Finally back in print, this second edition of the Mouse Guard Roleplaying Game Box Set contains everything players need to know about the world of the Guard, including rules for forming patrols and leading missions into the beleaguered territories.
This second edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.
Note: There are more than one David Petersen on GR's database. For catch-all profile, see here (dissambiguated via 7 spaces).
David Petersen was born in 1977. His artistic career soon followed. A steady diet of cartoons, comics, and tree climbing fed his imagination and is what still inspires his work today. David won the 2007 Russ Manning Award for Most Promising Newcomer. In 2008, David won the Eisners for Best Publication for Kids (Mouse Guard Fall 1152 & Winter 1152) and Best Graphic Album – Reprint (Mouse Guard Fall 1152 Hardcover). He is the creator of the Mouse Guard series and is excited to be working on projects he dearly loves doing. David and his wife Julia reside in Michigan with their dog Autumn.
Luke Crane's work is a brilliant contribution to the art of role-playing, that nonetheless manages to not feel like a completely worthwhile game. Perhaps I need someone to run this for me, but my initial impression is that it reads far better than it plays, and that any GM that plays it will improvise with the rules and largely ignore a vast amount of the text that tells you how to play the game. Indeed, this is a rules light engine that probably doesn't need nearly as much text telling you how to play as it has, but I can only assume that the abundance of how to play advice was based either on the assumption that the players would be rather young and new to role-playing games or else the author's assumption that he had to unlearn the habits of any experienced player to play his game.
I suppose the later might be true, but I'm left very skeptical that following the guidelines exactly as written even results in the game that the rules describe, much less that it results in a good game or the best way to use the rules. I tend to be very skeptical of rules that look like they were written in their entirety and sprung whole and armored from the forehead of their designer, rather than rules that look like they evolved through play over several iterations into a final form that had been tested by fire and honed by experience. These rules look very much like they were written before they were play-tested, and seldom if ever actually tested.
If you are familiar with Luke Crane's designs, there will be a lot that is familiar here. There is a character burner for creating characters that seems to have no interest in balance. There is a unusual and perhaps unnecessary 'tactical' step of playing out moves blindly during combat, and a lot of finicky modifiers that seem out of place in a rules light narrative focused system. Exactly how much interest this step really adds I'm not sure, but it seems rather less interesting and well balanced than 'rock-paper-scissors' (defending yourself has an absolute trump, but attacking the enemy does not have a trump, etc.) and most characters will have little choice how they should or ought to play to play optimally because of the way stats work. And the blind sets mean that there is little in the way of planning because you can't react to anything.
He's also a fan of low 'myth' GMing and spontaneous improvised play - which I find to be questionable advice at best. Is improvised theater really likely to be better than one which has a script? In the same fashion, is entirely improvised RPing really better than play which has some degree of structure? Player agency is great and all, but without real sweat placed into a setting players are likely to find they have all the agency of someone in rowboat in an empty ocean - you can go anywhere you want but there is no where to go. I would love to be able to get by with less prep, and I think there is value in giving the players freedom to explore their own narratives, but even that involves labor to really facilitate.
All those complaints aside, the fact that Crane is looking at the bones of an RPG in entirely new ways and thinking about them in entirely new ways is a great service to the community. I'm unconvinced that Crane makes great games, or even that he runs great games, but I need no convincing that knowledge of and exposure to these new ideas is of great aid to any GM regardless of the system or setting that they are running. I highly recommend every GM that takes their craft seriously read this book and perhaps give the rules a spin for a few hours with a set of players that likes low melodrama and theatrical play.
If I was a fan of the comic (I've never seen it), I might give this five stars. I didn't really buy this rpg for the game world, I bought it because I had read that it was a simple introduction Luke Crane's game design. He has rabid fans, and many people consider his Burning Wheel game the best roleplaying game ever designed. Mouse Guard is a simpler version of the Burning Wheel system.
So, as long as I was at Guardian Games, shelling out the big bucks to get on the waiting list for Space Hulk, I picked up a copy of Mouse Guard.
Wow. I can see what makes people crazy for this.
The mechanics of the game demand real roleplaying on the part of the players. They encourage things like using your character's trait, such as Fearless, *against* yourself. As in I'm so fearless, I'm going to race across the raging river, not even trying to keep myself from being swept away. Which gives you a bigger chance of being swept away. And that's a good thing in this game. You get rewarded for making things harder on yourself by playing true to your character's persona.
To really stand things on their head, the Games Master (GM) only runs the adventure for the first have of the game session. Then he turns it over to the Player Characters (PCs) who get to drive the story, repair the damage done to them by the GM, pick fights, and finish player goals they didn't complete during the GM's turn. The more times you used your own personality traits to hurt yourself during the GM turn, the more things you get to do in the Player's Turn.
You also get rewarded for roleplaying your characters core beliefs and instincts. Cool stuff.
There is a lot of player involvement in the action and story telling. This is as a far cry from a game focused only on combat min/maxing as I've ever seen in playable game.
Mouse Guard won't be for everyone. If you want hard and fast non-negotiable rules to test yourself against, this is not your game. Often table discussion is required. Does everyone agree that my mouse's use of fearless really can harm my chances of crossing the river safely?
If games like Nobilis are based on GM-Fiat, Mouse Guard has a lot of Group-Fiat. The GM can lay the law down now and again, but for the most part, everyone gets a say.
Oh, and you're a mouse. Not everyone will like that. I read a bunch of the Redwall books when my son was a lad, and it reminds me of that world. You are a tiny mouse, not a man sized mouse. Tree roots are big obstacles. Owls are ten times your size. You grab your sword, and defend the mouse territories. It's not what you fight. It's what you fight for.
Wow, just Wow! This is probably the best written RPG I've come across. Everything about this book is just amazing. The mechanics are interesting, but don't get in the way of game play. The setting is unlike anything I've played before either. The artwork, pacing, and layout of the book are equally great and make just reading the book a pleasure. I can't wait to start playing it.
It also makes me really want to read the comic books upon which the RPG is based. I'm starting to really get into the different characters presented in the book and want to know more about their world.
The illustrations are pretty and it does a good job detailing the world and system. Some aspects of the system are very good- it seems built toward collaborative storytelling and allowing the players to have a big say in the direction the game goes. I would have likely rated it higher if it didn't seem to assume a great deal of familiarity with the Mouse Guard comics. Granted that's their primary audience, but the examples given aren't as accessible to those who have only a passing familiarity with the comics themselves so it might be hard to get players to read it and give it a try.
Very pretty little book with lovely illustrations from the mouseguard comics. Comprehensive and immersive. Enjoyable quantity of lore and other titbits whilst still being relatively approachable. Desperate to play this RPG.
So I need to explain why I gave this book 4 stars instead of 5. Really I want to rate it 4.5, but that's not an option. I love the Mouse Guard universe and I love the art of the comics, but this book is about the Roleplaying game so that's what I'm rating here. As for the book itself, if you can find a copy of the the physical version I highly recommend picking it up, it's very high quality and the art in it is beautiful. If not the PDF version is quite nice as well.
The Mouse Guard RPG is actually based upon the Burning Wheel system which I have never played, but from this it seems like a cool system. Actually, the Mouse Guard RPG itself is a great system mechanically and has some really cool things going for it. The goals and instincts for example are an amazingly clever idea that I've had DMs incorporate into other systems and I plan to do the same. I also like that it only uses D6s. Generally the mechanics are easy to grasp, but still have a lot of potential for complexity/strategy should you want it. Between the setting and the flow of games I think this would be a perfect system to get kids into roleplaying.
So what gives, I have nothing but good things to say so why did I give this 4 stars? One simple answer: the organization of this book is pretty much the worst I've ever seen when it comes to a roleplaying book. The problem is that the book is laid out like a novel, not like a player's manual. Often the rules are in the middle of passages that describe the world more generally. While this makes the book a pleasure to read it also makes using it as a player's or DM guide really difficult. There are icons to indicate what's important for players/DMS, but overall it's pretty hard to follow. The book would benefit greatly from a quick start section or something.
I'm looking forward to the next edition of this because if they fix a couple of the structural issues with this will easily get bumped up to a 5 star book.
I really enjoyed the Mouse Guard comics and was so looking forward to reading the RPG book thinking that perhaps it was something I could try in my gaming group. I have played many RPGs, but I have never tried the Burning Wheel system (which Mouse Guard is supposed to be a light version of) and I found the system to be quite intriguing. While I won't go into depth about the system (there are many reviews available from several sources on the web), I did like the concept as a story-telling system with a lot of emphasis on hitting the main key moments of an adventure/mission and not dealing with the filler that happens in-between. I think this system will do great to help both the GM and players create a fabulous story, but is dependent on having a group of participants that want to, and enjoy, role-playing and contributing to a story, otherwise it will just become a series of dice rolls for checks (which is all some players want) and won't do any justice to the system and the potential it seems to have. I'm still a little unsure about the implementation of the split GM\Player turns and I think this will be a hurdle for most GMs and players because of how traditional RPGs are structured, but I do think that with some practice, it could prove to be a rewarding experience. Hopefully I'll be able to try this out in the future (as a break for my Dark Heresy campaign) to see how it goes.
A streamlined version of Luke Crane's "Burning Wheel" RPG, in the setting of David Petersen's "Mouse Guard" comics. I only ran one session of it so far, but I like it: compared to D&D, the game I played immediately prior, Mouse Guard is more structured, (much) less focused on combat, more interactive, and above all more character-driven. I hope to play more of it soon.
Perhaps the book's greatest weakness is that it does not always succeed at communicating how the game is to be played. Certain key pieces of advice (the "No Weasels" rule, the suggestion that the GM specify what skills to use in overcoming obstacles) are easy to misinterpret, and I was only able to make sense of them after spending some time reading comments on the publishers' forums. Part of the difficulty here is that Mouse Guard is a game that's meant to be played in a particular way, quite different from a "traditional RPG".
An elaborate, elegantly constructed game. I'm not the target audience for this, as I haven't played tabletop roleplaying games since I was in high school, but I enjoyed the Mouse Guard comics and had heard enough about the underlying gaming system to be intrigued.
It fits together well, showing a strong, defined sense of what it considers gaming should be. Dice and rolls factor in, but the primary impetus here seems to be playing to character--the rules even go so far to encourage you to sabotage yourself to stay in character.
Frankly, it was a little overwhelming, although it would probably become more clear through play. I rarely had a good sense whether the game's tests would be measured against the character's skills or innate traits. The constant push for immersion seems like it could feel cheesy in action.
Also, placing the characters in a "Knights of the Round Table"-like setting doesn't seem to offer much opportunity for probing the middle ground morally. Thieves and bandits and reluctant heroes aren't the focus here. This doesn't seem like the setting I'd like to play, but it is a fully realized one.
If you like fantasy role-playing games, it's hard to go wrong with Luke Crane's Burning Wheel system, and Mouse Guard presents the system in it's most refined version yet. Above and beyond the fact you get to play kick-ass mice struggling to survive against the elements, weasels, and each other (the game is based on David Petersen's most excellent graphic novels of the same name), this is a truly unique and engaging rules system where the player's get to contribute nearly as much to the story as the Game Master; the mechanics are simple yet comprehensive, and the character creation process is nearly a game in itself.
For those seeking other Burning Wheel products, check out www.burningwheel.com, where you can get the scoop on the entire line of Burning Wheel Fantasy RPG products, as well as Burning Empires, the award-winning space opera game set in Christopher Moeller's Iron Empires graphic novels setting.
David Peterson's art of course makes this an attractive product but the text inside is surprisingly eye-opening as well. A lot of RPG fans talk about how they'd like roleplaying to be more central to their games but can never find a way to make system mechanics actually encourage it. Luke Crane has bridged that gap and MG is a much less daunting and more focused introduction to his style gaming than the multi-volume Burning Wheel books.
The only potential problem with this product is the setting itself. Mice with swords is cute and all -- and surprisingly well-suited to gaming -- but the number of people who are apt to want to play it longterm (or at all) is probably relatively small. The rules are so well integrated into the setting, however, that porting it to any other gameworld would be something of a job. And Burning Wheel is undeniably more complicated.
So...Mouse Guard. Excellent rules, fun setting, but limited.
I read it because I was running adventures at PCM13. I really like this system. Its a great game for beginners. They take the rules and really break it down to just the basics. The players have no game mechanics to follow. They just have to focus on being in character and rolling dice when asked by the GM. The book it self isn't set up as well as I would like. However, it is set up in a way that would be good for people learning. There are a ton of examples and charts for better understanding of how things work. It gives you a great over view of the world the game is set in. There are sample adventures and characters included in the book. They were a great place to start. In fact, they were the adventures that I ran at PCM13. I really enjoyed playing and plan to play it more in the future. If you are interested in a role playing focused system or just learning what RPGs are all about, I would strongly recommend this book!
This is a must-have for those who enjoyed the graphic novel, those who enjoyed Brian Jaques Redwall books (but maybe wanted a bit more moral ambiguity) and those who want to game with their kids.
The game text has set a new high mark for RPG's, a mark previously held, to my mind, by Dogs in the Vineyard in that it is clear, tells you how to play it, leaves so much room for invention and creation within a fun structure.
It is always a good sign when I finish reading a game and cannot wait to play. I cannot wait; I am chomping at the bit.
I am a grown man who cannot wait to gather with his friends and pretend to be mice with swords.
NOTE: If such things matter to ya, fair disclosure and all that, Luke Crane, the game's designer, is a buddy of mine.
The book is very well written and enjoyable to read. I am looking for an RPG to play with my sons - something with not as much magic and monsters as D&D. Mouseguard RPG was very intriguing, but just not the mechanic that I was looking for.
It plays quite differently from a "traditional" paper and dice RPG with quite a lot more emphasis on the story telling and role playing - which is not a BAD thing, but I was looking for more of the D&D flavor of letting the players decide the course of action and using the stats and dice rolls to determine outcomes. Mouse Guard has a very different emphasis used by the DM's turn vs. Players turn that doesn't appeal to me as much.
Maybe I'll come back to it later, but for now I think I'm going to use GURPS Old West as our starting point.
This is a beautiful book and a wonderful game design. It's my first experience with the Burning Wheel system and I am impressed. As a fan of Mouse Guard, this far exceeded my expectations. It is so deep, so well crafted that the world comes to life within the confines of the Game Book. Add to it the components of the boxed set and you have a truly complete and limitless world designed for the imaginations of both adults and children. I have been playing RPGs for 28 years and have owned or played more games than I can remember. This is one of the best products I have experienced.
An interesting game system. I like the beliefs, instincts, and goals that run through all of Crane's games. This one also introduces a heavy dose of player agency with full-fledged "player turns", where they get to direct the flow of the game. Some of the gameplay looks very alien to me because it's so focused on player-GM interactions (and so little focused on tactics), so I have some qualms about running it, but I'm willing in seeing how it goes.
This is also an entirely beautifully produced book — not just in the excellent Mouse Guard art, but in the whole design of the game.
I didn't realize how shittily written other RPG books were until I read this one.
At each part of the book, it tells you just what you want to know about running the game while hinting at things being deeper. It develops the game piece by piece, so you know how each piece fits together as you learn it. All the while, it flawlessly mixes together advice on running the game, preparing adventures, dealing with players, and following the setting.
The actual system is really weird. Just on the merits of the rpg book's writing I want to try it out.
The game is lovely, and the book design is exquisite. The mechanics seema little complex, but I think that's ameliorated by the episodic and very structured gameplay. Which is to say, once you get it, I suspect you can just keep doing the "same" thing over and over while building out a nice story. I seem to have started a campaign with an 8-year old, a 10-year old, and their dad -- as someone who hasn't GMd in decades, I appreciate the structure! We'll see how it goes.
A brilliant reworking of The Burning Wheel RPG that allows a group to role-play in the world created by David Peterson, author and illustrator of the graphic novels of the same name. The system is wonderfully realized, as was the parent system and it has little to do with mainstream RPGs like Dungeons and Dragons. This book has a special place in my heart, because I'm teaching my 6-year-old daughter how to play RPGs using this streamlined, one-book system. Highly recommended.
Heard about it via Luke Crane's interview on Fear the Boot podcast last Spring. I gave it to myself for Solstice, and I've been so busy it wasn't too hard not to read the PDF. Can't wait for the book to arrive from IPR.
I'm not rating the book as much as I am rating the game. The book itself is laid out well enough and understandable. The art is also just like the actual comics which is nice. The game was very good but geared more toward newer role players. It is less about stats than Dungeons and Dragons and fairly light on the role playing. Recommended.
This is a simplified version of the Burning Wheel RPG system. The game seems to capture very well the feel and flavor of the Mouse Guard world. Mechanically, it's a much more narrative rules system than I'm used to. It looks like it could be a lot of fun and I'm eager to try it.
As a book, it's gorgeous, well illustrated, well written and altogether very good. As an RPG system, I have serious gripes with how the game is very structured and limiting for all the players. I'll have a hard time getting to like this idea. Not sure if I can recommend it yet.
Interesting system that makes roleplaying an integral part of the mechanic. That's really refreshing and exciting. I don't think I understand everything about how the system works, but getting a chance to play once or twice should help. Maybe a look at the Burning Wheel book would help as well.
Finally finished this off and re-reading it now. What an odd game. It will take some actual play to let me know what I think. I don't think I've ever read a more patronizing rpg book. Luke sure wants you play his game his way and not change anything.
Mouseguard is a sublime RPG that feels really intense for a 'kids' game. The rules are about the leanest I've ever seen Burning Wheel games, and playing it is a breeze, but this game has serious depth too. Good choice for new players, or people looking for something different from D&D.
Very pretty, introduces new concepts and approaches to role play. However, despite being written quite clearly, it doesn't feel exactly like a system for beginners... quite a lot of things to remember and keep under control.
So far so good. Fun, story-oriented, but still deep enough to be a solid game. I'm looking forward to having kids so I can role-play Mouseguard with them.