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Wow, just Wow! This is probably the best written RPG I've come across. Everything about this book is just amazing. The mechanics are interesting, but don't get in the way of game play. The setting is unlike anything I've played before either. The artwork, pacing, and layout of the book are equally great and make just reading the book a pleasure. I can't wait to start playing it.It also makes me really want to read the comic books upon which the RPG is based. I'm starting to really get into the d...
The illustrations are pretty and it does a good job detailing the world and system. Some aspects of the system are very good- it seems built toward collaborative storytelling and allowing the players to have a big say in the direction the game goes. I would have likely rated it higher if it didn't seem to assume a great deal of familiarity with the Mouse Guard comics. Granted that's their primary audience, but the examples given aren't as accessible to those who have only a passing familiarity w...
So I need to explain why I gave this book 4 stars instead of 5. Really I want to rate it 4.5, but that's not an option. I love the Mouse Guard universe and I love the art of the comics, but this book is about the Roleplaying game so that's what I'm rating here. As for the book itself, if you can find a copy of the the physical version I highly recommend picking it up, it's very high quality and the art in it is beautiful. If not the PDF version is quite nice as well.The Mouse Guard RPG is actual...
I really enjoyed the Mouse Guard comics and was so looking forward to reading the RPG book thinking that perhaps it was something I could try in my gaming group. I have played many RPGs, but I have never tried the Burning Wheel system (which Mouse Guard is supposed to be a light version of) and I found the system to be quite intriguing. While I won't go into depth about the system (there are many reviews available from several sources on the web), I did like the concept as a story-telling system...
A streamlined version of Luke Crane's "Burning Wheel" RPG, in the setting of David Petersen's "Mouse Guard" comics. I only ran one session of it so far, but I like it: compared to D&D, the game I played immediately prior, Mouse Guard is more structured, (much) less focused on combat, more interactive, and above all more character-driven. I hope to play more of it soon.Perhaps the book's greatest weakness is that it does not always succeed at communicating how the game is to be played. Certain ke...
An elaborate, elegantly constructed game. I'm not the target audience for this, as I haven't played tabletop roleplaying games since I was in high school, but I enjoyed the Mouse Guard comics and had heard enough about the underlying gaming system to be intrigued.It fits together well, showing a strong, defined sense of what it considers gaming should be. Dice and rolls factor in, but the primary impetus here seems to be playing to character--the rules even go so far to encourage you to sabotage...
Luke Crane's work is a brilliant contribution to the art of role-playing, that nonetheless manages to not feel like a completely worthwhile game. Perhaps I need someone to run this for me, but my initial impression is that it reads far better than it plays, and that any GM that plays it will improvise with the rules and largely ignore a vast amount of the text that tells you how to play the game. Indeed, this is a rules light engine that probably doesn't need nearly as much text telling you how
If I was a fan of the comic (I've never seen it), I might give this five stars. I didn't really buy this rpg for the game world, I bought it because I had read that it was a simple introduction Luke Crane's game design. He has rabid fans, and many people consider his Burning Wheel game the best roleplaying game ever designed. Mouse Guard is a simpler version of the Burning Wheel system.So, as long as I was at Guardian Games, shelling out the big bucks to get on the waiting list for Space Hulk, I...
If you like fantasy role-playing games, it's hard to go wrong with Luke Crane's Burning Wheel system, and Mouse Guard presents the system in it's most refined version yet. Above and beyond the fact you get to play kick-ass mice struggling to survive against the elements, weasels, and each other (the game is based on David Petersen's most excellent graphic novels of the same name), this is a truly unique and engaging rules system where the player's get to contribute nearly as much to the story as...
A brilliant reworking of The Burning Wheel RPG that allows a group to role-play in the world created by David Peterson, author and illustrator of the graphic novels of the same name. The system is wonderfully realized, as was the parent system and it has little to do with mainstream RPGs like Dungeons and Dragons. This book has a special place in my heart, because I'm teaching my 6-year-old daughter how to play RPGs using this streamlined, one-book system. Highly recommended.
David Peterson's art of course makes this an attractive product but the text inside is surprisingly eye-opening as well. A lot of RPG fans talk about how they'd like roleplaying to be more central to their games but can never find a way to make system mechanics actually encourage it. Luke Crane has bridged that gap and MG is a much less daunting and more focused introduction to his style gaming than the multi-volume Burning Wheel books. The only potential problem with this product is the setting...
I read it because I was running adventures at PCM13. I really like this system. Its a great game for beginners. They take the rules and really break it down to just the basics. The players have no game mechanics to follow. They just have to focus on being in character and rolling dice when asked by the GM. The book it self isn't set up as well as I would like. However, it is set up in a way that would be good for people learning. There are a ton of examples and charts for better understanding of...
This is a must-have for those who enjoyed the graphic novel, those who enjoyed Brian Jaques Redwall books (but maybe wanted a bit more moral ambiguity) and those who want to game with their kids.The game text has set a new high mark for RPG's, a mark previously held, to my mind, by Dogs in the Vineyard in that it is clear, tells you how to play it, leaves so much room for invention and creation within a fun structure.It is always a good sign when I finish reading a game and cannot wait to play.
The book is very well written and enjoyable to read. I am looking for an RPG to play with my sons - something with not as much magic and monsters as D&D. Mouseguard RPG was very intriguing, but just not the mechanic that I was looking for. It plays quite differently from a "traditional" paper and dice RPG with quite a lot more emphasis on the story telling and role playing - which is not a BAD thing, but I was looking for more of the D&D flavor of letting the players decide the course of action
This is a beautiful book and a wonderful game design. It's my first experience with the Burning Wheel system and I am impressed. As a fan of Mouse Guard, this far exceeded my expectations. It is so deep, so well crafted that the world comes to life within the confines of the Game Book. Add to it the components of the boxed set and you have a truly complete and limitless world designed for the imaginations of both adults and children. I have been playing RPGs for 28 years and have owned or played...
An interesting game system. I like the beliefs, instincts, and goals that run through all of Crane's games. This one also introduces a heavy dose of player agency with full-fledged "player turns", where they get to direct the flow of the game. Some of the gameplay looks very alien to me because it's so focused on player-GM interactions (and so little focused on tactics), so I have some qualms about running it, but I'm willing in seeing how it goes.This is also an entirely beautifully produced bo...
I didn't realize how shittily written other RPG books were until I read this one.At each part of the book, it tells you just what you want to know about running the game while hinting at things being deeper. It develops the game piece by piece, so you know how each piece fits together as you learn it. All the while, it flawlessly mixes together advice on running the game, preparing adventures, dealing with players, and following the setting.The actual system is really weird. Just on the merits o...
Heard about it via Luke Crane's interview on Fear the Boot podcast last Spring. I gave it to myself for Solstice, and I've been so busy it wasn't too hard not to read the PDF. Can't wait for the book to arrive from IPR.
I'm not rating the book as much as I am rating the game. The book itself is laid out well enough and understandable. The art is also just like the actual comics which is nice. The game was very good but geared more toward newer role players. It is less about stats than Dungeons and Dragons and fairly light on the role playing. Recommended.