The Origin Awards, an american series of awards the equivalent of the tabletop game Oscars, had a good many contestants for its prize of Best Roleplaying Game, Dungeons and Dragons 4th Edition among them. Wizard's roll-happy gamist contraption did not, however, flatten the competition as one would expect. On the contrary, it was upset by a small, relatively little-known game. So small, in fact, that the major sentient species of the setting would qualify as Diminutive on the old 3e size chart.
Ladies and Gentlemen, the 2009 winner for Best Role Playing Game is... The tabletop adaptation of David Petersen's comic, Mouse Guard.
Stemming from an adaptation of the Burning Wheel system, Mouse Guard is very story and RP-heavy in its design, going so far as to even make individual agendas and character development a core mechanic. Its rules don't take any sacrifices for such design, though. The system is quite robust, and offers a feel that is unique and true to the beautiful, mousey universe from whence it came.
The setting is, of course, the Territories of Petersen's Mouse Guard setting, a world where humans (and through them, domesticated animals and plants) do not exist, and the major sentient species are rodents. As one could guess, the primary species (and the one the players control) are mice who have a fairly medieval level of technology. The players take control of members of the titular Mouse Guard, an organization somewhat akin to the Knights Templar. The Mouse Guard are a sacred and traditional organization that patrols the countryside, performing missions and helping out the townsfolk with whatever particularly outstanding matters need to be taken care of. This can range from finding and questioning spies, escorting convoys, driving off wild animals from towns, delivering mail, and the like. Players can pick any rank of mouse right off the bat, from the rookie Tenderpaws up to the esteemed Guard Captains (though it is recommended that the GM seriously think about the latter before allowing it).
The setting does not have a class or level system of any sort, though such a thing is understandable: The setting has an entirely martial focus, without the barest hint of a magical tome or divine prophecy. Instead, the player decides what their character is good at through a series of skills and traits. For example, a character with ranks in fighter and hunter will be adept at targeting the weak points of more wild enemies (giant enemy crabs, for example), whereas those with ranks in pathfinder and cartographer with the natural direction trait are incredibly useful at keeping the party from wandering all the way to Bat Country when you originally meant to go from Lockhaven to Elmoss. There is even a skill that allows you to change the weather (aptly-named weather watcher), in case things get too ugly.
One has to understand, though, that the RP focus of the game shows itself in its system of conflicts. Not every conflict involves smashing in doors and slicing up baddies, though indeed some still will. The game relies heavily on intrigue, social, and environmental obstacles, and entire sessions can pass without a sword drawn or arrow nocked. Tension and excitement are still prevalent in such conflicts, however. After all, weather and environment becomes much more important when you consider that even small hailstones are now bigger than your fist.
Don't get me wrong, though. I may be a stalwart Mouse Guard fan, and my opinions of both the comic and the RPG border on the bibliophilic, but I am not trying to convert anyone to the system, nor am I trying to diss Wizards. It isn't for everyone, and those it isn't for aren't any lower than we are for not liking it. I will, however, say that this is a world which I will stay in, long after my days on Eberron and Azeroth are done.
For more information, visit Petersen's [http://www.mouseguard.net/] official site. If you're interested in the game, you may want to consider looking here. [http://www.gnomestew.com/reviews/mouse-guard-rpg-review-want-to-play-a-mouse-with-a-sword]*
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Fun fact: This wasn't originally planned as a review. I got a little carried away on the Wizards forums. That being said, it's also a first draft of a rather off-the-top-of-my-head review, so please go easy on me. Cheers!
*-No, that isn't mine. It was written by Martin Ralya. Just thought it'd be nice to point that out.
Ladies and Gentlemen, the 2009 winner for Best Role Playing Game is... The tabletop adaptation of David Petersen's comic, Mouse Guard.
Stemming from an adaptation of the Burning Wheel system, Mouse Guard is very story and RP-heavy in its design, going so far as to even make individual agendas and character development a core mechanic. Its rules don't take any sacrifices for such design, though. The system is quite robust, and offers a feel that is unique and true to the beautiful, mousey universe from whence it came.
The setting is, of course, the Territories of Petersen's Mouse Guard setting, a world where humans (and through them, domesticated animals and plants) do not exist, and the major sentient species are rodents. As one could guess, the primary species (and the one the players control) are mice who have a fairly medieval level of technology. The players take control of members of the titular Mouse Guard, an organization somewhat akin to the Knights Templar. The Mouse Guard are a sacred and traditional organization that patrols the countryside, performing missions and helping out the townsfolk with whatever particularly outstanding matters need to be taken care of. This can range from finding and questioning spies, escorting convoys, driving off wild animals from towns, delivering mail, and the like. Players can pick any rank of mouse right off the bat, from the rookie Tenderpaws up to the esteemed Guard Captains (though it is recommended that the GM seriously think about the latter before allowing it).
The setting does not have a class or level system of any sort, though such a thing is understandable: The setting has an entirely martial focus, without the barest hint of a magical tome or divine prophecy. Instead, the player decides what their character is good at through a series of skills and traits. For example, a character with ranks in fighter and hunter will be adept at targeting the weak points of more wild enemies (giant enemy crabs, for example), whereas those with ranks in pathfinder and cartographer with the natural direction trait are incredibly useful at keeping the party from wandering all the way to Bat Country when you originally meant to go from Lockhaven to Elmoss. There is even a skill that allows you to change the weather (aptly-named weather watcher), in case things get too ugly.
One has to understand, though, that the RP focus of the game shows itself in its system of conflicts. Not every conflict involves smashing in doors and slicing up baddies, though indeed some still will. The game relies heavily on intrigue, social, and environmental obstacles, and entire sessions can pass without a sword drawn or arrow nocked. Tension and excitement are still prevalent in such conflicts, however. After all, weather and environment becomes much more important when you consider that even small hailstones are now bigger than your fist.
Don't get me wrong, though. I may be a stalwart Mouse Guard fan, and my opinions of both the comic and the RPG border on the bibliophilic, but I am not trying to convert anyone to the system, nor am I trying to diss Wizards. It isn't for everyone, and those it isn't for aren't any lower than we are for not liking it. I will, however, say that this is a world which I will stay in, long after my days on Eberron and Azeroth are done.
For more information, visit Petersen's [http://www.mouseguard.net/] official site. If you're interested in the game, you may want to consider looking here. [http://www.gnomestew.com/reviews/mouse-guard-rpg-review-want-to-play-a-mouse-with-a-sword]*
------------
Fun fact: This wasn't originally planned as a review. I got a little carried away on the Wizards forums. That being said, it's also a first draft of a rather off-the-top-of-my-head review, so please go easy on me. Cheers!
*-No, that isn't mine. It was written by Martin Ralya. Just thought it'd be nice to point that out.