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Re-reading some old posts on my other site, I realized that the last time I logged into WoW was the dark, dark morning when I sat, waiting for my Granddad to die. I let my account lapse a month later, as I hadn’t been on and just didn’t feel the need to.
Just now realized it out was some kind of aversion conditioning.
I don’t have anything against DnD 4e. In my opinion, it’s a big step up - a real evolution - from the 3rd edition rules.
I don’t have anything against the folks in the monthly game of DnD 4e that I play in. They’re all decent enough folks.
I like my character. I like the way my character works in play. I even like the storyline.
But I’m done. I was at the game for eight hours on Saturday, not counting travel time, and we managed two fights and one scene that might nominally be deemed ‘role-play’ that ended becoming a player-discussion of the inherent morality (or lack thereof) of groups of adventures who categorize entire sentient peoples by racial stereotypes, then kill ‘em and take their stuff.
Fascinating, in a petri dish kind of way, but not what I signed on for, general.
So I’m done.
What shall I do instead? There’s a weekend writer group that invited me to join in, and I think I’ll do that.
As for gaming in general, I think I’ll stick with things that produce a better fun to time ratio.
Kate and I started playing Lord of the Rings Online about two years ago. I’m only aware of this because, last night, Kate dinged her second character to level 60 (the current maximum level), I was there to take the screenshots, and then I went in and started browsing the screenshot directory from the very beginning, and we had a lovely pictoral walk down memory lane.
I was poking through the blog archives this morning, looking for something else entirely when I stumbled across the post “Making a hobbit of it“ from September of 2007, in which I talked about our decision to play LotRO together, and my initial ‘briefing’ on the game. I’m pleased to see that most of the tips and observations on gameplay are still true (and pretty good), with the awesome stuff just getting better. Not all the characters I mention in that post survived to 2009, but “the most potent pair we have” are still inarguably our main characters — despite his being level 60, I spent most of my play time yesterday on Geiri, and I still have a laundry list of stuff I want to do on him. That’s good, fun game design, as far as I’m concerned.
So what’s the current tally of toons? Let’s see:
Doyce
- Geiri Kinshield, dwarf of the Lonely Mountain, level 60 Guardian, miner, jewelcrafter, and a damn fine cook.
- Finnras Delain, man of Gondor, level 60 Captain, combat-librarian.
- Emyl the Undying, dwarf of the White Mountains, level 35 rune keeper, wandering drunk.
- Tyelaf, man of Dale, level 28 hunter, explorer.
- Finir, dwarf of the Lonely Mountain, level 24 minstrel, scholar.
- Kaetlyn Delain, woman of Gondor, level 24 Warden.
Kate
- Tiranor, elf of Mirkwood, level 60 Hunter, woodcrafter.
- Tirathien Aerlinn, elf of Lothlorien, level 60 Minstrel, tailor.
- Tirawyn, woman of Rohan, level 29 Captain, weapon smith.
- Tiradis, elf of Mirkwood(?), level 24 Champion, explorer.
- Tirra, hobbitses, level 22 burglar.
It’s easy to figure out which characters are Kate’s, regardless of who she’s got logged in.
As I said, we’re still having a pretty darn good time with this game. In hindsight, we probably should have just bought the lifetime subscription and saved some money.
As I mentioned on my other blog, Kate and I decided a week or so ago to try out some new characters in Lord of the Rings Online (our MMO of choice) so that we could explore the changes/improvements to the ’starter’ areas in the game. Kate likes playing elves (*shudder*) and I like me some Dwarf action (yay!), and they had revamped the whole Dwarf/Elf starting region of Ered Luin fairly recently, so that was kind of a no-brainer.
(Also, I made up a kind-of solo character to check out the starting Man region of Archet/Combe/Staddle, because I’ve always liked that area most of all, and they updated it, so I was basically checking out two areas. No revamp changes had occurred in the Shire at all, because (a) the designers were really happy with that area and (b) so were the players — therefore, we made up no new hobbitses. )
We were VERY favorably impressed with the new regions, both with the changes and the characters we made up, and played them during most of that weekend. Good stuff.
I think it’s safe to say that each starting region still has its own definable flavor (the dwarf/elf area feels older, more ‘epic’ in the sense that these are old enemies you are fighting, while the Men are facing new threats of their own devising, and the Shire bounders move slowly from the bucolic and quaint to growing awareness of the threats from without), while all the starting regions have been brought up to the level of quality seen in the Shire (up until this point, considered the best place to level new characters up, once you knew all the various areas well-enough).
And then came Bree: the great melting pot of all character activity from level 15 to 25, where everyone’s time line finally merged for the first time. It’s always been a decent area, but there were still a few notoriously annoying, deadly, or just plain aggravating elements of the region.
But that’s normal, right? There’s always going to be some annoying stuff, right? That’s a given.
I don’t think that anymore.
Kate and I had already played through the starting regions a week or so ago; the conclusion of which sent us off to Bree to speak with a ranger by the name of Strider. Having just explored the improved Ered Luin, we decided to let the characters sit for a week in Bree without taking any quests until Book 8 dropped, because we heard they were doing a full-bore revamp of the Bree area.
It was SO WORTH IT.
Without a hint of irony or sarcasm, I can say that the revamp of the Bree area represents the finest revision and improvement I’ve ever seen in any MMO. Period. Full stop. The way they have streamlined the storylines and quests in the area should quite simply become the new gold standard for zone design in MMOs.
If you haven’t played LotRO, you should try it out, just to play through as far as the end of the Bree story arcs, which take you into the Barrow Downs and some truly epic quests.
If you played LotRO in the past, but don’t at the moment, do yourself a favor and try it out again for a month. Start over with a new character. Play whatever you want, it is all good.
If you’re just starting LotRO, like our friend Rob, I envy you - you never had to deal with with that crappy quest down at the South Greenway Barricade… you never got ripped to pieces by the deathtrap meat grinder of the original Old Forest (or bored by the more-recent, dumbed-down version).
If you’re currently playing LotRO, make a new character and experience the new content in the old areas you think you know so well. You. Will. Love it.
So… back to what I was saying… Book 8 came out yesterday, and (after logging in all our other character to reap the benefits of the great quality-of-life tweaks to gameplay), we logged in our “littles” to resume play in Bree. By the end of the night, we’d made it through the new “Grimbriar” quest hub, Adso’s camp, dipped our toes in the (new) Old Forest and wrapped up with the middle Chapters 6, 7, and 8 of Book 1, which took us into Buckland at the edge of the Shire - and what a change Buckland has seen. Wow.
They revised the Old Forest (which I didn’t think they’d bother messing with, as it’s already seen one revision) and somehow – magically – found the perfect sweet spot between the original Old Forest (horrible death trap, but cool) and the more recent version (sadly, laughably harmless).
The Southern Barricade along the Green Way with that one miserable mission that no one wants to do? They fixed it. It’s so much fun now.
It’s all just… so much fun.
Right at the end of the night, we noticed we both had a message in the mail. I won’t say what the message was, except that it was from an NPC we (as players) were very familiar with, and who our characters had not yet met. The letter made the both of us stop and just stare at each other and say “That… is so. Fucking. Cool.”
And it was. It really was.
I cannot WAIT to really delve into the Old Forest now. I am practically VIBRATING in anticipation of the Barrow Downs. These are two areas of the game that, while cool, I have always tried to minimize contact with as much as possible.
No more. Bring it on. I may not be ready, but I am excited.
Kudos, LotRO Dev Team: you knocked it out. of. the. park.
I love stories about amnesia. I just… I love ‘em.
Tim has been talking about Paul Tevis’ A Penny for My Thoughts. The game is out now, and that link connects to Paul talking about the game a little bit on his podcast. I will allow him one episode of self-promotion, because the game sounds really cool.
It’s definitely on my “to buy and play” list.
Maybe even online via Twitter.
Played another session of Primetime Adventures last night - our Ironwall series. There will be a summary of events from this interesting and interestingly low-key episode, but just a few notes on making the game work.
(This is not a super challenging thing for everyone, but I’ve struggled with it as a GM and Player in the past, so I still think about it.)
1. I felt like I was checking the book a lot in our first session - doubting and double-checking everything I said. Last night, I purposely put the books far to the side and just ran with what my gut told me was the right rule for this or that bit in the conflicts. Better.
2. All that stuff about setting stakes in the game? Yeah. Ignore that. When there’s a conflict, ask “What do you want?” Get that answer. If someone tries to answer with “If I win, then X happens.”, kick them in the junk, and repeat your question.
Corrolary: If two (or more) people are saying what they want in the same conflict, make sure that it’s logically possible for them both to get what they want at the same time BEFORE you draw cards.
GM: NPCs don’t want stuff - at least, it’s not stated by you - they take what they are given as a result of the player’s success or failure.
3. Saying what actually happens as a result of the card draw is the job of the narrator, NOT the person saying “What I want is…”
4. It’s the narrator’s job to say what happens after the card draw, but is still the GMs job to reveal… you know… previously unknown stuff, not related to a player’s character. Narrator doesn’t say “And then Joe reveals the murderer is… JANET!” Saying who the murderer is falls to the GM. (Unless a player wants it to be them.
That’s it. That is making the game work. Mostly? Point #2.
Wow, I kind of screwed some things up in the first session, but we had a lot of fun anyway. What follows is the tale of one play session that, by the suggested structure of play in the rules, was really two ‘missions’ worth of stuff (two cycles of “GM’s Turn, Player’s Turn”). I didn’t realize that until I’d gotten into the session quite a ways, however, so I somewhat incorrectly overcompensated during the final Player Turn with an extra skill check for everyone, but ahh well -we had a good time.
So, for those of you who played, forgive me for retroactively breaking it down into GM Turn One and so forth, because we didn’t know that during the game, but it helps me remember the structure of play, and we’ve already discussed in email how I screwed it up, so you know I know.
Right! Now, the events as they took place.
Lockhaven, Spring, 1152
We started off in Lockhaven with the rain coming down and mice scuttling from building to building (mostly) trying to stay out of the mud and puddles. Lucia bumps into the cartographer that she apprenticed with when she first came to Lockhaven in 1148. The two chat quickly (it is raining, after all), and Marielle - hearing that Lucia would soon be sent out on Patrol - encourages her stay dry, warm, and draw lots of maps.
Lucia promises to do so and heads off the main Keep for the briefing with Gwendolyn.
When she arrives, Rosamund (Roz) is already there. Aelwyn stomps in a few moments later, a smile on his face and mud on his feet — not everymouse tries to avoid puddles, it seems.
Captain Rand greets them as he exits the keep, letting them know that Gwendolyn will see them now… and to wipe their feet.
Gwendolyn has them sit down and lets them know that they will be sent farther afield than she’d like, considering they have no official patrol leader, but the Guard is stretched thin this year, and needs must…
Their whole assignment in brief, is to travel to Dorigift in the south, delivering mail to Shaleburrow, Ivydale, Elmoss, and Sprucetuck as they go (this alone is a trip of more than a week. In addition…
- The guard will be escorting a young mouse, Orina, and her new son Hale to their home (and husband) in Ivydale. Orina had to put up in Lockhaven in the late fall to give birth, but her husband traveled on to Ivydale out of necessity, and Gwendolyn promised the young mother that the Guard would see her home.
- Gwendolyn also wants the patrol to scout a direct route from Shaleburrow to Ivydale (there used to be one, but it was somehow lost during the war in 1149).
- The patrol should acquire barrels of False Scent from the scientists of Sprucetuck and take them to Dorigift.
- Once the mail is delivered in Dorigift, the patrol will set out west, locate the Scent Border of the Territories, and repair the border with the barrels of False Scent. (A standard springtime necessity for the guard.)
Note: Obviously, this is WAY more than one mission’s worth of stuff to do… Gwendolyn is laying out a whole season’s assignment, knowing that the group won’t be back for some time. The Guard is spread thin, after all, and needs must…
Once the guard finished up with the Scent Border, they are to return to Lockhaven by way of Copperwood. Gwendolyn dictates this route specifically so that she can intercept the patrol with new orders, if necessary, without wasting their time on a needless trip back all the way back — the Guard lives on the paths of the Territories, not Lockhaven, after all.
Mission One: Deliver the Mail to Shaleburrow and Ivydale, with Orina and baby Hale in tow. Blaze a viable trail from Shaleburrow to Ivydale as you go.
With the mission handed out, each character each picks a personal goal for this mission:
- Lucia - I will map a new path from Shaleburrow to Ivydale.
- Aelwyn - I will protect the mother and child and get them safe to Ivydale.
- Roz - I will make sure the mail is delivered safely to Shaleburrow and Ivydale.
After the briefing, I mentioned that it’s possible it would be raining for the whole trip to Shaleburrow and Ivydale - hard weather for a newborn cub to travel in - and asked if anyone wanted to do anything about that, so we had a Weather Watcher test.
Obstacle 1: Weather-watching vs. Spring to see if the weather would clear before when the mice set off. (Failure would probably have resulted in a weather-based twist for the patrol, or the weather getting worse, but it didn’t come up, because the mice won. Even though Roz’s independent nature (trait) made the whole thing more difficult (+2 dice for her opponent - the weather) by eschewing consultation of the local Lockhaven weather watchers, she managed (with Lucia’s scientific knowledge - and her new, improved, fir cone barometer device), to determine that the weather would be… clear and warm!
On the way to Shaleburrow, Roz and Aelwyn spotted a few early shoots coming out of the snow alongside the path, and got to talking about whether or not any of them would be of any medicinal value. Lucia heard this and offered her scientific opinion, and before long, the three of them had slowed their patrol to crawl as they each took turns wandering off the path to look for various herbs and plants. The upshot of this was that the foraging mice, while successful, were already Tired and Hungry when they got to Shaleburrow, which was supposed to be easy part of the trip.
 Tired mouse is tired.
Although she didn’t say much about it, the delay in the trip left Orina antsy and annoyed. Lucia is tired; Aelwyn and Roz are both hungry and thirsty.
Obstacle 2: Harvesting along the route to Spucetuck, looking for healer supplies. This was a failure success-with-consequences, resulting in mice that were either Tired (Aelwyn, as the ‘lead mouse’ for the conflict) or Hungry/Thirsty (the two ‘helping’ mice). Only later did it occur to me that I could/should instead have made succes-with-a-Twist in which one of the foragers ran into a spring-waking Bullfrog, but I didn’t. C’est la game.
Late into the evening, the patrol arrived in Shaleburrow: (Effectively, the first Player Turn.)
- Roz’s Check: Circles Test (Ob3) to find the local postman and work with him on mail delivery. This check failed with the “Enmity Clause” twist: the postmouse of Shaleburrow (Edgar) pretty much thought that Roz’s work was the worst he’d ever seen in 20 years - that she not much use as a postmouse — some kind of punishment from Lockhaven. Roz left his office just short of tears, but trying to remember everything he’d berated her about doing wrong, so she could improve in the future.
- Aelwyn finds the group a place to stay - lodging that would alleviate Hungry and Tired conditions from people. This was a Resource test, augmented with Aelwyn’s Bard-wise: a good inn (with good entertainment) was found.
- Lucia: A Circle’s Test (Ob3) to find someone in the inn familiar with the old, now-lost route from Shaleburrow to Ivydale. This was a Success: a veteran of the war (William) was found who described the old route and gave Margie a +1D “gear” bonus on the Pathfinder roll for the next day. He also shared that the old route had benefited from a bridge over a fairly daunting stream. During a retreat in the Weasel War, that bridge had been destroyed — in William’s opinion, it would be finding a reliable way across that stream that would make or break the success of forging a new path.
-=-
Next day… off to Ivydale (2nd GM turn)
Lucia is trying to find a path (and it’s still good weather, yay). (This is a Pathfinder Test, Ob 6.) Roz tries helps her with Weather Watcher, Aelwyn tries to help with Scout - but neither of them help, nor did any of William’s advice. This test failed succeeded-with-a-Twist (which we’ll get to in a bit).
Without use, the old path has faded to virtually nothing. Lucia is sussing out a path (with the chatty Aelwyn assign trailblazing duty far in the rear and away from Lucia), but it’s slow, slow going. Orina is in better spirits, and baby Hale is great. Aelwyn apologizes for the hard travel, but Orina expresses her gratitude: the fact is, that this is what the Guard does, and it’s work like this that keeps the Territories connected — she knows that, just as she knows that if she didn’t have the Guard mice to travel with, she’d still be in Lockhaven, and no closer to her husband. Aelwyn notes that this is just the sort of bold thing that the Guard does.
Evening falls, Lucia feels they’re getting close to where her maps indicate the stream will be, and she doesn’t want reach it at dark, so she calls for a camp.
Camp is made, and Hale is getting fussy - it’s been a long day for him. Aelwyn is regaling Orina and baby Hale with some tale of heroism… and then suddenly stops talking (unusual in itself).
“Did you hear something?”
It’s quiet … it’s … a squirrel! Flying squirrel! A flying devil! No! They eat baby mice!
TWIST: THE ANIMAL -Lured in by the whimpering of Baby Hale, the flying squirrel wants to abduct his next meal.
The squirrel’s goal in this conflict is to grab the baby mouse and get away. The patrol’s goal is to protect Hale and drive the squirrel away. Disposition of 7 (mice) vs 8 (squirrel). Aelwyn is leading the fight, since his goal is to protect them.
We scripted up our actions, and in the end it worked out with the mice scripting Defend/Feint/Attack, and the squirrel scripting Feint/Maneuver/Attack.
This combination meant that the Defend by Lucia was completely foxed by the squirrel’s Feint, then Aelwyn’s bow-based feint against the squirrel’s Maneuver was quite effective (though the flight-based maneuvering was also), and the Attack vs. Attack was a dangerous final move for both.
Lucia tries to defend by grabbing Orina and Hale and moving for cover, but she misreads where the squirrel was going to be and the three of them move to, basically,the worst place possible (squirrel hits the group’s disposition for 6, leaving them 1).
Aelwyn tries to Feint and the squirrel, who was swooping around (maneuver) for a dive at the baby mouse suddenly maenuvers right into into a hail of arrows that was meant merely to drive it off and instead peppers it with painful, stinging shots. Pow! Six successes taken from the squirrel’s 8 disposition (lots of help from Roz and Lucia). Aelwyn uses his lone Fate point to reroll his sixes and gets one more success… the squirrel Disposition is now 1… Aelwyn taps Nature with his lone Persona point… rolls 3 dice… but doesn’t get ONE success on 3 dice. In the meantime, the Squirrel gets 4 successes with his maneuver, and “disarms” bows from the mice for the rest of the Conflict — he’s about to get in WAY to close to use bows.
Attack v Attack (or “this is gonna hurt”): With both sides down to 1 disposition, it was looking like a pretty ugly “both sides win” conclusion to this fight, and that’s pretty much what happened.
With both sides reduced to zero in the same action, everyone gets their stated goals; the squirrel is driven off, but he’s got Hale (who is uninjured).
In the final exchange, Roz got a heavy cut in on the squirrel as he flew past, so he’s leaving a blood trail and is Injured. Aelwyn basically threw himself in the Squirrel’s path as it came flying in in a last-ditch effort to keep him away from from Hale — he gets knocked flat, and his shoulder is dislocated (Injured). Both Lucia and Roz are Angry (condition).
 This is what Angry looks like.
- FOLLOWUP CONFLICT: THE CHASE - The squirrel had Hale, and the mice set off in hot pursuit!It is POSSIBLE that this second conflict should have counted as - sort of - my second Obstacle for the GM’s turn, and that once it was done, I “should” have just handwaved away the planned Obstacle of the swollen river, since I’m only supposed to have two main Obstacles per GM turn. I can see arguments for it either way. In any case, that isn’t what we did — so we ended up with an extra-long Obstacle + Twist + chase scene series, and everyone got especially beat up this GM Turn.
Chase!
Aelwyn is too weak from his injury, so Lucia takes the lead on this conflict, rolling beginner’s luck Scout for the group’s disposition. She also uses her Clever trait, and taps (and taxes) her Nature and ends up with a Disposition of 8 vs the injured Squirrel’s 7.
Also, I tell them that Orina will be using her Scout skill (she’s a harvester mouse) to give a helping die with each roll, and she is also a special piece of ‘gear’ for this conflict - she can be ‘tapped’ once during the conflict to provide an additional bonus die. (Like a sword works in fights.)
In this conflict, I got…
Totally.
Outscripted.
I’ve heard people talk about this on the BW boards, but I’d never really seen it in action, and man… ouch.
For the squirrel, I scripted an Attack (which, in a chase, translates to “no finesse running”, followed by a Defend (hide from pursuit), and finally doubling back and away from the patrol (feint).
In the first exchange, Roz did a Maneuver, climbing a tree directly in the wounded squirrel’s path. The result was a tie, but Roz tapped her Nature and got a few more successes, which she turned into bonus dice for the next action.
In the second exchange, I’d planned to ‘defend’ by hiding, but the mice were Feinting — the squirrel hid from the noisy, shouting mice, but that was JUST what they wanted - Lucia was moving in quietly from the side. Unfortunately, although she had the advantage, she couldn’t quite capitalize on it: Lucia rolled 9 dice … but got only 2 successes.
In the final exchange, the squirrel tried to fake the patrol out with a feinted double back, but Aelwyn - running full out this whole time, scrambling up a tree, and LEAPING ONTO THE SQUIRREL - was having none of it. It was mouse-attack vs. squirrel feint, and Aelwyn took the squirrel’s disposition down below zero… with the mice taking not one point of Disposition ‘damage’.
 This, but with a tree and no spear.
Hale is safe! The squirrel is driven from the area, never to return (leaving the nascent new path free from at least one predator). Yay!
NEXT DAY
The patrol, beaten and bruised, comes to the stream, swollen with spring run-off.
OBSTACLE: Swollen River - Either a Boatcrafting Ob4 test, or a Survivalist Ob6 test to rig something up… followed by a Health check to power the boat across the river.
Aelwyn’s shoulder makes it almost impossible for him to work an adze and put together any kind of boat big enough to hold two mice at once, so Roz takes a shot at it (beginner’s luck rules) . (Health-based). Aelwyn gives suggestions, Lucia gives scientific advice. RESULT: “Success with Consequences” It takes… all… day… and Roz is very Tired.
 We're gonna need a bigger boat.
Once the boat is done, Lucia takes it across, with tips from Roz. Lucia pushes forward, doing well… but the current is stronger than expected and takes her further down stream, past the low spot on the far bank she was aiming for.
TWIST: Scattered downstream - The mice were scattered along the stream for quite some distance. Finding everyone is a Scout vs. Nature (6) test - lowered to 5 dice because weather watcher stopped the rain earlier.
Aelwyn leads the hunt to find where Lucia made it ashore. Everyone finds each other, and luckily Lucia is on the far shore… with rope! There is roping, tying, swearing, heavy labor to ferry the boat back and forth and get everyone across (Roz and Lucia gets hungry, and Aelwyn is tired), but everyone gets across!
And, fortunately, it’s relatively easy on the other side. Also, the spot where Lucia came to ground wasn’t a bad place to ferry mice across, or even maybe to build a bridge…
The patrol arrives in Ivydale through the tall grass, snow melt, and mud… there is a tearful reunion between Orina and Freel, her hubby, and the mice stagger off to bed and a hot meal at Aelwyn’s parent’s home.
 Tired mouse is still tired.
IVYDALE
We wrapped the session up with a properly-done Player’s Turn.
The Player’s turn was as follows, though maybe not in this PRECISE order:
- Ros takes a long walk and successfully tests her Will to get rid of Angry.
- Lucia uses Cartography to make a simple map of the new Shaleburrow/Ivydale route. Success.
- Aelwyn calls on his Family for food and board (no roll required) — this will help all of them get rid of their Hungry and/or Tired conditions. He also makes a Resources roll (boosted by being in his home town) to buy the supplies needed to give Roz a bonus to her Healer roll to make an Injury-healing poultice). Success.
- Ros makes said poultice. (Success)
- Lucia uses Ros’s poultice to Heal on Aelwyn’s Injury. Success. (The fact that Aelwyn used his Brewer (drinking beer!) to help Lucia… did not actually help.)
- Aelwyn does a Circles test to locate the local postmouse, since Roz had been busy making stuff to heal him. (Success).
- Roz, working with Aelwyn (who has Scouting), does a Beginner’s Luck test of Scouting — she is a very citified mouse, and while her skills are useful some of the time, she’s feeling her lack out in the Territories.
- Ros then advised Lucia to take a long walk - it had helped her Anger, so maybe it would help Lucia. (Player of Roz gave Lucia her last check so that Lucia can try to get rid of Angry.)
- Lucia makes a Will test to get rid of Angry. Failure. Lucia stomps back in from her walk, covered in mud and straw, and growls “it didn’t work.”
That was it!
Aelwyn was voted MVP for the session for the out-of-the-tree-jumping, Roz got Workhorse, and Lucia got Embodiment. Everyone earned 3 Fate and 2 Persona.
My Observation: the first session of Mouse Guard is hard on players — they don’t quite know all the rules yet, or how (and why) to generate Checks from their Traits, AND they only have 1 Fate and 1 Persona to throw at conflicts. If I had it to do over, I might start new players with 2 Fate and 2 Persona for the very first session. I predict the second session (with more Fate and Persona to go around, and a better rules understanding), will be much smoother.
Still, we all had a good time, and are still talking about and pondering the session days later, so I’m going to call it a win.
Also, I TOTALLY don’t feel bad about the session going about 5 hours. Given that a GM Turn + Player turn is “supposed” to run about 2 to 3 hours… and the fact that we played TWO (though we didn’t realize it at the time), the whole thing took pretty much exactly as long as should have been expected. Woot. Go us.
[[Recovery Note: Whoever narrates the Prologue at the beginning of the next session gets to remove one Condition before play begins. (Each MG comic starts with a Prologue, so it's hardcoded into the Game System.) This means that, if Margie does the prologue next session, Lucia can lose her Angry condition. Woot!]]
Right, so… where was I?
We had most the skills and wises nailed down for the characters, and we knew what skill each character’s mentor had emphasized in their training, so once again I went back to an idea from that article on teaching Mouse Guard through character generation and decided to show everyone how Independent tests worked.
6. The first test. I introduced the basics of the game system to everyone by doing an Independent test with each player. Based on the mentor they described and the focus each mentor took in their training, I would come up with a Ob 4 test (pretty difficult within the system) that they needed to face with a single Independent test. Getting a bonus to the roll from one of the player’s Wises are okay, plus the player to that player’s right could also describes how they help with the roll, and gives one helping die to the player.
Once that was done, they got to check either a success or failure for that skill, and we proceeded on to the next thing.
The thing was, due to the nature of the tests, this turned into a bit of a challenge.
Kate/Rosamund
I started with Kate, playing Rosamund, and asked for a reminder about what her Mentor had emphasized in her training.
“Fighter”, she replied.
“Fighter? I thought that was your natural talent.”
“That too.” She looked at her sheet. “It’s also my specialty.” She looked at me. “What?”
“Nothing.” I tried to figure out how to frame a scene involving a Fight test that was logically an Independent Test (rather than a versus test, which was the next thing I was going to do) and… yeah. Also, in such a way that Dave could help her in some way.
“Okay, so…” I looked at the map of the Territories. “You’re in Pebblebrook. Your patrol is. Your mentor has been on you about how all your fancy moves and dueling rules are fine, but don’t carry much weight when you’re out in the wild. To drive the point home, he… umm…” I glance at Dave. “He sends you out to recon a farm where the Pebblebrook mice have reported… well, they’re not sure — some say a big animal, some say weasel raiders. Dave, your patrol’s out in this area too, because this has turned into kind of a big mess, and your leader sends you along with Kate — Rosamund.”
“Okay.”
“And Aelwyn is scouting and doing his thing, and Rosamund, you’re like… poking around the outbuildings, a big granary… and you come around the building and come up face to face with a bobcat.”
They both blink. “Holy Crap.”
“Yeah… so…” I struggle to frame this up. “The thing is way too big to seriously threaten — you’d need a couple dozen guards to have a chance at this thing, maybe more — so you just need to get away. Luckily, this thing can’t seem to decide if you’re food or a toy or something to ignore, so you’re not rolling against it, and not having to beat its full Nature. You’re sword’s out and you’re just trying to hold it off and get it away.”
So we tally up dice, and Kate has some kind of sick number of dice — her Fighting is a 6, for pete’s sake, which is as high as it can go in the game — and Dave gives her a hand using his Predator-wise by shouting “poke it in the nose, it should back off!” Kate wins the challenge handily and the two mice beat paws back to their respective patrols to report that yes… there APPEARS to be something amiss in Pebblebrook.
Dave/Aelwyn
Next up is Aelwyn, and I ask Dave what his mentor’s training focus had been on, and he tells me it’s Scout. Okay. That’s a bit easier, although it’s supposed to always be a versus test, but whatever. So is Fighter as far as I can imagine. C’est la gaming.
“So… same basic thing, Dave,” I say. “You’re in Pebblebrook, still, and it’s a bit later in this mission we’re flashing back to, and you’ve been sent out to scout around and see if you can find the lair of the bobcat or any weasels, because some people swear they’ve seen weasels around. It’s weird, and it’s raising a panic in the western territories, which is why, Margie, you’re Patrol is out there too. You two tenderfeet have been paired up on this scouting thing while your leaders confer. This is going to be and Obstacle 4 Scouting test, and Margie…”
“… can help with Pathfinder.”
“Perfect. You’re pointing out on your map which roads and paths in the area are probably too well-traveled to use, and Aelwyn’s weaving through the countryside, looking anything weird, and… roll.”
Dave does, but he only comes up with three winning dice, and he needs four.
“So, you’re up on a bank, like a low rise that drops off sharply into this hollow, where there’s a small fire and a handful of weasels around it. They’re talking about how they need more meat to lure the bobcat and keep the thing in area and scaring the locals so they don’t notice the weasels and whatever they’re doing. Right about then, the bank gives way and you tumble down in amongst them. There’s a lot of mud and rocks falling too, so you’re not immediately screwed, but you have to scramble and run like hell to escape them.”
I explain that, when you fail a roll, you can still succeed, but I also hit them with a Twist (something unexpected complicates things) or Consequences (they are saddled with some penalizing conditions). In this case, it doesn’t matter, because this is all flashback, but I explain that I’d probably give them consequences - Dave would get the worst of it, cuz he was the ‘lead’ on the roll, and Margie would get a lesser penalty. For example, I might give Dave the conditions of Tired and Angry after they escape, which Margie might get away with just “Hungry and Thirsty”. If they’d really blow the roll, I might have Injured Dave instead, and giving Margie Tired.
We cover all that, and there’s quite a little narrative going on to this flashback thing that I like.
Margie/Lucia
Lucia’s skill-to-test is Pathfinder, which she’s quite good at, and I flash back just a bit further, explaining that the three patrols had met up in Barkstone and wanted to find a way to get to Pebblebrook without using the main routes, which was a Pathfinder roll, with Kate helping out via her Weather Watcher skill. Margie nails it, and we play through how the three patrols sneak into the area around Pebblebrook and start their recon that we’d already played with the other two.
Onward
Once we finished describing these scenes, we went around the circle again, with each player describing their mentor presenting their tenderpaw with a cloak and inviting them to stay with the Guard at the end of their first major Patrol. The player tells us the color of the cloak, and why the mentor chose that color.
Cloaks
- Rosamund’s cloak is green, the color of life and vitality.
- Lucia’s cloak is buff, the same shade as her fur, to remind her that her own goals and those of the Guard are one.
- Aelwyn’s cloak is rust colored, “because it won’t show the blood-stains much, kid.”
7. The players then write down a Belief and an Instinct, maybe influenced by those scenes we’d just played. We took quite a bit of time hammering on these, but in the end I think everyone was pretty happy with them, though the Instincts might need to be a little more “triggery” for Margie.
- Rosamund’s belief is “You can find glory by yourself, but only the Guard can achieve victory.” (which can, no coincidence, be summarized as “All for one, and one for all.”
Her instinct is “always keep my equipment in fighting repair.”
- Aelwyn’s belief is “The Guard prevails so long as it has heroes.”
His instinct is “Always take the most Heroic action.”
- Lucia’s belief is “Truth and Knowledge are their own reward.” (We’ll see about that.)
Her instinct is “Discover and Document.” and… “Endure?” Maybe.
8. Friends. Each player tells about a friend they have.
- Rosamund’s friend is Saxon, who is a good platonic friend and a sparring partner during the long Winter seasons in Lockhaven.
- Aelwyn’s friend is Brynn, a fellow guard mouse who was recruited at the same time as him.
- Lucia’s friend is Aunt Moira, a cartographer in Barkstone.
9. Enemies. Each player tells me about an enemy they have. I set up a Versus Test (my roll against theirs) with their enemy.
- Rosamund’s enemy is Miranda, a potter in Copperwood. Once a childhood friend, she dislikes Rosamund for “stealing” Saxon.
- Aelwyn’s enemy is his brother Darwyn, a senior harvester in Ivydale who resent Ael for leaving the ‘family calling’ for fortune and glory in the Guard.
- Lucia’s enemy is Thom, a patrol leader in the Guard.
The versus tests go like so:
- Rosamund returns to Copperwood after being admitted officially into the Guard for some R&R. She’s spending the evening at a local pub near her family’s home with her old friends when Miranda shows up. Eventually, Miranda starts in on Rosa, insinuating that our short little fighter only joined the guard to ‘get’ Saxon or, possibly, just seduce every male Guard in sight. It’s a Persuasion versus Deception test, with the opinions and beliefs of their mutual friends on the line. Kate brings in Copperwood-wise on the roll because “I know these mice, and they know me.”
We tie the roll, I explain the various options when that happens, and Kate opts for a Will-vs.-Will tiebreaker roll, which I win pretty handily. Margie comments that Miranda just “out-stubborned” the argument, and I go along with that, narrating how Miranda keeps harping and harping on the topic, while Rosamund loses interest fairly quickly and finally just blurts out “Yes! Fine, yes! That’s exACTly why I did it. Are you happy?” And stalks out. Kate wasn’t loving having lost this conflict, but the final narration seemed to satisfy her pretty well.
- Aewyn’s versus conflict had to do with a mission in Ivydale to track down some predators, with Aelwyn scouting for his patrol and his brother, scoffing, leading a group of locals on his own. Aelwyn handily schooled his brother in this contest, proving without a doubt that he knew what he was about in this Guard work.
- Lucia’s contest was against Thom, in which her patrol and Thom’s were both in one of the northern shore towns, and they fell into a debate about whether or not the weather was going to get worse the next day and interfere with local harvests. Despite bringing in her widget-wise and a very scientific-looking pinecone barometer, Thom showed that experience and… you know… looking into the sky would always beat an over-clever youngling with some gadgets.
10. Suit Up. Everyone writes down some gear. Mouse Guard has a lovely, elegant ‘encumbrance’ system: you can’t have more stuff than what fits in the (small) Gear area on the character sheet. We probably still overgeared, when compared to the simple lists of ‘only the important stuff’ you see with the examples in the book, but whatever.
11. Group Challenge. We then played through one full conflict that happened sometime in the past. Conflicts in Mouse Guard are a series of double-blind scripted actions, and can be pretty interesting. We’d already gone through an independent and versus test, so this just involves choosing actions and playing out the right tests as a consequence.
The setup for this went back to our Pebblebrook flashback situation. I told the group that the three of them had discovered a group of Weasel Spies, and it was going to come down to a fight.
- The Weasels goal was to capture the mice and prevent them from warning anyone else about the weasel plan (I decided this was all happening in the weeks leading up to the big war in 1149 that cost the Territories three towns to the weasels).
- The player’s goal was to capture the weasels if possible, kill them if not, drive them off at the very least, and destroy their map of the area. (I told them to aim for a lot of stuff on their goal, so that they could still get some of it if they needed to compromise at the end of the Conflict.)
Dave ended up the designated leader for the Conflict, we rolled to determine group dispositions, then they asked me to leave the room so they could script their first three actions.
When I came back, they were ready, and we got to it.
- The first action was Aelwyn’s - he’s scripted an Attack action with his bow. I had also scripted an Attack, and normally that would mean that, because of Dave’s bow, whoever rolled better would ‘win’, but I was attacking with a thrown knife, so it ended up being two independent Attacks, unblocked by the other side. Dave rolled better, but their side had less Disposition to start with, so I was still better off then them.
- The next action turned out to be Lucia, who was doing a “Manuever” (improving the group’s situation), using a bow. I was also doing a Maneuver action (more thrown knives), which in this case meant that once again, we were just rolling Independently, rather than Versus. Margie rolled very well, and I didn’t — the end result was that her maneuvering and bow shots left a huge opening for Rosamund. (And extra dice for Rosamund to roll, and one less dice for me to roll in the next action.)
- Rosamund, with her Fighter 6, scripted an Attack. Surprise Surprise. I had ALSO scripted an attack. This was pretty dangerous, because the two of us were both close enough to defeat that we could both be defeated in the same simultaneous action, which would mean that both sides would get everything they wanted from the fight. Needless to say, that was a pretty dangerous result. It’s also exactly what happened: Kate rolled a huge pile of dice and wiped me out, but I didn’t need to do much take out the player’s side of the conflict either.
So what happened? Well, I couldn’t capture them, but I could do the rest — the fight was bloody, brutal, and short; the weasel spies were dead, their map destroyed, but though the mice struggled valiantly to get back and worn the others about what was about to happen, they were too Tired, too Injured, and they simply didn’t get there in time to do any good… maybe things were already too late long before that, but the fact of it is, they blamed themselves.
And that’s where we left off.
Personally, I was very happy with the session - I felt like we got the characters sketched out pretty well, but more than that, I think the skill tests throughout really helped give some color and depth and a shared history to the group that I really enjoy. I’m definitely looking forward to playing this weekend.
Also, the final wiki’d sheets for Aelwyn, Rosamund, and Lucia.
I’ve already talked about my current enjoyment of the Mouse Guard RPG, or at least the game-in-concept, as I hadn’t a chance to play it yet. I thought that might change last week, thanks to Skype and a nascent game forming up on the Burning Wheel forums, but unfortunately I just couldn’t pull it off.
Then I got an email from Dave, mentioning in more-than-passing that… hey… he and Margie were at loose ends and Katherine-free for the coming couple weekends… and how are things? How’s the wife? How’s that gaming table?
Whattaya know, that gave me an idea.
So on Saturday, Dave and Margie came around and, with Kate, we set about making up characters for a Mouse Guard game.
Now, the book has a perfectly fine character creation process, but since neither Margie or Kate had read much or any of the comics that the game is based on, I wanted to get everyone into the same basic headspace, which lead to a few introduction exercises borrowed from an article I read a few weeks ago on the pedagogy of playing Mouse Guard, but with a bit of the high-energy fluff discarded, because we had a sick player involved. Here’s how that went.
1. Mouse Ball. The idea of this little game is to start seeing the world from a mouse’s perspective. I started by saying something that would threaten a mouse, and maybe a little color around it, like “Racoons will destroy a town just to get to the winter stores.” Then I’ll throw the ball. The person who catches it has to repeat what I said, and add something else that would threaten a mouse, like, “… and the towns must be built high to avoid floods.” Then that person throws the ball to someone else, who has to repeat the last threat that person said, and add a new one.
2. So how does the Mouse Guard manage it? I pick one of the dangers we named in Mouse Ball, and talk briefly about how the Mouse Guard deals with that problem. Then someone else picks another problem and talks about how it might be handled.
3. Forming the Patrol. I started this off by simply saying “We need to form a patrol, what should that patrol include?” The others took over while I messed with getting dinner ready to cook. I had envisioned this as everyone coming up with many ideas, then cherry-picking the most appealing for their actual characters, but in practice everyone just proposed a single character and tweaked the concepts a bit until everyone basically meshed.
4. See Me. We finally got started on the character Worksheet: Name, Age, Home and Fur Color. Once those things were done, I asked the “Mouse Nature” questions from the book (p. 299), to determine what each individual character’s Nature score was. Then we went around, with each player telling us about their character (Name, Age, et cetera) and how they answered the Nature questions. We got:
- Kate: Rosamund is a 26 year old from the city of Copperwood. Her fur is a sleek gray, and her Nature was a fairly un-mouselike 3, because she doesn’t suffer privations to save up for later, doesn’t fear weasels or other predators, and doesn’t run from a fight. (In fact, she rather enjoys fights, though as an urban mouse, she grew up far more used to dueling without consequences than battles for her life.)
- Margie: Lucia Singleton is a 25 year old mouse from Sprucetuck. Her fur is a buff color, and her Nature is a slightly more mouse-like 4 - she has a (quite reasonable) fear of weasels and such. She’s an almost archetypical resident of Sprucetuck: shy, bookish, with a thirst for knowledge that leads her into adventures she might otherwise avoid.
- Dave: Aelwyn is a 28 year old mouse from Ivydale. His fur is a lustrous blonde and, although he comes from a long line of Harvester mice, he is meant for different things: His Nature, like Rosamund’s, is 3. In fact at first glance he and Rosamund have quite a bit in common, but their motivations are subtlely but significantly different — Aelwyn believes wholeheartedly in the power of Heroes.
Now, somewhere around here, I almost burned down the house and/or killed us all, thanks to a Grill Malfunction, but we got that settled down and decided to finish up supper prep inside. Once we got that cooked and eaten, we returned to the characters and proceeded pretty much in the order presented in the book.
5. Skills and Life experience. This was fairly straightforward - everyone made up Patrol Guards, so they all had the same number of skill. They can be summarized like so.
- Rosamund (whose longer character concept was later summarized by Kate simply as “D’Artagnan”) grew up with her parents (Benedict and Portia) and learned the smithing trade - very common in that city. She had a natural talent as a fighter, however, and although she is quite short, she was also very independent, and persuaded her parents to let her apply to the Guard. In Lockhaven, she was apprenticed to Richard the armorer for two seasons, and was then assigned to Warwick, a senior patrol leader who chose to focus on Rosa’s abilities as a fighter, and how they applied to the real world, as opposed to duels. As a tenderpaw and later a guard mouse, she trained as a fighter, healer, weather watcher and, given her natural gifts with a blade, as an instructor — though her specialty (and first love) was always fighting. She is wise in the ways of armor, Copperwood, and dueling.
- Lucia grew up with her parents (Gwen and Cadfil) and, always inquisitive and clever, learned about Science as a young mouse, for which she has a natural talent as well. Her Instinct to “Discover and Document” led her to the Guard - one of the best ways to see and learn new things. In Lockhaven, she was apprenticed to Mariell the Archivist for two seasons, and was then assigned to Mary the Older, a senior patrol leader who chose to focus on her natural inquisitiveness toward work as a pathfinder. As a tenderpaw and later a guard mouse, she specialized as a pathfinder, but assembled a truly eclectic set skills as a healer, fighter, hunter, cook, and weather watcher. She is wise in the ways of medicine, paths, and widgets.
- Aelwyn grew up in Ivydale with his harvester parents (Liam and Elana) and although he was a hard worker, his brave nature and natural talent as a hunter called him to greater things. Though it left him quits with his brother, he set out for Lockhaven, where he was apprenticed to Gailyn the Brewer (disappointingly unheroic, but still very popular with his peers). Following his apprenticeship, he was assigned to the patrol of Captain Dunlevy, who chose to ’sell’ his heroic young hunter on the value of good scouting. As a tenderpaw and later a guard mouse, he specialized as a scout, and eagerly focused his training on precisely the sorts of things he thought any good adventurer should know: fighting, hunting, and surviving. He is wise in the ways of predators, tall grass, and bards. (He is, in fact, a skilled orator.)
… that’s the first part — tomorrow, I’ll talk about running some independent and versus tests with each player as part of character generation, and wrapping up with a quick Conflict.
((Our pitch session is here. The cast includes:
- Cam, mechanic and tinkerer-savant
- Joseph, one of the pillars of the settlement, hiding a terrible secret
- Lennox, border guard, the survivor of a wiped-out settlement
- Sienna, practitioner of black magic who has already paid high prices
The rest of the session follows below, as recounted by TWoP.
But first, a few observations on how to achieve successful, fun play in PTA, garnered in part from a recent ‘tips’ discussion on Story-Games, proven by last night’s session:
- SUPER IMPORANT RULE ONE: Keep Stakes limited to what the character wants out of the scene. Let me emphasize this: what the character (not player) wants (not ‘what will happen’).
- Bullshit: “If I win, a, b, and c happens, in that order, in this way, such that we needn’t even play it out.”
- Not Bullshit: “My guy wants to find out more about X if I win.” or “My guy wants to be impressively competent if I win.”
- This is so simple, and in the past I’ve seen it done wrong (and done it wrong) so many times.
- IMPORTANT Rule Two: The high card narrates the conflict, but THE GM STILL INTRODUCES “PLOT” FACTS. Put another way: “This is PTA, not Inspectres.”
- Bad - The narrating player says: “You beat him up, pow biff bang, and pull him up by his collar, and he admits that he’s working for… “FATHER DONNELLY!”
- Good- The narrating player says: “You beat him up, pow biff bang, and pull him up by his collar, and he admits that he’s working for…” *turns to GM to fill in the blank*
- Do not include specific consequences of failure or success when setting Stakes. Leave that up to the High Card player. Just. Say. What. You. Want.
Other good things to remember:
- The Producer frames all scenes. The players just take turns requesting scenes, providing a focus, location and an agenda.
- On the agenda: Don’t overcomplicate. The agenda should simply be what the characters are “up to” on the surface, not what the whole scene is going to be about.
- Not every scene must have a conflict.
Right: enough rules chatter - on with the recounting of heroics.
Continue reading Primetime Adventures: Ironwall, Pilot Episode, “The Hill”
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