Kobold Catgirl |
Hail all those who are able, any mouse can, any mouse will, but the Guard prevail.
Original recruitment-ish thread, for my own convenience.
Okay! Corsario, Johnnycat, Mooshybooshy and Nixie, you guys are in for the first session! Anybody who's not them but who's interested in joining can feel free to pay attention and learn stuff.
Let's go over some system fundamentals—stuff you'll need to know immediately. That means it's time to explain one of the most unique things about Mouse Guard: The session structure.
Each separate mission/quest/adventure will, in this go-over, be referred to as a "session". PbP or no, it's a useful terminology.
A session comes in two stages: The GM's Turn, and the Player's Turn.
The GM's Turn: At the start of the GM's Turn, the mice will be given their mission, and they will work out their session goals. A session goal is a short-term directive separate from the mission itself. You will pursue this goal during the overall session. We'll discuss this more when it comes time to write them.
The GM's Turn has been called "the railroad turn". Essentially, you have your mission, and you don't have a ton of time in which to accomplish it. Remember, the Mouse Guard is understaffed! You won't have time to stop and heal, or go on a shopping spree beforehand to buy everything you might need. You go out, deal with obstacles (put in place by yours truly), and either succeed or fail (or partially succeed or partially fail) at your mission.
And then...
The Player's Turn: The second half of the session is taken up with the Player's Turn, where you get to jump off those rails and rest up, relax, ask around for supplies to purchase, pick fights with mice you dislike, or start working towards a new objective. If you haven't completed the mission yet (which is entirely possible), you can start taking the initiative and coming up with ways to do so.
Sometimes the Player's Turn means you reach town. Sometimes it means you're stranded in the woods, having found the mouse you were seeking dead in an owl's gullet. What matters is, it's entirely up to you how to proceed.
The Player's Turn is also an opportunity to complete your personal goals, if you haven't already.
How much you can get done in a Player's Turn depends on how many checks you earned in the GM's Turn. You earn checks by using your traits against you, accepting disadvantages when trying to circumvent obstacles in order to have more to do during the Player's Turn. We'll talk more about traits later.
Once the Player's Turn is done, the session is over! The mission may not be, however. Rewards are awarded—benefits for achieving your Goals and playing true to your Beliefs and Instincts, among other things. Then, for the time being, the story is finished.
Now, there's a big question here. Is there a strong preference towards starting out with newly-made characters, or would we be alright running the first session with pregens?
Pregens can be very helpful, since they're built with the book's missions in mind, but I understand the wish to start out with fully customized mouses. It's entirely up to you guys.
Kobold Catgirl |
Mind you, there could be a tradition incorporating mice called "wizards" who specialize in science or insect taming or Loremouse* or the like, if the title and "mysticalness" are what you're after. But they wouldn't actually be able to do magic. :P
*"Loremouse" refers to the skill that lets you communicate with and generally understand beasts smarter than bugs but dumber than or very different from mice.
Kobold Catgirl |
The rules are very simple and abstract when it comes to your abilities and equipment. And because combat is only one of many possible challenges you'll be facing, alchemy will have plenty of possible applications.
Basically, when you're in a conflict, your choices come down to four options: Attack, Defend, Feint and Maneuver. They are chosen in advance, like a game of Rock/Paper/Scissors. This system is used for all major conflicts, not just combats.
Each of these options has very specific consequences:
Attack lowers the enemy's Disposition (their ability or motivation to stay in the conflict). Examples: Stabbing with a sword, exposing a key weakness in your opponent's argument, pushing through bad weather.
Defend boosts your own Disposition and holds off their Attack, if they made one. Examples: A good rebuttal in an argument, covering your tracks in a chase, picking a safer route during a journey.
Feint employs "tricksy means" to either lower the enemy's Disposition, if they Defended, or totally fails, if they Attacked. For this reason, it's a bit of a gamble. Examples: Faking a blow, agreeing with a rival negotiator only to turn around and trap them later, or sending one mouse off in another direction during a chase to confound the pursuers.
Maneuver is the most flexible of these. It basically modifies things in some way, either by disarming, impeding, or gaining position. Impeding and gaining position give, respectively, a penalty to the opponent's next roll and a bonus to your next roll. Disarming lets you eliminate an item from the field, like a weapon or article of armor, for the remainder of the conflict. Examples: Gathering food from a nearby berry bush to make the journey easier (gaining position), forcing an opponent to stop making a certain point in a debate via a call for civility (disarm)*, or leaping over a mud puddle to force your enemies to wade in after you (impede).
As you can tell, these options all leave a lot of room to interpret. Different weapons can offer different advantages (a shield benefits Defend, for instance), but otherwise the choice of tool is purely flavor for the action.
*This would mainly only apply if that point was being treated as a particularly effective one and giving them an inherent bonus. For instance, you screwed something up earlier and they get a benefit for Attacking when they bring that incident up.
Robin of Barkstone |
Hi guys! This is Mooshybooshy's mouse. I know that my avatar is the same as Macario's, but I figure as mice, we probably look very much alike already anyway. Maybe we can be twins!
So I hope nobody minds. If it's a big problem I can change.
I also have a preference for pregens if they're cool for everybody else, because it's my first time playing Mouse Guard. Could we get a Gameplay thread active so I can post in it and track it from my Campaigns tab?
Fear the Mouse |
Alright, here we are. Here are the characters you'll be choosing from for the first session.
For this first mission, we'll be tackling Deliver the Mail, which will get more explanation when we start.
THE PREGENS
Dain
Image.
Dain is a senior member of his patrol. Together with his lifelong friend, Ingrid, he serves the guard in the name of reason and right action.
Birth Year: 1127 (25) . . | Parents: Damon & Dara
Home: Sprucetuck . . . . . | Senior Artisan: Darrow the Insectrist
Fur Color: Brown . . . . . . | Mentor: Conrad
Rank: Patrol Guard . . . . . | Enemy: Tuk the Bandit
Cloak: White . . . . . . . . . . | Friend: Kenzie
Raw Abilities
Nature (MOUSE): 4
Will: 4
Health: 4
Special Abilities
Resources: 5
Circles: 4
Belief: Reason is the best guide to right action.
Goal: I will ensure the mail is safely delivered to Elmoss, Sprucetuck, Dorigift and Gilpledge.
Instinct: Check the weather early each morning.
Skills: Cook 2, Fighter 3, Hunter 3, Scout 2, Healer 2, Pathfinder 3, Survivalist 3, Weather Watcher 3
Wises: Snow-wise, Owl-wise
Traits: Rational (1), Stoic (1), Weather Sense (1)
Gear: Sword, lyre, spectacles
______________
Robin
Image (sans cloak).
Robin is a tenderpaw from Barkstone. Fresh out of her artisan apprenticeship in Lockhaven (Mouse Guard recruits spend some time apprenticing under an artisan before they move into patrols), Gwendolyn, the Mouse Guard's Matriarch, has assigned her to learn under the steady and reliable Ingrid. Robin has a fearless heart and steady paws. She's ready to prove her worth to the patrol!
Birth Year: 1135 (17) . | Parents: Kem & Bram
Home: Barkstone . . . . . . . | Senior Artisan: Vernon the Weaver
Fur Color: Light Brown . . . . . | Mentor: Ingrid
Rank: Tenderpaw . . . . | Enemy: Thom (Patrol Leader)
Cloak: None* . . . . . . . . . | Friend: Curran
*Ignore the pictured cloak. Assume the picture is wrong, in the future, or out of context. Don't look at me like that. I only just now noticed this discrepancy.
Raw Abilities
Nature (MOUSE): 4
Will: 2
Health: 6
Special Abilities
Resources: 4
Circles: 2
Belief: I must embody the true ideals of the Guard.
Goal: I will prove to Ingrid that I am a worthy tenderpaw on this mission.
Instinct: Always create useful things in my free moments.
Skills: Fighter 2, Pathfinder 2, Scout 2, Laborer 2, Carpenter 2, Weather Watcher 2, Smith 2, Orator 2, Cartographer 2, Survivalist 2, Scout 2
Wises: Legends of the Guard-wise
Traits: Fearless (1), Steady Paw (1), Generous (1)
Gear: Spear, knitting needles, mason's tools and rope
______________
Baron
Image.
Baron is a tough and skilled survivalist with a heart of gold.
Birth Year: 1130 (22) . | Parents: Ma & Pa Twistwood
Home: Elmoss . . . . . . . | Senior Artisan: Feris the Carpenter
Fur Color: Brown . . . . . . . | Mentor: Gavin
Rank: Guardmouse . . . . | Enemy: Paul (guardmouse)
Cloak: Gold . . . . . . . . . | Friend: Tuk the Bandit
Raw Abilities
Nature (MOUSE): 4
Will: 3
Health: 5
Special Abilities
Resources: 3
Circles: 2
Belief: I'll build a good name for the Mouse Guard.
Goal: I will ensure that none of my patrolmates come to harm on this mission.
Instinct: Anticipate what the patrol leader needs.
Skills: Fighter 4, Haggler 2, Scout 2, Pathfinder 3, Survivalist 2, Carpenter 4, Hunter 3, Manipulator 2
Wises: Governor-wise
Traits: Compassionate (1), Alert (1), Generous (1)
Gear: Halberd, wood carving knife
______________
Ingrid
Image.
Ingrid is a lifelong friend of Dain's. She's a self-educated mouse from Sprucetuck. When she was young, she wanted to be a scientist. She was on the path to a life of learning and research when her young friend persuaded her to join the Guard.
Birth Year: 1124 (28) . . . . . | Parents: The Von Rods
Home: Sprucetuck . . . . . . . . | Senior Artisan: Konard the Cartographer
Fur Color: Amber . . . . . . . . . | Mentor: Julian the Scout
Rank: Patrol Guard . . . . . . . . | Enemy: Firbean of Sprucetuck
Cloak: Fiery red . . . . . . . . . . | Friend: Marcus (guardmouse)
Raw Abilities
Nature (MOUSE): 6
Will: 4
Health: 4
Special Abilities
Resources: 4
Circles: 2
Belief: All possibilities should be explored for the well-being of the Guard.
Goal: I will map our route from Lockhaven to Gilpledge.
Instinct: Always draw maps of all the new locations through which our patrol travels.
Skills: Cook 2, Fighter 3, Hunter 3, Scout 2, Healer 2, Pathfinder 2, Survivalist 2, Weather Watcher 2, Scientist 2, Instructor 4, Cartographer 3, Manipulator 2
Wises: Bonehead-wise, Rain-wise
Traits: Inquisitive (1), Quiet (1), Brave (1)
Gear: Bow, pipe, paper, ink and pens
Some Follow-up Explanations:
Many of those stats, like Skills and Raw/Special Abilities, you can probably guess: These are numbers you'll be called upon to use during the game when you attempt something. You can get a fair idea of what they mean (italicized skills, by the way, are your mouse's Specialty), but it's not that important yet. Let me know if you're curious about any of them.
The wises are basically things your mouse knows about. When they come up (for instance, when Ingrid encounters rain), the wises can be used to help in certain ways.
Traits can be used for you and against you, depending on which you prefer. When you use a trait against yourself, you get extra Checks (which means more options during the Player's Turn). They're fairly self-explanatory and open to interpretation other than that. Think about how a given trait, like Inquisitive, might be helpful or harmful. You'll see how traits can be used in this fashion during the game.
I assume the Goals are similarly clear (enough for the time being), but the Instincts and Beliefs will require some explanation. Basically, these, along with your traits, are your two greatest tools for working out what your character will do in a given situation and how they'll feel about it. Choosing to play to them or against them is a major part of the game!
Let me know if you have questions!
EDIT: Also, it's worth noting the ranks. Note that Robin is a Tenderpaw. The playable rankings are basically:
Patrol Leader
Patrol Guard
Guardmouse
Tenderpaw
A tenderpaw must have a mentor, being completely new to the field. They haven't earned their cloak yet. Ingrid is Robin's mentor.
Corsario |
I would very much play Dain or Baron... I guess I see which one is available.
Kobold Catgirl |
Bear in mind that none of these character choices are final. We're just stating preferences. If Mooshybooshy has a strong antipathy towards Robin, we can rethink this.
That said, also bear in mind that this is only for the first session. You're under no obligation to keep these characters after.
Corsario |
Thanks for the PM! I hadn't realized the gameplay thread was up!
I'll make the alias and post today.
Sorry
Kobold Catgirl |
I thought that might be a problem. Here's a slightly different, slightly easier to read map.
I'm about to go to bed, but I'll update the game in the morning.
Kobold Catgirl |
As of now, Robin has obtained 1/1 Failures and 0/2 Successes for her next advancement in Pathfinder.
You need to both fail and succeed at something in other to get better at it. This means that tests are precious things, since they're the only way to improve. It also means it gets harder and harder to keep advancing as you get better at a skill: You start failing less and less often. This is part of what makes Instructor so useful—during the Player's Turn, it allows you to offer other mice "free" tests toward improving their skills.
Thanks for bearing with this, guys. I know it's tricky at the start of a new PbP with a new RPG, but everyone's been great so far. I'm enjoying exploring this system with you all.
Baron von Hammersmark |
GM, in this post I don't understand why Robin only rolled 3 dice. She rolled 2d6 for her Pathfinder and 1d6 for Dain helping. But should she have rolled an additional 1d6 for me and another for Ingrid helping, for a total of 5d6? I'm sorry for my confusion. But if I don't understand that roll then I'm not sure how lending helping dice to ingrid as she right now should be done?
Kobold Catgirl |
Yes, I think Mooshy just didn't notice that they were helping. There can be limits on how many mice can help (such as in a conflict, where only two mice can help at once), but there weren't any in this case. She could have rolled 5d6 in total.
Of course, it's also possible that she just deliberately turned down their aid so she could show off her skills. :P
Kobold Catgirl |
Didn't I say either Loremouse or Nature would work?
Let's give some explanation of the Nature skill.
You each have a Nature skill. Your nature represents how close you are to your mousey roots. Mice are not inherently killers, or scientists. These things go against Mouse Nature
Mouse Nature encompasses four things: Foraging, Hiding, Escaping, and Climbing. As long as your activity involves one of those things, you can use your Nature skill without penalty. This is why Nature is a valid choice for Defend and Maneuver—those activities match your Nature.
Everything has a Nature skill, but what it uses that Nature skill for depends on what it is. Most animals use it for literally everything—they're incapable of acting outside their natures, being basic beasts. Only mice and weasels are really known to go against it.
Kobold Catgirl |
Oh, wait, I see what you're confused about.
The reason tapping Nature doesn't work here is that the action does not match Mouse Nature. Nature can always be used as the test skill for the Defend test (because Defend matches Escaping), but tapping nature always relies on what you're doing.
Ingrid's action (interposing herself between the threat and her comrades) does not match Mouse Nature, so tapping it taxes her Nature slightly.