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Mausrítter: Sword-and-Whiskers Roleplaying

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Take up the sword and don the whiskers of a brave mouse adventurer in Mausritter, a rules-light fantasy adventure roleplaying game.

Character creation is speedy and simple, designed to get you playing as soon as possible. Your mouse is defined by their randomly assigned background, ability scores, and the gear they carry. A tactile card-based inventory system makes managing your gear a fun challenge.

Mausritter is built on the chasis of Into the Odd, with new rules for setting, character generation, magical artefacts, and mouse-scale adventures.

GMs are provided with procedures for running a mouse-scale sandbox, along with a bestiary and numerous tables for quickly creating adventures in the mouse kingdoms.

44 pages, Hardcover

Published November 1, 2020

8 people are currently reading
62 people want to read

About the author

Isaac Williams

269 books2 followers
1802-1865

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Displaying 1 - 22 of 22 reviews
Profile Image for Leonardo.
781 reviews47 followers
July 14, 2022
Mausritter is certainly one of the most charming and delightful RPG books I have read in years. The system is light, but a lot of work has been put into its design and it opens a myriad possibilities in less than 50 pages. In just one sitting, you know exactly what kind of world you will play, what kind of mysteris and peril you will encounter, what rewards await your heroic characters. Although most of the book is made of tables (for character creation, equipment, random encounters, rooms, towns, etc.), they do not constrain the imagination. Every element of the tables has been carefully chosen to sparkle the imagination and to help flesh out the world without requiring lengthy "extracts" from the words of famous NPCs. Of course, a mouse-sized adventure world immediately brings into mind Redwall and Mouseguard (although, curiously, the author fails to mention the former among his influences), but the world of Mausritter/i> has a flavor and mood all of its own. Everything is huge and dangerous, but that won't stop a band of brave mice! I'm already looking forward to testing it with other players. They will certainly have to be clever to face a cat overlady inspired by one of our late cats (dear me, she will be devious).
Profile Image for Markus.
528 reviews25 followers
June 14, 2021
This sounds like great fun, watch me fail making a hex grid
Profile Image for Dom Mooney.
220 reviews7 followers
November 29, 2020
I'd read some comments about Mausritter, and was curious to find out what was creating all this buzz. I picked up the Pay-What-You-Want version from itch.io and ended up ordering the boxed set pretty soon after I'd read it. The thoughts here are all based on the PDF copies as I'm about a week off the boxed set arriving.

TL;DR: I'm hugely impressed with this game; it has everything you need to have fun and perilous adventures in a setting that's both dangerous and whimsical. Simple mechanics, clearly and beautifully presented, underpin a game which has more depth than you'd first imagine. As a gamesmaster, I found myself immediately scribbling maps down of our back garden and surrounds, thinking of how I could run this. I did immediately think of running it for the kids, but it'd work equally well with adults. I liked it enough that I ended up ordering the gorgeous looking boxed set from Games Omnivorous.

In concept, Mausritter reminds me of Mouseguard, in that it's about the adventures of mice in a dangerous world, and that it would easily be suitable for younger players. Settled mice live on the edge in a dangerous world; a cat, bad weather or human activity can easily cause their world to be destroyed. However, there are brave mice, adventurers who can make the difference between death and survival. The game is focussed around the (often brief and violent) lives of these mice.

Written by Isaac Williams, the game wears its influences on its sleeve, building on work done in 'Into the Odd' and others (all of which are referenced at the start). It has a simple and effective game engine, and summaries what players do in a set of best practice guidelines (which Powered by the Apocalypse games would call an agenda):


"Ask lots of questions - make notes, draw maps
Work together - devise schemes, recruit allies
Dice are dangerous - clever plans don't need to roll
Play to win - delight in losing
Fight dirty - Run, die, roll a new mouse"


There are three core attributes - strength, dexterity and will. These are rolled on 3d6, taking the highest two dice for each. You can swap any two around. The attributes are used for the core mechanic of the game, the save. You roll a d20 to get less than or equal to the attribute to succeed. You can roll with advantage or disadvantage if appropriate. If you are in an opposed roll, the lowest successful save wins.

You have a level of hit protection, rolled on a d6. Once this is burned through from damage, your attributes are reduced directly. You also have a number of 'pips'. These are currency in the mouse world and track experience. Like Into the Odd, you cross-reference the hit protection against the currency (number of pips) and that gives you a past career, which gives you equipment. If your best attribute is less than 9 you'll get extra equipment to provide some balance. You also get torches, rations and a weapon. Character generation rounds out with a birth sign (which influences your mouse's behaviours), details of your coat, and some physical detail about how your mouse looks and stands out to others.

You can roll a character manually, or you can use the online generator, which is great fun. Inventory is important; you have a limited amount of slots you can carry things in. There are four that are immediately to hand (usually used for weapons and armour) and a further six that need an action to access. Most items of equipment have a maximum of three uses.

If you take a condition (damage or some other negative effect such as poison or magic) then it will occupy an inventory slot. It describes what its impact is (for example, being injured gives disadvantage on some saves) and what you need to do to recover from it (for example, a long rest).

Combat is dangerous - weapons typically do between d6 and d10 damage depending upon the type. If you achieve surprise, then you go first; otherwise, you need to make a DEX save to go first. Attacks always hit, and you roll damage immediately. It can be reduced slightly by armour (typically a single point), but the remainder is applied to hit protection. If this is all used up, STR is reduced, and you must make a save against the current value. If you fail, you take critical damage, an injured condition and are out of the fight until tended to by an ally in short rest. If you don't get attention in a set number of turns then you die. It's a short and brutal life for your mouse adventurer if you aren't careful or lucky.

Time is broken into rounds (which are under a minute and used in combat), turns (around ten minutes, all combat is assumed to take a turn in total) and watches (36 turns, or six hours) used for wilderness travel.

Experience is based upon bringing treasure and useful goods back to your community; if you send them to support the community then you gain extra XP. If you level up, you get to roll to improve your attributes, and also to roll a number of hit dice to increase hit protection. If your dice roll above the current value, then your HP is increased to the highest level rolled, otherwise you increase HP by 1. A second level or above, you get Grit. Each point of Grit allows you to ignore a condition's effects by placing it on special grit inventory slot (but you will still need to clear it to remove it).

Magic is through casting spells, which are living spirits trapped by runs in obsidian tablets. A mouse can choose to cast the spell at different levels of power to create different levels of effect. However, the more power that is used, the more likely that the spell's energy will be expended; if it is, then certain conditions will need to be met to recharge the spell (for example, a light spell needs to catch the first light of sunrise and the last light of sunset for three days). The expenditure rules are simple; a d6 is rolled for each level of power used and a roll of four or more results in usage being marked. A roll of six results in a miscast, causing d6 WIL damage and a WIL save. If you fail the save, you get the mad condition.

There are simple rules for recruiting hirelings (if you can afford them) and also forming a Warband of twenty or more mice. Warbands are important because some creatures (such as cats) are too powerful for a small group of mice to fight. Warbands are given attributes like a player character and need funds to keep together.

There are also rules for construction; building rooms, tunnels and more, should your mouse want to invest in the community or build their own home.

All these rules are presented in a really focused and clear thirteen pages (which include three pages of play examples). It is a fantastic example of brevity and focus; it's a shame that many roleplaying games aren't this well written.

The gamemaster's section has a separate set of best practices:

"Make the world seem huge
Create situations, not plots
Present the world honestly
Telegraph danager
Reward bravery"


These are expanded on, giving the agenda for running the game very clearly. The guidance is clear that saves should only be used because of a player's action or choice and when there are consequences to failure. The consequences should be obvious to the players. There is an option for a luck roll if a save is inappropriate (an 'x-in-6' chance of success).

There are rules for tracking time (and torch usage). Overland travel, including weather, the terrain, foraging and rest is covered with simple and effective rules. Guidance is given for encounters, including how to build an encounter table, along with reactions from those they meet.

There is a well-developed bestiary; each creature has attributes, a summary of their wants and a random table which may give powers or agendas.

There's a great section on building your sandbox to play in; the hexcrawl toolbox. It walks you through the process and has some random tables to spark your imagination. This is really useful. It included the development of factions with their own goals to make the world seem real. Examples of such are given using the creatures from the bestiary; a Cat Lord has many resources, not least its terrifying presence, hired mercenaries and bandits and exorbitant wealth. Goals could include raising bribes from settlements, kidnapping mice as servants and subjugating a settlement.

An example hexcrawl is given, the Earldom of Ek. This includes the 'Honey in the Rafters' adventure site included in the boxed set. Even if you just get the PDF of the game, the adventure site is work picking up as it is a masterclass in clever design which also shows how the game expects situations to be presented rather than plots.

There's a similar toolbox for creating adventure sites, including random tables to create and stock a site. You can even generate them randomly on the Mausritter website. There are tables for treasure and magic items. The section rounds out with an example site, Stumpsville, which ties back to the examples of play. In two pages, there's enough for an evening or two of play.

The book rounds out with some 'useful tables'; random tables for creating non-player mice, a d66 table for adventure seeds (creature - problem - consequence) and finally tables for the weather in each season. This includes seasonal events which can easily set up situations for play.

The last page is a short summary of the rules for players.

I'm hugely impressed with this game; it has everything you need to have fun and perilous adventures in a setting that's both dangerous and whimsical. Simple mechanics, clearly and beautifully presented, underpin a game which has more depth than you'd first imagine. As a gamesmaster, I found myself immediately scribbling maps down of our back garden and surrounds, thinking of how I could run this. I did immediately think of running it for the kids, but it'd work equally well with adults. I liked it enough that I ended up ordering the gorgeous looking boxed set from Games Omnivorous.

Recommended.

Useful links.
The game's website - https://mausritter.com/
Pay-what-you-want PDF version plus extras here - https://losing-games.itch.io/mausritter
Profile Image for Aki.
1,008 reviews
July 4, 2023
Okay, Magie hab ich mal ausgelassen. Aber ich freu mich auf die erste Partie morgen.
Profile Image for Tom.
1,186 reviews3 followers
January 10, 2023
As a disclaimer, I have not run this system yet, but the hexcrawl worldbuilding tools alone make this book worth reading. I love the Redwall series (conspicuously absent from the acknowledgements of the book, but thoroughly recommended if you want to be immersed in mouse fantasy adventures) and this feels like everything I wished I could have had in my childhood. In fact, it's a simple enough system that you could probably play it with interested middle-grade kids.

My only concern with mechanical specifics is with how low the players' ability scores are likely to be given that they're 3d6 keep 2. I would plan to feel that out with a one shot or two before implementing that for a whole campaign, but of course there is something to be said for instilling an atmosphere of danger and avoiding skill saves whenever possible. I suppose in a campaign context, it's nice that this leaves room for advancement over the course of the experience. If it doesn't work for a particular group of players or if you want the power level of the characters to start higher, it's easy enough to just let them keep all 3d6.

I'm definitely looking forward to getting people together for this one.
Profile Image for Quim.
39 reviews
November 20, 2024
If you haven't noticed, I have been on an TTRPG kick recently.
At the time of writing this, I have been sick and there isn't
much I can do except read. So, I was perusing my YouTube feed and I got a video about Rpgs that aren't DnD. Click on it, and the name 'Mausritter' appears. It's titled 'the Sword-and-Whiskers Role-playing Game' which is just too damn cute. Then the selling point comes-up....it's free.
Quickly hope online, download the rules and read away and I gotta say...this is very interesting system and easy-to-learn rules they made. I love the inventory system, generating your mousey-mouse, and my favorite - crafting the world is very interesting.
I want to play it.
I want to play it a lot.
Perhaps when I start feeling better, I'll collect some folk that want to go on a Mouse Adventure with me....

P.S.

If I could pay for this game. I would :^)
Profile Image for Ponsius Odaga.
56 reviews1 follower
March 25, 2021
Mausritter is a an amazing slim rpg that is incredibly easy to pickup. Rich in wholesome flavor its great for all ages and requires very little from players and the DM. The weapon & spell use mechanics are the real draw and result in some innovative action.
Profile Image for Benjamin.
1,437 reviews24 followers
Read
May 19, 2023
How? (a) bought Mausritter and the campaign box The Estate in a charity bundle; (b) recently got done playing a few episode game of Mausritter.

What? You are mice and the world is deadly. Very much a product of the OSR and post-OSR scene, which means:
* no combat rolls, you automatically hit (maybe from Into the Odd)
* spells can be recharged (from... Goblin Punch)
* when you get hurt, you take damage to your ability to carry inventory (from Knave).

That's mechanical; the philosophical angle is: you may very well fail and die -- and that's fine, because you can roll up another mouse. Also: rolling up a mouse is sort of fun.

In my play group, the proximity of death and the randomness of encounters was kind of a problem, but I dug it because vulnerability seems reasonable for mice.

And then, to show you how to play a campaign, here is The Estate.

Yeah, so? First, I find mice heroes against a world of cats and rats and beetles to be pretty charming and nicely done. How do you model cats? Oh, they're like dragons or like buildings: they are warband scale, immune to the attack of any single mouse.

The Estate is just that: a house on some grounds with several factions: the clock-spider, the magician cat, the gang leader, the thieving magpies. And several different trifold pamphlets detailing some dungeon or adventure: the wizard in the suit of armor tower; the boat race to get the blessing of the frog-oracle; the giant snake in the sewer that was the hideout of the rat gang. Add in some random tables, like running across the dung beetles, and you've got this weird, living environment.

Like, there's this epic quest to stop any of the factions from taking over the Estate, including the dictatorial cat who wants to use the Spell of Undeath to eat mice and then raise them as her army; but then you have "the queen's crown fell into the muck, go get it back from the dung beetle home, which is now under attack from spiders." There's also "rescue a mouse from a cage in the house and escape through the chimney" (which starts in medias res, with you trying to get out of the house), "interact with the religious movement in their chapel", "stop the moth queen who has been turned power-hungry by a moldy spore", etc.

There's just so much in here, and all of it seems fun. Like: the slightly unpleasant wizard has an enforcer -- sure, that could be a brute of a mouse, but why not make it a bat who has been cursed with muteness and who the wizard has promised to cure?
Profile Image for Pádraic.
922 reviews
Read
September 18, 2023
Some of the bones here are familiar to me from Cairn, though apparently they're both coming via Into the Odd, which I haven't gotten to yet. Nevertheless, a couple of pages of rules, basically all you've ever need; then some very flavourful character creation to make your little mouse adventurer; then the bulk of the book is excellent tools for the gamemaster, making hexmaps and adventure sites and NPCs. Basically a lovely gem of a game, would absolutely use it to run any Redwall-ish sort of campaign.
Profile Image for William.
388 reviews5 followers
March 17, 2025
Fantastic. Thematic. Rules are straightforward and simple. This book also provides excellent examples of play and prep, as well as numerous tables useful for both this RPG and others.
My main gripe is a bias against roll-under systems. As someone coming from a roll-over background, this always feels counter-intuitive. I also think some of the organization could be improved to slightly emphasize the rules, but they are repeated in a quick reference section at the end of the book, so I'm really nitpicking to even bring this up.
Profile Image for Juho Pohjalainen.
Author 5 books348 followers
November 9, 2024
A touch too simplistic for my tastes - never was the one for the classless inventory-based ones - but the flavour is on point, it knows what it's doing and does it well, and it knows what the old-school play is all about. Well-written, too. Basically all you'd think to need for a game such as this, in a short concise package.

And some lovely art.
Profile Image for Antonio Salmeron.
24 reviews1 follower
May 16, 2021
Juego de rol simple donde vives las pequeñas aventuras de un grupo de ratoncitos, donde el enemigo más mortal no es un dragón sino un gato. Muy bien escrito y maquetado.
Profile Image for Christian.
42 reviews6 followers
January 28, 2022
My favorite OSR system, because the theming really matches the playstyle. Everything in this book just fits together and plays beautifully.
Profile Image for Captain.
117 reviews2 followers
May 13, 2022
A brilliant, simple, and rich OSR game about adventuring as heroic mice. Thoroughly saturated with theme, this book is a delight to peruse and a joy to run.

5 out of 5 tiny spell books.
Profile Image for Davide Milano.
1 review
December 19, 2022
A very slim/fast/"brutal" game system for wonderful adventures.

We made an easy cyberpunk hack and it worked like a charm <3
Profile Image for Liberius.
101 reviews1 follower
November 16, 2023
Úžasně minimalistické s vražednými souboji. Vhodné i pro hraní s mladšími dětmi (cca klidně od 6-7 let).
Profile Image for Vilius.
275 reviews32 followers
April 6, 2024
Cute and deadly! The book is structured very well. There isn't much wasted space and the rules are explained well.
Profile Image for James Hicks.
30 reviews1 follower
March 13, 2025
We gave it a try. The game feels like too much of a departure from d&d. I'd be willing to come back to it someday. Perhaps the errors was on my part.
11 reviews
October 4, 2023
This is an excellent RPG book. The art is adorable, the rules are easy to learn and follow, but most of all I love the world-building and the guides the book gives you in creating your world and lore. Lots of random tables are provided, and the game goes out of its way to keep things simple and easy to learn so you can focus on the creative side of things.

It helps that I've always wanted to run a game about brave little mice exploring the world around them and achieving heroic feats, with a little magic mixed in. If you have a simular interest too, or if the book reminds you of stories you used to watch or read about as a kid (especially The Secret of NIMH), absolutely check it out!
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