I'm tentatively interested. Could you give a general synopsis about the world, beyond what has already been mentioned? This is the first time I'm ever hearing about Mouseguard.
The Mouseguard is the do-all for the Mouse Territories. The Territories are basically a group of independent city-states, each with their own government and culture. The Mouseguard, based in the Guard City of Lockhaven, is the gendarmerie of all the Territories. They are responsible for maintaining the scent border (helping to keep the territories free of predators), protecting trade routes, delivering mail, mediating disputes, providing protection, organizing construction projects, etc. Itís essentially the Guardís job to help all mice and their city-states prosper.
The Characters are members of the Guard, and form whatís called a Guard Patrol. This Patrol is assigned missions from Lockhaven, and it sorties in an attempt to fulfill this mission. Inevitably, while the Guard is on patrol, twists come up, and new threats and opportunities present themselves. Rarely does a Patrol leave Lockhaven and come straight back, mission complete. Thereís simply too much to be done, and too many threats.
The Patrol faces obstacles from four sources: wilderness, weather, animals and other mice. When given a mission, a Patrol will face a number of obstacles that fall into these categories. Itís up to the Patrol to decide how they want to overcome these obstacles. Teamwork is key; heroism is likely.
The characters will also have a set of beliefs and instincts that will drive their behavior and actions to reach their goals. The characters receive rewards for doing this. The characters are also rewarded for failure. If they fail an objective, they may actually succeed, but take on conditions such as Hungry or Tired, which hampers their abilities until they can be addressed.
The characters get quite a bit of skeletal background during creation, and much of this can drive the story depending on how the GM uses it. Characters may find themselves facing an enemy, or worse, saving their life because itís the right thing to do. These are player decisions. The heart of the roleplaying is facing two sides of a belief or instinct, and being forced to choose one of them.
The game takes place in turns. Thereís a GM turn, where the objectives are fleshed out and overcome, and then thereís a Player Turn, where the players recover from their wounds, work on learning new skills, or perhaps try to obtain that unreached goal determined at the beginning of the mission.
Finally, players are rewarded by the group as a whole for good roleplaying. Exciting scenes and dialogue result in bonuses for your character as determined by the group as a whole.