Welcome to the Mausritter style guide. I'll lay out some basic principals of what makes a great Mausritter adventure.

Mausritter is a roleplaying game about brave mouse adventures in a huge, dangerous world. It's inspired by Brambly Hedge, Mouse Guard, Redwall and older editions of D&D.

What makes it a Mausritter adventure?

Small, dense, polished and playtested.

Mausritter adventures should be instantly gameable and packed with flavourful, high-information density writing.

Every word should either sell the flavour of the setting, or give the GM practical information on how to run a great game at the table—preferably both. No lore dumps here, just enough information to make the game work. Trust the players to fill in the rest.

Make use of Mausritter's unique inventory system. Invent a weird new condition to impose on players. Create a strange item. But keep it concise and strip out all extraneous mechanical detail. Flavour over mechanics, every time.

Getting the tone right

Mausritter should be soft, pleasant and playful, with dark, harsh or creepy undertones just beneath the surface. It’s 70% children’s book, 30% doom metal.

Draw inspiration from fairytales, nature and Beatrix Potter (the bits where the cruel realities of being a child in the 19th century peek through) .

Look for opportunities to highlight the small size and fragility of the mouse adventurers. Use familiar settings, but recontextualize them to focus on new challenges. Even mundane things can be an epic challenge or setting.

Adventure design technical details

The world of Mausritter

There is no real canon for Mausritter, but here's what I see as the "offical" view on some details of Mausritter's setting:

Lore book