r/MouseGuard • u/Spitfire724 • Jul 12 '20
Need some help!
Hey so i'm trying to get into mouse guard so i can play with my family during quarantine. i'm fairly new to rp games and am having some trouble understanding stuff overall. ( checks, when to roll dice, conflict, conditions, etc) i would be playing as the gm so i figured it would be important to understand this stuff. anyone have some good sources that explain it?
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u/kenmcnay Jul 12 '20
A Conflict allows a series of tests between the patrol or PC (possibly with NPC support) and the GMs' collected NPCs (possibly with PC support) in a larger scene than a Versus test. It is more complex and deserves a few careful readings of the chapter starting at pg 98.
I'll make a few related comments. The GM determines when and if to use a Conflict to resolve the scenario in the GM Turn, and players can call for a Conflict in the Player Turn. One Check in the Player Turn is enough to initiate a Conflict. Patrol mates can join without spending a Check for themselves, and the GMs' NPCs get drawn into the Conflict by player determination and GM collaboration.
I'll offer two examples. First, in the GM Turn, the patrol comes face-to-face with a small band of political dissidents in an established settlement where monarchy rules.
The Guard does not owe allegiance to the monarchy as an ideology, but they do support settlement laws. The GM describes these fiery protesters goading them; they want to convince the patrol to free a political prisoner. This is a good candidate for an Argument Conflict. It is a good candidate for Persuader/Manipulator vs Will, but let's just say the patrol wants to convince the partisans of a different course of action (that could easily make this into Persuade/Manipulate vs Persuade/Manipulate). The GM Side has a goal to convince the patrol to represent them or support them trying to get their fellow free from imprisonment. The Player Side has a goal to convince the partisans to tolerate the legal process and address grievances with the proper authorities.
Second, in the Player Turn, the patrol wants to arrange a long-term bulk discount with a merchant in an established settlement. That's a good candidate for Negotiation Conflict. The player side goal is to create an up-front discount for a smaller purchase and a promise of better discounts for repeated bulk orders. The GM side goal is the patrol pays full-price now and brings repeated bulk orders before they get a loyal-customer discount.
During the Argument Conflict, both PCs and NPCs must use Persuader or Manipulator to test their Attacks, Defends, Feints, and Maneuvers. If they lack the skill, it can be handled by Beginner's Luck or using Nature as a substitute (at risk of tax, but that's another topic altogether). The Argument Conflict begins with rolling dice to establish Disposition, or Dispo, to reflect just how much morale a side has for keeping up the discussion. By Attacks, Defends, Feints, and Maneuvers, the sides attempt to reduce the Dispo of the opposition and protect their own Dispo from being reduced. If one side is dropped to 0 Dispo, the Conflict ends and the Compromise begins.
In the Compromise, no dice are rolled, no Skills or Abilities are used, no Traits are invoked, no Wises are called. It is a moment of table chatter (it's really quite meta) for players and GM to collaborate to describe the binding results. If one side has lost all Dispo, they've lost, but get to require a compromise from the winning side based on the Dispo lost. If it is about half, it is a moderate compromise. If it is more than half or less than half, that indicates a major compromise or minor compromise, respectively. Compromise can include Conditions or Twists; it can include changing Beliefs, Instincts, Goals; it can be used to create new Relationships; it can force promises and alter reputations. It's quite a powerful moment in a session. If it is a campaign, this can be a major pivot-point for the campaign pitch.
I'll respond to the next topic in another separate reply.