Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. It is the same with the mice of the Guard. Six mouse fables, as told to six familiar youngfurs, are collected in this book from 5 years of Free Comic Book Day stories to remind readers to be brave, stay true to yourself, and follow your heart.
The Art Of Mouse Guard Never-before-seen sketches, over pages of full-color oversized artwork, and commentary from colleagues, collaborators, and Petersen himself in this unprecedented look behind-the-curtain.
Based on the award-winning Mouse Guard comic book and graphic novel series by David Petersen, this pen-and-paper traditional RPG designed by Luke Crane contains everything players need to know about the world of the Guard including rules for forming patrols and heading up missions into the Territories. Young mice hear stories of intelligence, of love, of courage, and of everything else that makes for a hero of the Mouse Guard.
The third volume in the New York Times bestselling and Eisner Award-winning series, Mouse Guard: Legends of the Guard Volume Three features tales written and illustrated by a collection of award-winning and critically acclaimed storytellers personally selected by series creator David Petersen. Once again, patrons at the June Alley Inn are challenged to tell the best Mouse Guard tale, with the winner getting their tab cleared!
Follows the adventures of Lieam, Saxon, and Kenzie, three mice who are part of the Mouse Guard--soldiers and guides for common mice looking to journey from one hidden mouse village to another--and their quest to uncover a traitorous plot against the Guard. Which of life's biggest lessons can be learned from the smallest amongst us?
A young mouse learns that compassion and kindness are the great virtues in "The Owlhen Caregiver. And a grizzled oldfur shares the lesson of putting a whisker out too far in "The Wild Wolf. Collects the first volume of Legends of the Guard, a new Mouse Guard anthology series featuring the work of artists and storytellers handpicked by series creator David Petersen. There are two types of point: fate points and persona points.
Rewards are distributed at the end of a session. When play has ended, go around the table. Each New Instincts Your guardmouse is going to grow and change throughout play.
Well, change your Instinct. Erase the old one and write a new one on your character sheet. You can change an Instinct at the beginning of the session or at the end, not during. If the group agrees that the criteria below are met, then the applicable reward is earned. Earning Fate Points There are three ways to earn fate points.
You may earn up to three fate points in one session. You may get this award once per session. When Sadie finds Conrad, she feeds him. She feels compassion for him. She acts with her heart. This dramatic play earns her player a fate point at the end of the session.
Playing an Instinct If you have your character perform the action described in the Instinct at the proper time during the game, you earn one fate point. This plays into his Instinct and earns his player a fate point at the end of the session. Earning Persona Points There are five ways to earn persona points. You may earn up to four persona points in one session. Accomplishing a Goal If you accomplished your Goal during the session, you earn a persona point.
The group as a whole decides who gets the persona point for being the MVP. Only one player per session can be the MVP. He earns a persona point. Kenzie discovers the grain peddler mouse was indeed a traitor when he searches his cart for evidence and finds the map.
He accomplishes his goal for this session and earns a persona point. Playing Against a Belief This is a difficult one. If Sadie had stayed and fought with Conrad, she would have been playing against her Belief. This dramatic moment would earn her player a persona point at the end of the session. His character has all the right skills, and he makes all the rolls to keep things moving. The workhorse award is for him.
Award him a persona point. The group decides who is the workhorse for the session. Only one player per session can be the workhorse. Embodiment If you roleplay in a believable and entertaining manner throughout the entire session—if you use an accent, describe all your actions in vivid detail or bring your Belief, Goal and Instinct into play in a cool way—you earn a persona point.
It can be awarded to more than one player, but it cannot be awarded to everyone. If no one really captured their character during this session, this award does not have to be given out. All of the players at the table got a good sense of what Kenzie was about. Everyone agrees that he should earn the embodiment award.
He receives a persona point at the end of the session. The winter skies are dark and drear. Once-green land is pale and severe. Supplies are short and night is long. Time stands still in its bitter song. Withered life sits frozen on the vine. Is this the end of days for yours and mine? Lack of preparation is a cold lesson to learn. We get together, gather around a table, form a patrol, choose who will be GM, who will be players and then play out a mission like the stories depicted in the comic books.
Set a date. Plan ahead; give everyone a few days notice and block out about four hours. This will give you plenty of time to get together, talk for a while, play through a mission and then wrap up and clean up. We play on Wednesday nights from 7 to Find a play space with a table and enough chairs to seat everyone.
Try to sit facing each other. Make sure you have this book, too! Try to eat before you play. Stopping the game to eat is disruptive. Plan on taking at least one break. Which player is going to challenge the mice and see if they are worthy to be called heroes?
After you decide on the GM, the players need to get characters. You can pick characters from our selection of sample characters, or you can make your own. I strongly recommend for your first game that you pick from the sample characters and start playing right away. If you want, you can tweak the character templates that we provide. If you choose to make characters, do it as a group. Everyone who is playing this session should either make characters together or choose templates together.
Do not split the group, one half making characters while the other half waits. Making a character is described in the Recruitment chapter. You may make a new character if you want, but you have to do that in between sessions like homework.
If you have a new player join the group during a mission, have him pick a template and jump into play. Gwendolyn has dispatched some extra help for the patrol on this mission!
GM Notes Beliefs, Instincts and Relationships Once everyone has chosen a template or completed their characters, the GM notes their Beliefs, Instincts and relationships on his special mission sheet.
Relationships, in this case, mean parents, mentors, senior artisans, friends and enemies. Use the mission sheet as a quick reference for how to better engage with the players. If this is your first session with this patrol, you can skip the prologue. The prologue helps players get back up to speed. When you start a session, one player may offer up the prologue. He must describe to the group what happened last session. If the group is satisfied and well-reminded, this player may alleviate one of his own conditions—Hungry and Thirsty, Angry or Tired but not Injured or Sick —or he may recover a point of tax on his Nature.
A player may not do a prologue for two sessions in a row. He must share the spotlight. Assign a Mission Once the players have their characters and the prologue has been delivered, the GM assigns a mission to the patrol. The mission can be a new one, or play can pick up right where the patrol left off last session. Season In the first session of a new game, the group decides what season they want to start in. Do not start a new group in winter. Seasons in the Territories are discussed in detail in the Seasons chapter.
Missions The assigned mission should be short and direct. It should include a location, a duty to perform and a time frame. Track down the grain peddler on the route from Rootwallow to Barkstone.
Deliver the spring mail to Gilpledge. See the Designing Missions section of this chapter for more details on what really happens on a mission. Give the patrol their orders and offer words of encouragement. Point out where they need to go on the map of the Territories.
Once in the field, additional missions should develop organically from the situation of the patrol. If they stop in a city that trades with other cities, merchants may ask the guardmice for escorts. Gwendolyn Gwendolyn is a character in this game.
She is special: Only the GM gets to play her, and she never goes on missions. When you, the GM, issue the first mission to your patrol, do so in the voice of Gwendolyn. Those are all legitimate follow-up missions.
Or, if you have something else planned, you may inform the patrol that they return to Lockhaven between missions in order to get new orders. The Voice of the Mice When you assign these missions at the beginning of the session, describe the situation to the players.
Set the scene for them. Once the mission is clear, stop and move on to the Write Session Goals section. Of course, when an order is given, a senior expects it to be obeyed to the fullest. Guard Captains Guard captains rarely go on missions. They stay in Lockhaven and help Gwendolyn administer the Guard and the town.
Captains only undertake the most important, complicated and dangerous missions. Patrol Leaders Patrol leaders are the field commanders of the Guard. When Gwendolyn assigns a mission, she entrusts it to a patrol leader. The patrol leader chooses the other mice to round out his patrol. In the game, we skip this step. Kenzie fulfills this role for his patrol. Who Leads Missions? Seniority While there is a definite ranking system in the Mouse Guard, independence and insight are prized over blind obedience.
Fortunately, Goals are versatile. Look at your Goals as a group: One player should always have a Goal about completing the mission. You can color that with conditions or stipulations—how will he complete the Goal? If your family, mentor, friend or enemy is located near the mission objective, write a Goal about them. Each of the three mice who are sent out to find the grain peddler have a different perspective on the mission.
The actual mission will consist of a number of additional problems and complications that the guardmice must overcome. There are four general hazards that the Mouse Guard must contend with: weather, wilderness, animals and mice.
These four things represent a magic formula. If you include a combination of problems from these categories, you have a mission for the Guard—and hopefully, an adventure worthy of retelling! Weather Rain, snow, extreme heat, freezing cold, floods, droughts: Mice are particularly susceptible to the weather—a bad rainstorm can sweep away the unwary; floods can wipe out a whole town. Therefore, the Guard must be especially careful when out on patrol.
After handing out the mission for the session, describe the weather to the patrol. Use the Seasons chapter as a guide to help you pick something appropriate. During the mission, the weather can change under two conditions: if a player uses his Weather Watcher skill, or if the GM imposes a weather-based twist.
Wilderness Mud, undergrowth, streams, swamps, sand, fallen trees and many other hazards must be negotiated by the Guard as they perform their duties. A careless mouse can be swallowed up by sucking mud, swept away in a stream or crushed by a falling branch. The Guard must navigate these obstacles as they go about their business. Predators stalk and kill the mice.
Scavengers attempt to burrow into the towns and devour their supplies. Even grazers and plant-eaters can be a problem—they can eat all of the harvest and forage in the area, leaving little for the mice to live on. Some try to help, some need help and some actively seek to hurt the Guard. These personalities are a day-to-day reality of the job, and they will challenge the abilities of your guardmice.
Many of them are too big or savage to be killed, so clever ploys must be devised to drive the animals off. Pick Two When thinking of a mission concept, pick two of the four hazards to represent the known problems on the mission.
Keep the other two hazards in reserve to act as surprises or in case you need to fill in an unexpected twist. The mission to find the grain peddler uses wilderness and mice. The peddler is wandering a dangerous route from Rootwallow to Barkstone. But the peddler is actually a spy trying to sell secret information about Lockhaven to Barkstone.
That definitely falls into the mice category of problems. Those two hazards are enough to get the mission started.
Now that you have some general problems in mind, you need to focus them so that they directly challenge your players. A rivulet has formed outside Elmoss, blocking the main road. This rivulet is rising fast. A grain shipment for the town is stuck on the far side, in danger of being swept away. Your cousin, another guardmouse, is trapped on a branch in the middle of the rivulet.
You only have time to save one before the other is swept away. What do you do? That is a situation in Mouse Guard. What makes that situation compelling? We play to see if our guardmice have the necessary qualities to become heroes. These challenges test their mettle; they provide a chance for the players to prove their characters are heroes.
Heroes care. They want to make a difference. They want to succeed, even when all hope is lost. How do we make sure the players care enough about the mission so they try their hardest?
How Strongly Do You Believe? Set up situations in which players have a chance to prove that their Beliefs are more than just words. Standing up for his Belief is a choice that each player has to make. Parents, mentors, senior artisans, friends and enemies are very useful when challenging Beliefs. Use these characters to present other opinions. Let them be voices 62 The Mission for other, opposing Beliefs. And take characters with similar outlooks and put them under threat.
How Vulnerable Is Your Instinct? Instincts are really easy for the GM to use. Each player has written down a specific condition like danger, each morning, when threatened. All you have to do is put the patrol in danger, have something happen in the morning or threaten the character. Try to make the decision to use the Instinct a hard one. How Urgent Is Your Goal? Weather, wilderness and animals are all perfect for threatening goals. Play Goals against Beliefs.
Let the players determine which is more important to them at that moment. She is pulled between competing priorities when Conrad is overwhelmed by a horde of hungry crabs. Does she do her duty or does she save Conrad? Build up to accomplishing a Goal over the course of the session. Put obstacles in the way and make the Goal itself an obstacle. If you follow these steps, the players will get to make some real choices about their characters and get a chance to test their mettle and roll some dice!
Characterize them with their own Beliefs and Goals. You can threaten them with the magic formula: weather, wilderness, animals and mice. Will the guardmouse save his enemy from being eaten by a fox? Can he overcome his own emotions and still act on that duty?
Use friends, enemies, mentors and parents to exact promises from the players. Would you chase a weasel into the Darkheather if it was raining, you were lost, days from home and your wife made you promise to come home safely? Send them to the places where their enemies lie in wait. Send them to where their friends live. Travel in the Territories is dangerous. And when the heroes are beat up, hungry, tired and in need of solace, let their relationship characters help them.
Have them come to their aid with food, shelter and comfort. How does a hero react to such charity? Does he show his vulnerability and accept? Or does he sternly shrug off such aid? You have goals. You have weather, wilderness, animals and mice at your disposal.
As the GM, you need to place those hazards between the players and their Goals. Think of three or four things that could get in the way of the patrol accomplishing its Goals. Use the weather to interfere with their travel or force the patrol to risk travel under bad conditions.
It threatens to swallow up the mice and their culture, and it certainly hinders patrols. Interpose unforeseen obstacles—rushing rivers, steep gullies and dangerous swamps. Threaten towns with falling trees, heavy snows, floods, wildfire and lightning strikes. Collects all 6 issues, an epilogue and bonus content! In the Winter of , the Guard face a food and supply shortage threatening the lives of many through a cold and icy season.
Saxon, Kenzie, Lieam, and Sadie, led by Celanawe, traverse the snow-blanketed territories acting as diplomats to improve relations between the mouse cities and the Guard. This is a winter that not every Guard may survive! Collects the second Eisner-Award winnning series with an all-new epilogue and bonus content. Little ones can learn their ABCs with this book set in Petersen's Mouse Guard world--a world populated by brave mice with a rich culture and stalwart friendships that's worth exploring one letter at a time.
Full color. Young mice hear stories of intelligence, of love, of courage, and of everything else that makes for a hero of the Mouse Guard. The third volume in the New York Times bestselling and Eisner Award-winning series, Mouse Guard: Legends of the Guard Volume Three features tales written and illustrated by a collection of award-winning and critically acclaimed storytellers personally selected by series creator David Petersen.
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