Showing posts with label Mouse Guard. Show all posts
Showing posts with label Mouse Guard. Show all posts

Saturday, July 1, 2017

The Mousehouse Meet


There were three things I wanted to accomplish at this month's Norwin Game Knights event:

  1. Run a Dungeon Crawl Classics Road Crew adventure for two new players who expressed interest at our last event (along with a few others.)  
  2. Try out DCC Lankhmar's Fleeting Luck mechanic for the first time.
  3. Use my brand new and freshly painted Reaper Mouseling Miniatures.

To pull off all three of these in one sitting?  That would be epic!  


So I grabbed The Madhouse Meet, a 1st level DCC Lankhmar adventure by +Michael Curtis first featured in Goodman Games' Free RPG 2016 promotion.  I flipped through the module, and took a few notes.  I could easily transfer the adventure to the Mouse Guard universe as a way to playtest Dead Mice, my new DCC Mouse Guard conversion!



The great thing about The Madhouse Meet is that it's super adaptable to any fantasy setting.  There were only a few changes that I needed to make in order to set the Lankhmar-based adventure the Mouse Territories:
  • I set the adventure in the city of Barkstone, around the same time as the War of the Axe (Fall 1152.)
  • I created pre-gen 1st level guardmice using Dead Mice rules.  
    • Timmons the Thief, played by Sue
    • Matthias the Cleric, played by Bella
    • Trixter the Wizard, played by Michael
    • Owyn the Ranger, played by Andy
    • Quarless the Warrior, played by Ed
  • For backstory, I made all the PC's Tenderpaws, working alongside senior guardmouse Miles of Lockhaven.  Miles had brought the PC's to Barkstone to investigate rumors of an ominous and dark order of mice known as "The Axe."  
  • Miles stated to the PC's that he would have to make contact with an associate named "Kenzie," and instructed the PC's to wait for him in a local tavern.  
  • While waiting for Miles to return, the PC's fall unconscious and wake up in the dungeon of The Madhouse Meet.  

It was at this point that I had to make a few additional modifications, to both the adventure and the Mouse Guard universe:
  • I brought in a troupe of evil rats, led by a Rat-Mage named Tullius.  Rats aren't really in the Mouse Guard comics, so this was something new to the setting.
  • Tullius had promised to aid Shadow, leader of The Axe, in return for mice who wouldn't be missed: Mouse Guard tenderpaws.  Since the life of a tenderpaw can be quick and dangerous, it isn't uncommon for them to fall to the risks of their missions.
  • Tullius' reason for gathering the mice was to feed their energy to a Patron Fairy that he recently discovered, in return for powerful magic.  Each captured mouse was to be force-fed sugary food and drink (in order to make them sweeter for the fell fairy), and branded with a mark that would make them more submissive to Fairy Magic in general.
  • All the "guards" in the adventure were rats working for Tullius.  I used Mordheim Skaven for the rats.
  • Little did the PC's know that Miles was a traitor!  He had been paid to provide the PC's to Tullius.
  • For this particular adventure, I had to carve out a few parts of the adventure since we only had a couple hours to play.  But all-in-all it worked out.



    Thanks to the Purple Sorcerer Demon generator, I was able to craft a Fairy quickly...

    ... did I mention that Fairy's in my Mouse Guard inspired Dead Mice universe are just teeny-tiny demons?  No?  Well they are.  
    • Bowie the Fairy (yes, like David Bowie):  Init +1; Atk Sword +5 melee (1d8 dmg) and Claw +5 melee (1d6 dmg); AC 14; HD 3d12 (16 hp); MV 30' on foot, 40' fly; SP Branded Mice must make a DC 12 Will Save once coming into Bowie's presence, or they cannot attack him.  They may make a new save each round to shake off this effect.  SV Fort +3, Ref +1, Will +3; AL C 
      • Demon Traits
        • Communication: Speech (Fairy, Common)
        • Abilities: Infravision
        • Immunities:  Half Damage from non-magical weapons
        • Projection:  Cannot travel planes of own volition
        • Critical Threat Range: 20

    I used a KenzerCo Fairy Meat miniatures for Bowie, painted way back in 2003, just before I gave up miniature painting for having children.  

    I was pretty pleased to get the chance to showcase some of my old miniatures alongside my new ones.  I know that a lot of folks prefer to play DCC with a theater of the mind style during combat, and that's typically how I play.  But every once in a while, I like to show off the figures of my collection, and this was a great opportunity to do so.  

    Also, I need to share that the Fleeting Luck mechanic is AWESOME!



    Wednesday, June 21, 2017

    Dead Mice - Mouse Guard Meets DCCRPG



    Mousy Musings


    Lately I've been reading David Petersen's Mouse Guard comics to my son Cooper during our bedtime routine.  In particular, these comics are a reward for when we can get him to cooperate with a bedtime earlier than 11:30pm.  It's the summer and we're terrible parents when it comes to bedtimes.  Heck, Monday night we were up almost until midnight playing our family game of Diablo 3.

    Don't judge.

    Anyway, re-reading Mouse Guard piqued my mouse-interest, so this past weekend I purchased eight Reaper Bones mouseling miniatures, intent on turning them into my first "from scratch" Frostgrave warband.  I started painting them on Sunday, and hope to have at least the first four finished by week's end.  If I could get Evie to cooperate, I'd love to see these things face off against my Fairy Meat warband.

    After holding the first two completed miniatures in my hand, the inevitable happened: I started dreaming about playing a Mouse Guard role-playing game.



    Burning Brain Hurt


    I have a strained relationship with the original Mouse Guard Role-Playing Game.  Based on the Burning Wheel system, I first picked it up after discovering the Mouse Guard comics back in 2010.  I quickly read through the rules, couldn't seem to make heads or mouse tails of them, and shelved the book for a later date when I'd have more time to devote to learning the chunky system.  A couple years later, when Carrie was eight years old, I thought I'd introduce Mouse Guard as a "family game" that we could all play together.  

    Again I tried learning the rules, and again the game didn't seem to make any sense.  

    I was so frustrated!  I loved the look and feel of the book, and all of the setting details that so lovingly fleshed out one of my favorite fantasy settings.  But I just couldn't figure out how to game master the system, or at least how to do so effectively.  

    The basic die mechanic seemed simple enough: roll a bunch of six-sided dice equal to the skill or ability your mouse, and count any 4's, 5's, or 6's as "successes."  If you roll a number of successes equal to or greater than the Obstacle rating of the challenge, you succeed in the task.  There are a few more quirks to the basic dice rolling mechanism, and different ways that the dice pool can be increased, whether through aid from teammates or drawing from other character aspects.

    I'd have the chance to play Mouse Guard a few times online with a fantastic game master who really knew the system, between 2013 and 2014.  I experienced a few bumps along the way with the rules, but I seemed to get the hang of the basics by the end of the first session.  But as much as I enjoyed "playing" the game, I couldn't wrap my head around all of the game mechanics controlling the back of the house, game mastery stuff.  For instance, I had a real hard time explaining the two distinct segments of the game session.

    For the first half of a session the game master is in control of the story, setting up conflicts.  I'm not the biggest fan of this "conflict" system, so Mouse Guard, Torchbearer, and Burning Wheel fans are free to correct me on this description.  Each conflict has a disposition (essentially hit points) determined by a few dice rolls prior to the engagement, and the PC's must work to reduce this pool while protecting their own.  In combat the disposition is quite literally the health of the party.  Out of combat it, it could represent the strength of an adversary's will or the expectations of a greedy merchant during haggling.  

    This was one of the places where I had trouble from the player's perspective.  Example: I was trying to roleplay my guardmouse stealing a rival's blue jay mount.  I made some kind of roll, I think I was trying to be stealthy, but only reduced the opponent's disposition by a point or two.  I was then asked to describe what happened.  

    "Uh... so I only stealthily made it half way to the blue jay?"  I could easily have described sneaking past the rival, or failing to do so.  But trying to come up with an example as to how I worked towards being stealthy, but didn't complete the task was a challenge for me.  I guess I prefer simpler dice outcomes:  you succeed or you die.  

    For the second half of the session, called the Player's Turn, the players take control and narrate as they regroup, gather resources, or improve their characters.  I'm pretty sure that this is supposed to take up around half of the game.  Sure, the PC's can go off and do some role-playing during this time, but they are limited in what they can do based on earning "checks" in the GM's portion of the game.  More checks mean more chances for a PC to perform during the Player's Turn.  

    This may come across as me being negative, and I want to assure those of my readers who are Mouse Guard or Burning Wheel fans that I'm not trying to beat up the system.  Clearly, Mouse Guard is more of a narrative story telling system, with mechanics designed to weave grand, cooperative yarns.  There's also a ton of player agency in the game, which a lot of folks really enjoy and I can totally appreciate that kind of gaming, even if it's not my style.  

    The Mouse Guard Role Playing Game system isn't for everyone, and for someone who's brain is now hard wired into Dungeon Crawl Classics, it can feel restrictive, as if the game gets in the way of itself.

    But given that I've gained some interest recently in enjoying the Mouse Guard universe from an RPG perspective, I went on a quest to find my perfect game system for exploring the Mouse Territories...

    ... it was a short quest...

    ... literally all I did was put down the Mouse Guard RPG book and pick up the Dungeon Crawl Classics RPG book.  

    So forget about all those obstacles and starting dispositions, and prepare yourself for weird dice and critical hits.

    It's time to FURBURN!


    Dead Mice: DCCRPG Mouse Guard


    First off, to get the full experience of the Dead Mice conversion, you're going to need the following:

    • Dungeon Crawl Classics Role-Playing Game:  This one is pretty obvious.  Seriously, if you don't have this book yet you need to reconsider your life choices.  
    • Mouse Guard Role Playing Game:  Granted, if you are a big fan of the series and don't have this book you can probably pull something off just from the comics.  But I'm making the assumption that you have either a 1st or 2nd edition printing of the Mouse Guard RPG.  I have the 1st Ed hardback and box set, so that's what I'll be using.  Even if you have a preference for other rulesets, there's a lot to love in this book, and I still believe it to be a necessary purchase for anyone trying to run this game.  I'll be making references later in this post, even to some of the mechanics.  
    • Crawl! Fanzine No. 6:  I like the idea of a Ranger class for this campaign, and this is where you can find them hiding in shadows.  Do you need it?  Well... no.  But I need it.  Okay, the Bard can come too.  

    Tone


    Full disclosure: the Mouse Guard experience showcased here veers a bit off-course from the original works of David Petersen.  The enchantingly original Mouse Guard comic books featured heroic mouse adventurers struggling to survive against all odds of a natural world.  While some creatures, most notably the mice themselves, were civilized, natural wildlife were purely animalistic.  Predators were brutal, but only from a mouse's perspective.  The owl just wants to eat, but unfortunately, it wants to eat mouse.  

    The main fantasy element was just that the mice had achieved medieval/renaissance level technology.  Magic, sorcery, undead, fey creatures had no place in these stories.  

    That said, Dead Mice turns the Mouse Guard universe upside-down by throwing all that arcane stuff back into the game, along with the undead, and evil, twisted fairies.  Perhaps I just want an excuse to pit my Mouseling miniatures against my Fairy Meat miniatures in an RPG setting?


    When it comes down to it, I love my Dungeon Crawl Classics, and I want to find an excuse to use all of it in Dead Mice.  Does that mean that you need to do the same?  Obviously not.  You can have a lot of fun using this as just a 0-level funnel, or limiting advanced characters to just Rangers, Thieves, and Warriors.  

    But that's not a game I want to Judge.

    So what I offer is a few ways to adapt and reskin the Bard, Cleric, and Wizard so that they have a place too.  

    How to Handle Magic


    The original Mouse Guard stories do not include any kind of "real magic".  There's no wizards running around slinging Magic Missiles, nor priests summoning incarnations of Set to consume their foes.  Since I'm doing a quick reskin, and not some full-length conversion, I'm offering three simple sources for magic: Arcane Science, Fairy Magic, and Ancestral Spirits.

    Arcane Science:  There are some Mice out there who are so learned and well versed in the very nature of the elements, that they can warp them to their will.  They may call themselves mages or sorcerers, but truly they are the Mad Scientists of the Mouse Territories.  Whether they are crafting brilliant bolts of energy or attempting to detect Fairy Magic, it is assumed that any Wizard power is sourced by the scientific brilliance of a Mad Mouse mind.

    Dead Mice assumes that all Wizards use Arcane Science.

    Fairy Magic:  The introduction of Magic into the Mouse Territories is relatively recent.  Fairykind, long held as creatures of myth and mystery, found their way into the Mouse Territories after being pushed out of their own lands by some unknown threat.  They brought with them all sorts of enchantments, spells, and illusionary arts.  But while these powers come easily for the fairies and pixies that are born with them, Mice must learn by being taught.  

    Dead Mice assumes that all Bards use Fairy Magic.  

    Ancestral Spirits:  Some souls of departed mice possess strong wills, ever capable of asserting themselves into the Mouse Territories.  This is why we're calling this conversion Dead Mice!  Why these spirits have such a strong connection, and how they have such power is ever a mystery.  What is known is that paying ritualistic respect to this spirit world can grant mice great power.  Lawful spirits, those that served the Mouse Guard with honor and dignity, guide the paws of a new generation of guardsmice.  Chaotic spirits, those that died in search of selfish glory or cursing their own kind, offer a darker path, with a goal of "re-entering" the realm of the living in some way.

    Dead Mice assumes that all Clerics gain their power through Ancestral Spirits.

    Character Creation


    Let's begin with 0-level, or as they would be referred to in the Mouse Guard RPG, Tenderpaws.  As I mentioned previously, this blog post assumes that you will have access to both the Dungeon Crawl Classics Role Playing Game rules as well as the Mouse Guard Role Playing Game rules.  I'll be referencing both.  

    Generating a 0-level Tenderpaw should feel similar to creating any other DCCRPG character:

    • Step One:  Generate Ability Scores rolling 3d6 in order.
    • Step Two:  Determine the Mouse's Birth Augur.  

    Okay, let's stop for a brief second... when I go back and read through some of the Birth Augurs, they don't make a lot of sense for a Mouse.  But we're just going to roll with the results.  

    Raised by wolves?  That just sounds more epic!

    Conceived on horseback?  You must've had some adventurous parents, given the size disparity between a mouse and a horse.  

    I think you should roll with the base Birth Augurs.  No need to change anything.  Okay, where were we?

    • Step Three:  Determine Saving Throws.  
    • Step Four:  Languages.  All Mouse characters start with the Mouse Language.  They also can roll 1D30 for additional languages on this chart:


    1Arachnid
    2Badger
    3Bat
    4Bear
    5Beaver
    6Bird
    7Chipmunk
    8Coyote
    9Deer
    10Fish
    11Fox
    12Frog
    13Insect
    14Lizard
    15Mole
    16Moose
    17Otter
    18Pig
    19Porcupine
    20Rabbit
    21Raccoon
    22Rat
    23Skunk
    24Snake
    25Squirrel
    26Toad
    27Turtle
    28Weasel*
    29Wolf
    30Wolverine

    Since most of these creatures aren't intelligent, these aren't exactly all languages.  But for the purpose of Mouse Guard, and more importantly Dead Mice, characters that have one of these languages can understand the mood and disposition (not the MGRPG mechanic!) of an animal.  Maybe I missed a few, so feel free to add some more.

    *It should be noted that Weasels are intelligent creatures, just like Mice, but definitely villainous.

    Back to the Steps!

    • Step Five:  0-Level Basics.  All Mice begin the game with starting hit points, copper, XP (0), base attack rolls, saving throws, d4 crit die on Table I, and one (1) piece of random equipment (Table 3-4 of the DCCRPG corebook).  
    • Step Six:  Occupation.  It's  now time to refer to page 242 of the Mouse Guard 1st Edition rulebook, as we're going to use the occupations listed there for our starting Mice.  Roll 1d33 for this chart (that's 1d3 and 1d10, and read them the same way you'd read a 1d100):

    1Administrator
    2Apiarist
    3Archivist
    4Armorer
    5Baker
    6Boatcrafter
    7Brewer
    8Carpenter
    9Cartographer
    10Cook
    11Deceiver
    12Glazier
    13Haggler
    14Harvester
    15Healer
    16Hunter
    17Insectrist
    18Instructor
    19Laborer
    20Loremouse
    21Militarist
    22Miller
    23Orator
    24Pathfinder
    25Persuader
    26Potter
    27Scientist
    28Scout
    29Smith
    30Stonemason
    31Survivalist
    32Weather Watcher
    33Weaver

    It's important to note that none of the occupations have any starting equipment.  We're going to roll for weapons separately, but when it comes to other kinds of gear, there really isn't any.  I think we're being pretty faithful to the original Mouse Guard RPG in this instance.  None of the starting PC's seem to have anything more than a single piece of gear (already rolled on Table 3-4 for your Mouse), and a weapon.

    • Step Seven: Starting Weapon. Each Mouse begins with one starting weapon, determined at random (roll 1d10).   Ranged weapons come with 2d12 arrows or sling stones. 

    1Dagger
    2Hand Axe
    3Hook and Line*
    4Pole Arm
    5Shield
    6Short Bow
    7Short Sword
    8Sling
    9Spear
    10Staff


    *Hook and Line: 1d3 damage, counts as ranged attack, can be used to trip or grapple with successful attack roll and opposed Strength roll. Success knocks the target prone. Cost 5 sp. Range 10/20/30.

    • Step Eight:  Home Town.  Each Mouse naturally has a home town.  The Mouse Guard RPG (1st Edition) lists these starting on page 299.  For the purposes of Dead Mice all you need to to know is the name.  Don't worry about starting Skills or Traits.  Roll 1d8.

    1Barkstone
    2Copperwood
    3Elmoss
    4Ivydale
    5Lockhaven
    6Port Sumac
    7Shaleburrow
    8Sprucetuck


    Why is this important?  Because Mice from the same home town gain an additional +1 when helping each other out on a roll.  New rule.  Write that down somewhere on your character sheet. 

    • Step Nine:  Alignment, as in Lawful, Neutral, or Chaotic.  
    • Step Ten  Determine Fur Color, Parents, Senior Artisan, Mentor, Friend, Enemy, Cloak Color.  All of this is totally up to you.  Frankly, if you are running this as a 0-level funnel, you should probably skip most of this, because chances are that your Mouse is going to get eaten by an owl.
    • Step Twelve:  Skipping Traits, Belief, Goal, and Instinct.  Because we're not playing Burning Wheel.  If you think these could be incorporated into your game somehow, you can go find them in the Mouse Guard Role Playing Game, and include them for role-playing aids and background story.  Again, I suggest skipping this stuff as a 0-level character.

    Classy Mice


    At some point you may want to take your Dead Mice experience beyond the 0-leve funnel... and why not?  The Mouse Territories are large and what lies beyond the scent barrier offers great adventure!  So let's see what you need to do to add a little class to your game.

    For the purposes of this quick conversion/reskin, we're just going to be dealing with six classes.  The first three are suitable no matter what kind of Mouse Guard experience you prefer (original or the Dead Mice.)  The second set of three require magical sources.
    Non-Magical Classes

    Ranger:  Rangers function as described in Crawl! No. 6.

    Thief:  Thieves function as described in the Dungeon Crawl Classics Role Playing Game corebook.

    Warrior:  Warriors function as described in the Dungeon Crawl Classics Role Playing Game corebook.

    Magical Classes

    Bard:  As stated previously, Bards dabble in Fairy Magic.  Otherwise, they function as described in Crawl! No. 6.

    Cleric:  The world of Mouse Guard lacks any sort of deity, but the Clerics are well attuned to  the Spirit World, and all that lurks therein.  Clerics pay homage to the Mice of old, and gain power through these Ancestral Spirits in return for doing their will in the realm of mortal mice.  

    • Clerics must be either Lawful or Chaotic.  Only those spirits with a purpose choose to cross beyond the Spirit World.
    • Clerics have no weapon limitations.
    • Cleric Disapproval comes from angered Ancestor Spirits.  Any rolls or complications should be reskinned to fit this tone.  There are no "churches", and no need to "convert" followers in the Mouse Territories.  
    • Clerics may only turn undead.
    Wizard:  Wizards are nothing more than Mad Mouse Scientists, and all of their spell trapping should be considered as such.  
    • Wizard familiars are enthralled by strong potions.
    • Patron Bond and Invoke Patron allow the Wizard to tap into Fairy Magic, by summoning the power of a crazed, fey creature.  
    • Spellburning allows the Wizard to inject their own natural vitality into their spellcasting. Some may call this Blood Magic, but truly it's just the science of unlocking the vital nutrients inherent in all Mouse blood, and pouring them into the casting.


    Furburn!


    The heroes of Dead Mice, through the mystical powers that first allowed mice to gain knowledge, can temporarily destroy their Intelligence and revert back to a more primal, mouse state.  This is called Furburning.  

    The original Mouse Guard RPG has a "Raw Ability" called Nature.  The higher the PC's "Nature (Mouse)", the more feral and actually mouselike they appear.  They I wanted to capture this element, allowing PC's to embrace their animalistic nature when it can help them survive.  But it comes with great cost!  

    At any time a Mouse PC can elect to temporarily "burn" their Intelligence ability to gain a positive modifier to the following:

    • Climbing
    • Hiding
    • Reflex Saving Throws
    These spent points are regained at a rate of 1d3 per day.  During the time that the Mouse's Intelligence is reduced, they can be seen acting in a much more primitive state, perhaps even forgetting some of their actual self.  

    Monsters


    We've covered a lot so far, and really when it comes to adversaries, I tend to do things on the fly.  For Dead Mice, any adversary should fall under one of five categories:

    • Mouse NPC
    • Weasel NPC
    • Natural foe (such as an Owl or Snake)
    • Fairy-kind (all arcane foes)
    • Undead

    Any kind of magical beast would could be warped by fairy magic, while any undead could be  the influx of poisoned or malicious Ancestor Spirits interacting with the world.  

    For Weasels, they are considerably larger than Mice so maybe use rules for Ogres to govern them in play.

    Depending on the Natural foes, some may just be large monsters (like an Owl), while you could consider a Wolf or larger as a Kaiju.  No Mouse PC is going to defeat a rampaging bear.  

    *     *     *

    I'm sure I could've gone into more detail here or there regarding this quick conversion, but if you're serious about exploring the Mouse Guard universe with the Dungeon Crawl Classics rules, this should get you started.  I'll be running an adventure using these light rules next Friday for our Norwin Game Knights event here in Pittsburgh, and am excited to see how it goes.

    If you happen to try out these rules, let me know how it goes.  I'd be interested to hear your thoughts!

    Saturday, January 31, 2015

    When is it the Player's Turn? - Mouse Guarding Your Favorite RPG




    Do you remember that time when I wrote a blog post as part of an amazing circle of fellow adventurous bloggers?  

    Guess what

    We're back! 

    So this month, the Game Master's Roundtable of Doom (aka the Roundtable formerly known as the Cypher System Bloggers) is tackling role-playing game system mechanics an an inter-system, cross-dimensional kind of way.  Specifically the main man himself, +Lex Starwalker, posed the following question:  

    "What is a favorite mechanic or idea you’ve encountered in an RPG that you think would work well in other games?  Please explain the mechanic/idea, tell us a bit about the game it comes from, and give some ideas of how it could be used in other games.  You can discuss more than one mechanic or idea if you like."

    Last year I had the opportunity to finally play the Mouse Guard Roleplaying Game, by Luke Crane and David Peterson.  I have been an avid reader of David Peterson's Mouse Guard comic book series for several years and love the art, style, and beautifully crafted characters.  That said, this was my first time playing Luke Crane's modified Burning Wheel system, despite having the rules for about as long as the comics.  When I purchased the hardcover RPG, I found the system very distinct and different from the games I was playing at the time (D&D 4E and Savage Worlds).  The game mechanics in Mouse Guard are somewhat abstract, and they focus on creating and preserving a jointly crafted story, with both GM's and players acting as equal storytellers.  I definitely wanted to sit in as a player first, but until I discovered Google+ in 2014, I didn't have an opportunity.  

    When I found an open seat during an online Mouse Guard my eyes were opened to an innovative and thought-provoking role-playing game system. 

    I'll refrain from a full review of the game, as I don't want to travel too far from my point, so here is just a quick overview.  A Mouse Guard session is broken into two parts: the GM's Turn and the Player's Turn.  During the GM's Turn, obstacles and challenges are placed in front of the players, and they have to leverage their abilities, skills, traits and teammates to seek meaningful outcomes.  

    Note the word "meaningful."  Mouse Guard isn't a game about winning, its about character development.  Success, failure, joy, strife, GM's and players are encouraged through the game mechanics to jointly explore all of these equally.  

    A player is just as inclined to use a trait (such as Hard Worker, Clever, or Defender) as a penalty to a test as they would as a benefit.  The benefit could be a "+1D" (rolling an additional die) to a roll, while a penalty may be "-1D".    

    For example: My character, Avarick, has the Early Riser trait.  During a particular encounter, Avarick and his fellow guardmice are trying to sneak into a weasel encampment.  Let's say that Avarick wants to enter the camp through the front door, timing his entrance for the weasels' shift change.  The GM states that I need to make a Nature (Mouse) test, so I'll be rolling 4 dice (6-siders).  If I wanted to use Early Riser as a benefit, I could say to the GM that I want the +1D because Avarick had time to wake up and start planning his day while everyone else was asleep.  Alternatively, I could say that Avarick woke up early after getting to sleep late, and he was pretty tired, thus losing 1D for the test.  

    But why would a player want to take a penalty?  What kind of game mechanic invites players to make their game more challenging?  


    The Player's Turn!


    When the game shifts from the GM's Turn to the Player's Turn, its time for the other side of the table to start calling the shots.  The players decide how the story is going to progress, and what kind of personal missions or goals they are going to achieve outside of the GM's planned session.  Each attempt to perform an action during the Player's Turn, however, requires a "check" earned during the GM's turn.  Using traits in a negative way gives the player "checks".  

    To put this into Numenera terms, think of a check as a reverse GM Intrusion… a Player Intrusion!  The player has earned in-game currency and is going to trade it for limited control of the game.  Checks can also be used for other benefits, such as gaining a recovery check to remove a condition during the GM's turn.  

    The Mouse Guard Roleplaying game is over three-hundred pages long, and I am certainly not doing the entire system justice with this description, but it should give you an idea of the flavor of each session.  


    A Player's Turn in Other Systems


    We're taking the long way towards the original question posed.  All systems have ways to incorporate player interaction at the table, and having a separate "Player's Turn" may seem strange and rather alien.  It certainly did for me, which is why I was so reluctant to play the game before GMing.  The concept of dividing the game sessions between two distinct phases is certainly abstract.  But now that I've seen the system in action my opinion has changed.  I can see the value in giving the players clear authority over the story's direction, and this could certainly work in other systems.  

    A Player's Turn may not work in every game session, especially not during a multi-session, Dungeons & Dragons style dungeon crawl.  But when the party returns to camp or a base of operations, it may be the perfect opportunity to give your players full reign over the game.  As a GM I expect my players to come up with interesting backstories, and personal quests that they develop as the campaign progresses.  As much as I want my players to interject their ideas into the game, in a traditional RPG format the players must wait for a lull in the adventure to explore their characters' personal quests.  Clearly delineating a break between the GM's Turn and the Player's Turn ensures that the characters each receive an opportunity for creative development.  They know that they will have the chance to build that wizard's tower, or enter a shady side deal with a local gangster, by the end of the session.  

    As to the checks that are earned, a mechanic that promotes a player to embrace added risk in return for future reward is already a proven commodity.  Savage Worlds has the Benny system, coupled with a robust list of Hindrances.  When players role-play their hindrances they may be rewarded with bennies that can be spent later to improve rolls.   



    Side Questing


    As I thought about answering Lex's original question, I started thinking about ways to incorporate a Player's Turn into my Numenera campaign.  This lead to the concept of a defined "Player Intrusion".  During a Player Intrusion, a player can choose to role-play their Descriptor in a manner that increases the difficulty of a roll by 2.  The roll must be for something meaningful, such as an important non-player character interaction, or during a pitched battle.  GM discretion would be required.  A Player Intrusion can be done once per session, and gains the PC an "Introspection."  

    The GM declares the last hour of gameplay to be the Player's Turn, and each player gains one Introspection for completing the session, as well as an additional Introspection for taking on a Player Intrusion.  Introspections can be spent by the player to create a non-player character, introduce a subplot, or influence the setting in a manner that affects the campaign.

    For example, Craig is playing Jak the Mutant Glaive who Constantly Evolves.  During combat with a mercenary, Jak is fighting to protect the lives of his team and needs to make an attack roll.  Craig wants to gain an Introspection, so he states that Jak's latest mutation causes him to shake occasionally when under stress.  Player Intrusion!  The difficulty to hit the mercenary is a 3, which increases to a 5.  Craig must now roll a 15 or higher on a d20 to succeed in the attack.

    Later, when back in Qi, Craig spends his Introspection to declare that the Iron Wind had been spotted by a nearby farmer, creating panic in the city that will certainly affect the way the next few scenes play out.

    Obviously adding this kind of player interaction in your game would require trust between all players and the game master, but a clear Player's Turn could be a great way to change the dynamic at your game table.  Even if you don't plan on using this quick and dirty Player Intrusion mechanic, consider saving time at the end of each session for the players to explore backstories and side-quests.  Not only will this help create interesting stories, the non-linear dynamic will showcase how an RPG session isn't just a choose-your-own-adventure story, but a game where anything and everything is possible!


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