Best RPG 2009 is... Not D&D? A Tabletop RPG Review.

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Ursus Astrorum

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Mar 20, 2008
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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.
 

RagnorakTres

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Feb 10, 2009
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Hmmm...interestink, feeeery interestink...

I've always preferred White Wolf to Wizards for the simple reason that Wizards, while they make a fine CCG (Magic: The Gathering. Only thing I've ever spent more than 200 dollars on.), are too combat-heavy in the TRPG department. Maybe it's just the group I play with...whatever, I'll definitely check this out.
 

Cottle

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Feb 4, 2009
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I'm glad to hear some praise for Mouse Guard. My group has been bouncing all over me to play it after our brush with the NWOD.
 

Woem

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May 28, 2009
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This is wonderful news! I'm a big fan of the Mouse Guard comics and I have the rulebook on my DriveThruComics.com wishlist. I'm glad that this semi-indie innovative and fantastic game made it over DND4E which was made by a big corporation mainly just for the money. I've been a big fan DND since TSR's ADND but the absence of basics classes such as the druid and the gnome in the inital 4E PHB really ticks me off. I do not want to buy two PHBs in order to get the full experience.
 

Kiutu

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Sep 27, 2008
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Well, considering how unpopular 4th Edition was, DnD losing is not so big a shock.
 

PedroSteckecilo

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Feb 7, 2008
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DnD 4th Ed wasn't going to win an Origin's Award... there's too little creativity in the design, especially when you look at previous winners like the phenominal "Aces and Eights" and the creatively amazing "Hollow Earth Expedition". DnD 4th Ed adds very little to roleplaying as a hobby and breaks no new ground, it just simplifies and argueably improves some of the rougher patches of 3.5. (playing a 3.5 game again recently after a few years avoiding DnD has made me appreciate what 4th Ed has done to the system)/
 

Alex_P

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Mar 27, 2008
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I'm reading it right now.

Petersen's art really pops, and whoever did the layout work deserves a truckload of praise. Archaia's got a good niche here: thanks to their comics business, they can bring "indie" design together with good art and high-quality materials to produce RPG books that look better than most of the "medium-sized" RPG publishers' but cost less. I hope they keep at it.

I like that the game doesn't have the full weight of Burning Wheel, and that fast-play characters are provided -- sets of fast-play characters designed as a team, with interesting dynamics between them. Having this stuff makes the game a lot more accessible. I'm a bit concerned about the system for full-blown conflicts, though -- just a tad too complicated for my tastes. Still, the game never forces you to use it; it's easy to put it aside until you really get an itch to try it out.

Another plus is that the book neither avoids nor obsesses over the storyline of the original comics. This isn't a "for fans, by fans" kind of piece. I've never actually read Mouse Guard but I got it right away, with enough detail to both make me want to pick up the comic and to make me feel like I don't have to know about the comic to play or run the game.

-- Alex
page 196: best picture ever
 

Alex_P

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Mar 27, 2008
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The_root_of_all_evil said:
Hrrrmmmm...

This seems to have been done many times, I can think of the Runequest Ducks amongst others?
What's "this" specifically?

Certainly anthropomorphic characters have been done before, yes. The real meat of Mouse Guard, though, is the way this particular choice of protagonists allows you to wed the grandeur and scale of epic fantasy with the earthiness of a non-magical, till-the-soil-with-your-hands kind of world. Playing a group of little mice in a big world is a lot different from playing human-scale anthropomorphic characters like RQ's Ducks or every character in Ironclaw/Jadeclaw.

There's Redwall to compare it to, of course, but Mouse Guard comes off as more nature-y than Redwall. The mice are inherently mousy -- in the game, your mousiness is actually a very potent stat (Nature) that allows you to do a lot of stuff but also hampers you in various ways. While "Knights Templar" is a fine comparison, I think of the Guard as, first and foremost, rangers). (It also doesn't have that icky aftertaste of covert racism.)

-- Alex
 
Feb 13, 2008
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I'm just surprised at something that's almost a cliche (as bad as "Your characters have been shrunk in size and have to take on the horrors of a giant's kitchen...") got such a good rating. Bunnies and Burrows, TMNT or - at a push - Werewolf seem to have covered most of the ideals of animal roleplay.

If you're saying it's a cross between Castle Falkenstein and Animal Farm then I'll get some of my good friends to look into it. :)