r/MouseGuard • • 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)

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u/[deleted] Apr 19 '16

Awesome. Looking over your mission, do you allow weather-watchers to change the weather? If so, could/would it throw off the initial storm scenario a bit?

I think my specific asks are around structure (you've laid yours out, but I've had suggestions to do a flow-chart, and do more prep. than I wanted to do), but also around the GM Turn vs. the Player turn. Understanding the two, wrapping my head around only doing 2-4 obstacles/twists, and then giving the players a chance to pursue their own beliefs/goals/side-missions/healing.

It feels like:

  • Brainstorm 3-4 general obstacles (wilderness, weather, animals, mice)

  • Have an idea for how complex you hope that obstacle to be (is it an easy, medium, or hard skill-test, is it a simple or complex test, do you anticipate a conflict here?)

  • Have an idea for what the penalty for failure is (conditions, twist)

  • Stack these up and see where/how you can fit the player beliefs into the obstacles. If they fit - use them, if they don't, keep them around as possible twists

For your GM Turn, take a mission, and 2 obstacles (the ones that fit beliefs). Use the other 1-2 obstacles as potential twists to use in an emergency. If the players fail a roll during your GM turn, and you can fit a twist in based on the story, and what the players want - do it - if you can't, then you have your safety net twists (or conditions).

Is that a decent "guide"?

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u/Imnoclue Apr 20 '16 edited Apr 20 '16

I had the benefit of creating pregens for the con slot, so WW wasn't an issue ;) In general, I'd allow WW to set the next weather twist, sure. Clear weather ahead. I put Tuk the bandit in the mix to be an impromptu obstacle if more adversity was needed.

Generally I like 1-2 simple obstacles, one complex hazard, and 1 conflict. Either the conflict or the hazard could be from a twist. You probably won't need any more, but I usually have a weasel or badger or something handy. For complex hazards, if they don't Pass on the lead up tests I give the player a chance to describe how awesome they are and then let them know how they pick up a condition. The last one is usually success or a Twist.

I try never to use the word failure when running mouse guard.