epweissengruber
08-31-2011, 09:56 AM
Mouseguard
http://www.torontoareagamers.com/events/30426581/
You play heroic little mice trying to hold your fragile pseudo-medieval society together. With your fellow members of the guard, you brave weather, beasts, and other challenges to protect isolated mouse communities.
A very stripped down version of Luke Crane's Burning games.
Short-term and episodic campaign: each mission is self-contained so players can drop in and drop out of our bi-weekly game.
Heroic protagonists, with mortal frailty, but determined to do good for mousekind.
Same Page Tool
Do you play to win?
- Accomplish the mission to the best of your abilities, so you do play to win!
- You aren't trying to outdo the other players or vie for bragging rights: accomplishing the mission requires teamwork and even the success is not guaranteed.
Player characters are:
- expected to work together; major conflicts might erupt but you’ll patch them up given some time
- no episode of Old Trek ends with Bones and Spock still mad at each other
The GM’s role is:
- a very traditional set-up: GM preps a set of events -- a basic mission with branching possibilities --; players run their characters through these events. The GM gives hints to provide direction.
The players’ roles are…
- to follow the basic mission-oriented structure of the game: your character might have a Wolverine-ish personality and grouse a lot, but as a player you will follow the basic premise and try to carry out the mission
- once the mission is underway you MUST set goals for their characters, and pursue them proactively
Doing the smartest thing for your character’s survival…
- sometimes isn’t as important as other choices; you might chose to take one for the team or all of mousekind
- but that will be a player choice, not something the GM will force you into
The GM’s role to the rules is…
- follow them, come what may. (including following house rules)
- the mission-based structure and the basic premise of the game work with the mechanics to produce a range of outcomes in keeping with the setting and the characters' values: the die rolls will never produce wonky results (your characters will never look like fools) and, unless you tangle with a wolf, there will be no insta-kills
After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…
- something that shouldn’t even happen. This is someone being a jerk and going against the basic premise of the game.
- the administration at Lockhaven might give you a special sub-mission (like "deliver this loveletter to my mistress") within the general mission but players should never, ever, ever, ever have their mouse side with weasles, snakes, and crabs. I won't ask you to do it and don't try it. You might disagree on a plan of action and try something the other mice don't approve of, but you should never sell your team mates out.
http://www.torontoareagamers.com/events/30426581/
You play heroic little mice trying to hold your fragile pseudo-medieval society together. With your fellow members of the guard, you brave weather, beasts, and other challenges to protect isolated mouse communities.
A very stripped down version of Luke Crane's Burning games.
Short-term and episodic campaign: each mission is self-contained so players can drop in and drop out of our bi-weekly game.
Heroic protagonists, with mortal frailty, but determined to do good for mousekind.
Same Page Tool
Do you play to win?
- Accomplish the mission to the best of your abilities, so you do play to win!
- You aren't trying to outdo the other players or vie for bragging rights: accomplishing the mission requires teamwork and even the success is not guaranteed.
Player characters are:
- expected to work together; major conflicts might erupt but you’ll patch them up given some time
- no episode of Old Trek ends with Bones and Spock still mad at each other
The GM’s role is:
- a very traditional set-up: GM preps a set of events -- a basic mission with branching possibilities --; players run their characters through these events. The GM gives hints to provide direction.
The players’ roles are…
- to follow the basic mission-oriented structure of the game: your character might have a Wolverine-ish personality and grouse a lot, but as a player you will follow the basic premise and try to carry out the mission
- once the mission is underway you MUST set goals for their characters, and pursue them proactively
Doing the smartest thing for your character’s survival…
- sometimes isn’t as important as other choices; you might chose to take one for the team or all of mousekind
- but that will be a player choice, not something the GM will force you into
The GM’s role to the rules is…
- follow them, come what may. (including following house rules)
- the mission-based structure and the basic premise of the game work with the mechanics to produce a range of outcomes in keeping with the setting and the characters' values: the die rolls will never produce wonky results (your characters will never look like fools) and, unless you tangle with a wolf, there will be no insta-kills
After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…
- something that shouldn’t even happen. This is someone being a jerk and going against the basic premise of the game.
- the administration at Lockhaven might give you a special sub-mission (like "deliver this loveletter to my mistress") within the general mission but players should never, ever, ever, ever have their mouse side with weasles, snakes, and crabs. I won't ask you to do it and don't try it. You might disagree on a plan of action and try something the other mice don't approve of, but you should never sell your team mates out.