The second part of Mouse Guard Impressions. The first part can be read here.
One of the most difficult aspects of Mouse Guard is getting your head around the rules of the game. It’s not that they are complicated. It has more to do with how the foreign the concepts are to the way they are done in D&D and other similar D20 games.
Structure & Mechanics
The session structure is one of those interesting concepts. Each session of Mouse Guard is broken up into the GM’s Turn and the Players Turn each taking up about half the session. The term “turn” is misleading because it’s not a turn in the traditional sense. The players aren’t twiddling their thumbs during the GM’s turn or vice versa. It really has more to do with who has more control over the narrative. The GM’s turn consists of the GM presenting obstacles to the players who attempt to overcome them by rolling tests (think checks in D&D) or participating in conflicts. The players earn what are called “checks” (not like checks in D&D) during the GM’s turn. During the Player’s turn, the players spend these “checks” to pursue their own objectives. They could spend a check to attempt to get rid of negative condition, fashion or procure new equipment, or attempt to accomplish their goal. From what I understand, the structure makes more sense in practice and flows more naturally than it sounds. And it’s really just a formalization of what often happens in other RPGs. In D&D, the party goes in and clears out the dungeon (kind of like the GM’s turn) and then returns to town to heal and spend their loot (kind of like the player’s turn).
The only die used in the game is a D6 and the game uses dice pools. A dice pool works by rolling a number of dice and then adding up your successes. In MG, a success is if you roll a 4 or above. Obstacles have a difficulty rating that specifies the number of successes. Your skills specify the number dice you roll. So, for example you are confronted with the task to travel to a town. It has a difficulty of 4 and your pathfinding skill is 5. You roll 5 D6′s and if you roll a 4, 5, or 6 on 4 dice then you succeed. There are also versus rolls where an NPC or PC will roll their skill against your skill instead of rolling against a fixed difficulty. Pretty simple and elegant. It’s definitely easy for a newcomer understand. Easier than the varied dice, modifiers, and types of rolls in D&D that’s for sure.
Another cool mechanic is the character trait. These are personality or physical traits like Fearless, Young, Tall, or Calm. They can be used to enhance or more interestingly hinder a dice roll. This is actually how you earn checks to use during the player’s turn by using a trait to hinder yourself. It’s one of the many ways that the game emphasizes the flaws of the characters and de-emphasizes the importance of success. It’s an interesting way to help you create a more rounded character to roleplay.
Conflicts
Conflicts are another concept hard to grasp. Conflicts operate differently than other tests and operate much differently than conflicts in D&D. The coolest thing about conflicts is that the rules apply to any type of conflict not just combat. The rules apply to arguments, chases, journeys, or battles between armies. The rules are abstracted in such a way that it doesn’t matter.
Conflicts play out like this. Goals are chosen by each side which determines the result of the conflict. The goals don’t have to (and often don’t) involve killing the other side even in combat. Then, you determine your disposition which is essentially your hit points for the conflict (there are no traditional hit points in MG). Then, each side chooses three actions in secret. The actions to choose from are Attack, Defend, Maneuver, and Feint. Each action is revealed in succession where they interact in different ways according to a chart. Again, the actions are abstract, so an Attack in an argument conflict is a cutting remark or Defend is a rebuttal. Once either side has lost all points to their disposition then they have lost the conflict. But, winning and losing aren’t black and white. If the conflict is close, then the winner must comprise part of their goal. This is negotiated between the two parties.
Conflicts are a little complicated. They take some getting used to. I imagine they run smoothly after a few runthroughs. I really, really like that they can be used in situations outside of combat.
Failure is an Option
I wanted to highlight one of the coolest aspects of the Mouse Guard RPG that is woven throughout the rules of the game: “Failure is an option.” In D&D, if you fail a dice roll, you fail at your task or if you lose in combat, your character dies is battle. In Mouse Guard, failing a test doesn’t necessarily mean that a PC fails to accomplish their goal. When a PC fails a test, the GM is encouraged to allow the PC to accomplish the goal but impose a condition such as Angry, Tired, or Injured that give penalties or enact a Twist.
A Twist takes the story in a new or unexpected direction. So, let’s take the let’s take the traveling obstacle from earlier and say that the PC didn’t roll enough successes to pass the test. The GM can rule that the PC makes it to the town, but they are now imposed with the condition of Tired. Or the GM can impose a Twist which causes the weather to change for the worse such as a Spring snowstorm. Weather has a big impact on the world of Mouse Guard.
This encouragement of failure is also evidenced by the comprises when conflicts are close. Or in the way you earn checks, by hindering your character with the traits. The system rewards the player for penalizing the character. Failure ends up being a desired outcome in some cases because it makes the game more interesting. This is better than the failure of a character bringing the game to crashing halt.
Downsides
There are some downsides to Mouse Guard. The setting which I talked about in part 1 may turn people off. While I find it compelling, others may not warm up to the idea of playing a mouse with a sword. Also, the setting is not as open or versatile as the fantasy world of D&D. You always play as mice in the Mouse Guard. I imagine that may not be well suited for a years long campaign like people have in D&D and other RPG systems. All the moving parts and new concepts may be difficult for many to get handle of at first. The style of play may turn off some as well. Mouse Guard lays out a very particular style of play where character and story is emphasized and combat is not. Also, the way rules are structured, having more than 3 or 4 players seems to be difficult. So, the player limit could be a problem in some groups.
Conclusion
One thing I haven’t really mentioned is how well the rule books is put together. The art is fantastic (much of it from the Mouse Guard comic book), the organization is great, and is written in a very readable almost conversational tone. I read through it in a few days. It was hard to put down.
Mouse Guard appears to be a great RPG with interesting concepts that could be applied to any RPG. The design not only encourages role playing, but seems to help players become better at role playing. It’s also accessible to new or novice role players. The setting and emphasis on things outside of combat may be more appealing to some female gamers and appropriate for kids as well. It would serve well as a good first RPG to introduce people to roleplaying especially you want to emphasize roleplaying over combat or rules.
Mouse Guard seems to be well suited to serve as a “break” from other more traditional RPGs. It’s a game that would a be refreshing change to a group in a long running game of D&D that wants to try something different. It may even enhance your regular game, because some of the ideas about roleplaying and character development could bleed back into your regular game.
Several people from my Swords & Wizardry group are interested in playing Mouse Guard. So, we run a game here at some point. Also, there are interested folks in the Tucson RPG Guild Meetup group. So, I’m sure I’ll either be playing or running a game of Mouse Guard soon. I’ll report back when I do.

