Mouse Guard uses dice pool mechanics to represent and test a character's ability. Most tests are simple, with a player throwing a handful of his or her dice and counting up successes--any die that comes up with a number of four or better counts as a success. The difficulty of a given task is represented by its obstacle number, which a player must surpass in number of successes for the character to succeed. Sometimes players may make a test against an opponent, and must roll more successes than their challenger. More complicated tasks are done as conflicts, which follow a scripted, rock-paper-scissors like order. In a conflict, characters join together in teams of three or less--usually there are two teams: one for the players and one for any opponents played by the GM--and have a number of actions to choose from, including defend, attack, feint and maneuver. Each team secretly chooses three of these actions in order and then both teams reveal their actions at once, with each specific action type interacting differently. Conflicts are performed to resolve more than just combat, and are often used to represent arguments, chases and even navigating through treacherous terrain. Each team determines their goal at the beginning of a conflict, which can range from getting through a flooding forest to vanquishing an enemy. It should be noted that a mouse can only die in combat if that was his or her opponent's goal from the beginning, making Mouse Guard a game with potentially low lethality--not that death is unheard of, and not to imply that the characters don't face serious risks over the course of their adventures.
The main innovation rules-wise, and the means by which the game is able to so easily create stories and situations you'd come across in the comics, is the separation of a game session into a GM's turn and a player's turn, combined with the game's core assumptions about what conflict resolution means. Most of a session will consist of the GM's turn, which doesn't differ too radically from the standard set-up of a game of Dungeons and Dragons. The GM is in charge here, setting the situation from the characters, describing where they are and how they got there, and giving them their orders and describing the circumstances. From here the characters jump headlong into their mission, and for the rest of the GM's turn are at the whim of fate, bad luck and struggle to do what they must do. The mice are on a mission, and they get no relief until it is resolved. They can't turn back and they can't give up. The characters either have to succeed or fail, and that's where the genius of Mouse Guard begins to shine, because failure at a particular task is always a possibility, and is often likely. But that's not the end.
In a game like Dungeons and Dragons, the assumption is that the characters will succeed. The rules simply weren't made for them to do otherwise. And, if they do fail, usually it means death and the game grinding to a halt. In Mouse Guard the game keeps going. It's just another twist in the story. If you fail to cross the river safely, you're washed further downstream and perhaps lose some of your important equipment. Or if you lose a battle with a massive rattlesnake, maybe the important mouse you're supposed to be escorting gets gobbled up and one of the players loses a tail. The story doesn't end there. You have to deal with those consequences.
In the GM's turn the players react to the situation around them, as dictated by the GM, and must do their best in the face of the terrible odds placed against them. But in the Players' Turn, the characters take on the active role. When their mission is complete, everyone can relax and the characters decide what happens next. Perhaps a mouse will go and buy some goods, or visit a friend or lover. Or perhaps one of the mice decides he must settle an old score with a rival who lives nearby. When the players are in charge, it's the GM who must respond to them; each character gets to say what his or her character goes out to do, and the GM responds with appropriate tests to see what happens.
This dynamic sets up for pressing adventure and urgency while out in the field, followed by a more casual, player-driven counter narrative taking place when the characters return to town and set to accomplish more personal goals. It allows the game to mimic the narrative feeling of the comics, coupling epic adventure and triumph with equal amounts of personal character interaction and development.
As a whole, Mouse Guard does what it sets out to do almost perfectly. It is fun to play, recreates the tone and structure of the comics, and is set in a world very different than most other roleplaying games. One of my very favorite things about the game is the perspective from which the characters see the world, and how the world they inhabit--which really is the same as ours--can seem so strange when seen from a different point of view. These characters don't fight dragons or use magic, and they aren't on quests to save the world from ancient curses. They're just little mice trying to survive. And the world and its threats, which to us are all very mundane things--navigating through a spring rain, surviving a snowstorm, crossing a creek, driving off a herd of deer--are life and death struggles for creatures so small. Mouse Guard is unique as a game in that it lets you see and experience the world differently, and in the end that's something really wonderful.
5 internautes sur 5 ont trouvé ce commentaire utile
- Publié sur Amazon.com
I have played several RPGs but this one is by far the most unique. Instead of a world full of dragons, trolls, cyborgs or mechs, Mouse Guard is full of real creatures including mice, rabbits, crows and snakes. All these creatures simply live in a forest with nature ruling their lives. Of course there is a catch, the mice are intelligent, civilized actually. This game setting is part of one what makes this game so interesting and of course the idea of being a cute but tough little mouse on a mission is just cool.
We started our game play with everyone reading the graphic novels. The novels are a fun read and gave us a pretty good understanding of the world the mice live in and what the life of a Mouse Guard entails. As such I would highly recommend all players read the novels.
Even though we found this game very intriguing, we found it somewhat repetitive after a while. As such I don't believe this is a viable long term game but rather a "breath of fresh air" game to play once in a while in between other games.