Daniel H.
10-22-2009, 10:30 AM
Last night, I ran Mouse Guard for some local retrogamers (http://redbox.wikidot.com/) and they really got rolling on narrating their Traits even when they weren't using them (whether for good or for ill) on a test. More importantly, they wanted to hinder themselves with their Traits on rolls during the Players' Turn. I dug their gumption, but wasn't sure how to adjudicate this. Since they were new to the game, I wanted to be sure they had a good time and would come back for more. In the interest of moving forward I said they could earn additional checks for the current Players' Turn, just as if they had hindered themselves on a roll in the GM’s Turn.
So:
Is this (players hindering themselves with Traits in the Players' Turn) explicitly prevented by the rules?
If not, does this generate checks that can be used that same turn? My players weren't overdoing it, although it seems like this conceivably could create an endless chain of scenes during the Players' Turn. A more reasonable approach might be to allow them to bank the checks for the next Players' Turn.
Anyone else dealt with this in play?
So:
Is this (players hindering themselves with Traits in the Players' Turn) explicitly prevented by the rules?
If not, does this generate checks that can be used that same turn? My players weren't overdoing it, although it seems like this conceivably could create an endless chain of scenes during the Players' Turn. A more reasonable approach might be to allow them to bank the checks for the next Players' Turn.
Anyone else dealt with this in play?