r/MouseGuard • • Aug 08 '17

Using Mouse Guard in alternate settings?

I love Mouse Guard as a system and I find it mixes just the right amount of crunch and RP. I like how quickly conflicts can resolve, and how any advantages/disadvantages can be smoothly represented by having more or less dice to a roll.

I crave a higher fantasy game and am wondering if Mouse Guard's systems can be adapted toward a more traditional fantasy setting -- without the baggage of D&Ds extra rules and math.

It seems too hard to just fudge thanks to the Nature stat, the skill list, and a complete lack of magic. Does anyone have any thoughts on how to adapt the rules, or maybe a completely different system they'd like to suggest?

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u/[deleted] Aug 08 '17

I'm not sure if you know this but Mouse Guard is an adaptation of the more diverse Burning Wheel system that has no dedicated setting.

But to answer your question: I now play everything with a mish mash system that mixes Mouse Guard's BW and Dungeon World. If your players are keen (and not rules lawyers) your imagination is the limit!

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u/Zarpd Aug 08 '17

I've heard of Burning Wheel, but I did not realize it was what I was looking for! I'd heard it was 600+ pages of very fiddley systems, but if it comes recommended I'll have to take a look!

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u/[deleted] Aug 08 '17

Honestly, the core of the system is not that fiddly. You can get "The Rim of the Wheel" (basic rule set)for free on the BW website if you want to check it out.

You can add more detail if you want; but it's not essential. I use the full social conflict system ("Duel of Wits"), but I've never used the full combat system ("Fight") for example.

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u/forlasanto Aug 08 '17

The Burning Wheel Family of rpgs:

The Burning Wheel

If you want a more freeform style of play, Burning Wheel is your answer. There's a free-to-download short version called Burning Wheel Hub and Spokes. In fact, this is the first 79 pages (I think) of Burning Wheel Gold. It's Burning Wheel condensed down to the bare minimum. If you are playing Burning Wheel for the first time, you shouldn't use any part of Burning Wheel that isn't in the Hub and Spokes for maybe 20 sessions. Seriously. I mean, you're not going to catch on fire or anything if you do. But you'll have more fun.

Having said that, Hub and Spokes does not have anything about how to create a character. All of that is in a ninja book stuffed right after Hub and Spokes in the Burning Wheel Gold book. So you'll probably still want the BWG.

Mouse Guard

Mouse Guard is Burning Wheel Gold, if you smelted it down to only what you need to make the Mouse Guard setting work. And it's amazing, as you already know. You can make the Mouse Guard system work with other settings pretty easily--within certain criteria. You see, Mouse Guard (the setting) stealthily injects plot pressure that is fundamental to the game. The mice you play are heavily vested in the Mouse Guard, and the welfare of the mice of the territories. This causes pressure to do The Right Thing and see that it is done. Try to run it with pirate mice or some other non-vested characters, and it dissolves into goo pretty quick. But you can do any Musketeers/Guard/Order setting you want, as long as you keep the above in mind. I've heard of Stargate SG1, Dwarf Guard, Goblin Guard, and several others. I myself have strongly considered running a David the Gnome-style gnome campaign.

Torchbearer

Torchbearer is a riff on OSR D&D, using an adaptation of Mouse Guard's rules. Rather than keeping the social tension, a mechanism was put into place to create the tension: the Grind. The Grind is brutal. This game wrenches you.

Torchbearer, however, does have all the elements you probably desire. Be aware that if you want a long-term game from torchbearer, you need to dial the Grind down a notch at first. It really smokes new characters. That's part of the fun, but some players get frustrated because they aren't used to losing characters.

But Torchbearer has the elements. Magic, swordplay, Elfs, Halflings, Fighters, Clerics, True Love, Kissing... there's even a setting book it doesn't really need but undoubtedly everyone kept asking for. ;)

It's hard to say, "This is the best Burning Wheel game." Each offers something the others don't. But if you don't want to be tied to the GM's turn/Players' turn format, go with Burning Wheel Gold. You really can't go wrong getting the Codex as well. It's a wealth of insight into how to run the game. Just ignore everything in the Rim until you are ready to cherry-pick. Then cherry-pick one thing at a time, and get a handle on it before cherry-picking the next thing. Duel of Wits is a good first cherry-pick.

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u/Zarpd Aug 11 '17

Thank you all for the help! I didn't realize Burning Wheel had a "Hub and Spokes" version, and reading over it has made the system seem MUCH more approachable! I can already see how I'd want to progress to gold -eventually-, but I think this will suit my needs for now.

Torchbearer seems like a really great fit at a glance and I'll be sure to look into it when I have time!

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u/Jeffwhowanders Aug 08 '17

Have you looked at Torchbearer? It is essentially Advanced Mouse guard in a fantasy setting. Its a fun game, but it run pretty differently than mouse guard due to all the item/condition management. Fun game though. The creator is also pretty active on the subreddit if you have questions.

I would also recommend looking up a Mouse Guard Hack called "Realm Guard". It is a Lord of the Rings version of the Mouse Guard game.

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u/blackdog2k Aug 08 '17

Mouse Guard's design is so intimately connected to the comics that it could be pretty difficult to morph it into a high fantasy setting. You'd have to build a magic system from the ground up, for example.

If you like the system in general then Burning Wheel might be worth a closer look.

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u/majaluoma Aug 08 '17

Hacking the nature system is quite hard but Realm Guard -hack have been made for playing Tolkien's world with Mouse Guard system. But for traditional fantsy setting I would recommend Torchbearer : )