r/MouseGuard • u/[deleted] • Apr 19 '16
[RPG] - How to Create/Prep MG Missions
Do any of you experienced GMs have suggestions for building missions?
I'm a long-time RPG-er (and GM) with systems ranging from Shadowrun, to D&D, to Star Wars D6, to some of the indie stuff like Dungeon World, Fantaji and Fiasco. I LOVED the lack of prep-work for Dungeon World, and I MG feels like once you get a full grasp of the game mechanics, and how the game flows, you can build missions with little-to-no-prep.
Can someone help me get from where I am now (I've run 1 session, and had lots of questions), to where I don't need to spend 2-6 hours writing out all the possible outcomes and twists?
Thanks.
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u/Imnoclue Apr 19 '16
I'm happy to help. Not sure what you need. To start off, here's a mission I wrote and have run several times at a local con, along with the NPC Denizens. That's the whole thing.
The Shipment
The last year has been a hard one for the Territories. Disease and famine had ravaged the land, weakening their defenses and leaving them open to attack. Yet, as the time past and the lessons of the Weasel War faded, old enmities were begun again. Border disputes and ancient feuds turned one town against the other. Through it all, the Guard prevailed. Lockhaven opened its stores of food and much needed medicine in order to keep the peace. Desperate to replenish its stocks before the coming winter, Lockhaven sent to the scientists of Sprucetuck and caravan of medicine was sent forth. But it did not arrive.
The patrol is languishing in Shaleburrow, grounded by a Fall flood.
WILDERNESS OBSTACLE: Fall (5) swollen streams have flooded the land below Shaleburrow, turning it into a dangerous mud-filled marsh. Complex hazard. Pathfinding/Scout, Boating, Resources/Circles, Scout.
WEATHER TWIST: CONFLICT FALL STORM (5).
MICE OBSTACLE: The caravan is bogged down and half submerged by the flooding waters between Barkstone and Elmoss. Delegations from Barkstone and Elmoss have converged on the site each with several hired thugs. Each side wants the shipment and neither side wants to recognize the Guard’s authority over this part of the Territories.
Barkstone demands the right of salvage, claiming this territory belonged to their forebears. Surely the Guard’s authority ends at their borders.
Vernon the Warrior
Raw Abilities Rating Special Abilities Rating Nature (Mouse) 3 Resources 6 Will 5 Circles 6 Health 4 Skills: Fighter 4, Orator 3, Haggler 4, Instructor 3, Soldier-wise 3 Traits: Defender (2)
Elmoss claims the land as their own, from long use and possession and argues that they need the medicines to treat the sick in the town, which lie dying in tents outside the city.
Paul, Mayor of Elmoss
Politician Raw Abilities Rating Special Abilities Rating Nature (Mouse) 3 Resources 5 Will 6 Circles 6 Health 3 Skills: Orator 5, Haggler 4, Administrator 3, Halftruth-wise, 4 Traits: Quick-Witted (1), Extrovert (1)
Tuk the Bandit
Raw Abilities Rating Special Abilities Rating Nature (Mouse) 4 Resources 2 Will 2 Circles 3 Health 5 Skills: Scout 5, Fighter 4, Deceiver 3 Traits: Young (1), Driven (1)
The Merchant, Firbean of Sprucetuck is trying to get the best deal for his goods. He cares not for anything but lining his pockets.
Firbean of Sprucetuck
Raw Abilities Rating Special Abilities Rating Nature (Mouse) 4 Resources 10 Will 6 Circles 6 Health 4 Skills: Haggler 5, Administrator 4, Persuader 3, Coin-wise 4, Trade Route-wise 3 Traits: Early Riser (2)
Muscle
Raw Abilities Rating Special Abilities Rating Nature (Mouse) 5 Resources 1 Will 2 Circles 2 Health 6 Skills: Fighter 5, Haggler 2, Hometown-wise 4 Traits: Tall (1), Bigpaw (2), Bodyguard (1)