I'm trying to learn MouseGuard. So far, the snags are as follow:
- I just finished a first read through.
- I haven't GMed or played the game.
- It feels like there are a lot of moving parts to keep track of: fate points, persona points, skill advancement, tests (with passes and fails), traits, beliefs, goals, circles, conditions, etc. etc. This sensation might improve after I solve (1).
- The example mission "Find the Grain Peddler", in which three guardmice must track a possible traitor, hit a snag, find he's been eaten by a snake, fight the snake, and find a map in his cart, feels very short to me. I can't imagine how that would fill two hours of roleplaying (or even one), and I certainly can't imagine how the player's turn would fill the rest of a common session.
Now, the manual says that a normal session's turn can last from 1 to 2 hours (or more), but the example feels awfully short. I'm used to having gaming sessions of 4 hours. Obviously, I could hit the players with more than one set of the basic events (weather, mice, animals, wilderness), but I want to know how to prep if I consider a basic mission of one of each or less of these hazards.