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CURRENTLY OUT OF STOCK.
Designed by Luke Crane
Illustrated by David Petersen
Presenting an all-new box set of the Origins Award-winning Mouse Guard Roleplaying Game! Includes the original rules book, a 48-page supplement with all-new adventure scenarios and a host of game aids, including a GM deck of 12 Action Cards, two Player Decks of 12 Action Cards, Condition Cards, Characters Sheets, GM sheets, a GM screen, Mouse Dice and a Map of the Mouse Territories!
E – EVERYONE (all ages, may contain minimal violence)
Posted by Francisco on Sep 05 2012
Please don't take my review so strictly or seriously as I haven't even finished reading the core-rulebook (although I’m just two chapters from finishing it) and I haven't played it already.
What I can tell from what I have read and seen, is that the product is worth its value for any role-player around. It's a very refreshing concept with lots of original and great ideas for those who aren't familiar with "The burning wheel" system.
I like the way it enhances roleplaying anything else, making the entire system role-depending by instance making all the characters describe their parents, friends and allies. Not to mention the way skills are raised in which no experience points are needed, either you practice and get good at them or not.
Also I like the conflict systems, because it simplifies rules regarding melee, armor, weapons, chases and almost any other situation, giving not too much weight in the realistic part of those mechanics and better focusing on exciting descriptions and unexpected outcomes. For example I loved the “negotiating” face of a conflict, in which the party that loose don’t just end up with hands empty, but they can negotiate their beating with a cool twist for the story (ok… I lost, but why don’t instead of killing us you capture us, we didn’t lose that bad).
I won’t enumerate all the good things this game does, as I think the list is long and there are plenty, but I do want to point out two things that I still can’t manage to swallow:
- It’s not a game for long term campaigns, or at least that seems to (I have to play it to make sure), the game isn’t as robust as to keep you longing for something to enhance your character, be it power, better equipment, money, etc. (I know this is not about power-gaming, but now I see that some of it is still important to keep you with a more tangible objective while you keep struggling to reach higher ends) And I’m not sure how long would it keep being exciting fighting against weather, predators and wilderness in general, the game focus too much on survival and very little in anything else.
- Yes, it focus a lot on role-play (in fact there is little that doesn’t involve it), but it’s structured in way that let’s little space for “free gaming” (aside from the winter session). It enforces the GM to always keep the players under trouble without giving them a break, and when they do get some, they can do as much as three or four actions (if they really struggled for them) that includes healing, equipping, replenish and sleeping. So, if you want to guide de story to know in depth the relations of your character with their dear ones, or try to settle a little bit in a city to get to know it better and have less stressing adventures, there is no chance for that, you’ll have to wait for the winter session. As I said, I still have to play the game, maybe once on the table I will realize that doing things that way is just so much fun and excitement.
Aside from that, I can say that this is a high quality game and a good investment, these are the kind of games that push the industry to make more original games with settings suited for almost everyone.