I bought Mouse Guard for my nephew recently, and read it from cover to cover the night before. Great comic. And I've wanted to run a game about tiny, epic adventures for years. Fortunately, my intrepid Stirling gamers, Jenny and Calum, were up for a session of Tiny Triangles
We started character generation with qualities and problems, then skills and relationships, then names. Then we picked cloak color, sword design and fur - this isn't part of the system but added a lot.
Our PCs were Jorum, with anchor quality of Friendly and anchor problem of Gullible, In play, he became an ale-drinking, perpetually hungry, gallant and reckless mouse. (With great dialogue: "I want neither to go to heaven nor hungry!") And Esta, a one-eyed loner with anchors of Friendly and Complacent. In play, she took something of a leadership role, but also seems to have had a dark past - she knew far too much about lockpicks.(Picking 6 traits from just 9 was hard. I like the idea of a short list of specific traits (perhaps even tweaked for the campaign?). But 6 out of 9 was difficult).
We also wrote down a total of four elements to use later on for rerolls, eg 'Something From The Sky' and 'Lurking in the Shadows'. And I wrote down a dozen names like 'Gorse' and 'Whiskernip'.
Our opening scenes were fun. Jorum chased a thief, grappled him, but was bit in the process. Esta saved a mouse from drowning by running along a trout's back and snatching the mouse away from the trout's jaws at the last moment! The repercussions led to the trout becoming a recurring problem for the town.(Esta repercussion was a GM's choice so she lost a skill - can characters lose a skill in their opening scene? I picked her Swimming, flavoring it as 'You're scared to go back to the water' but the flavor text described losing skills due to infrequent use).
And our town was Driftwood, a small colony built into a large log that jutted out over a fast-flowing river. It was a centre for trade (mice in coracles sounded cool) and fishing (minnow farms upriver). (A system for town-building would rock, though we did a good job at adding setting _and_ situation. Driftwood was a cool place).