With all the problems about Spider as a faction or Shadowlands Taint and the evil it represents, I guess we should talk directly about it and not always just touch it but not completely adress the core of it. I would say taint has three major aspcets to it. The aspect of the card game, the aspect of the RPG mechanics, and the story aspect.
Taint in the CCG/LCG
Shadowlands has been for a long time either a faction indicator or an unloaded keyword. The faction aspect was dropped in favour of the Spider Clan, which I think was a good thing, since thus the game could be more streamlined, and we had no longer one faction that every dishonour deck basically had an automatical loss againt. So, it had been too unbalanced back then. Now, Taint should remain a part of the game, even with the reboot by Fantasy Flight, and it should remain an unloaded keyword. I think there should be Taint token or such things, so that it becomes possible to tain the peeps and then play cards that require a tainted person to perform them. Basically it should become a combo playstyle thing, and of course there should be option to harm tained peeps. Or many cards could just have improved effects when performed by someone tainted. And sure, the spider could still come with the most personalities that start the game already tainted, but it should not be their unique feature.
Taint in the RPG
Taint was mostly a condition on how to lose your character. It was meant as element of horror, but I think most often it was just an annoyance, since it was mostly something the GM could use to break a character concept and rarely something that actually lead to an interesting story. Since, lets be honest here, it mostly reduces player agency and so if the player expects an epic game, but then gets just to play a tradegy, it will become an issue. And in my experience far to few GMs are transparent enough to tell the players in advance what kind of game they want to make. With the approach that one can only become tainted if one wants to, the game could suddenly be about how far is a character willing to go for the goals, and thus one could use it for samurai drama, where the samurai sacrifices his soul to eternal damnation to perform the duty to the clan or empire, that is the kind of stories that have the epic feel to it and do not remove player agency.
Taint in Stories
Taint was always about horror. I think L5R has been very much influences by the Werewolf game from White Wolf (not just with using ten sided dice in a pool system, or having Honour and Glory on the character sheet, but also when it comes to taint) and so the Shadowlands Taint started out pretty much as a Wyrm Taint version for L5R, including the body horror and the connection to some cosmic evil. One had the obvious threats that were for open combat and the invisible threats that have been corrupted and could be a problem for the society since they could cause issues from within. Basically, you the films of Alien and Aliens, with a little spice of Lovecraft. But over time the stories tried to make the tainted character not just zombies to be slaughtered by give them personality too, and thus we eventually got the Lost that have not just been running amok, but were tradic figures. Thus the focus shifted from the outside horror more to the spirtual and personal horror. But it feels like the story team never could make the full transition, and thus instead of delivering the Spider as a clan that is struggling with keeping their humanity, they still framed them as the outside force that is to be fought.
So, with a restart of L5R in new hands, I think we really should start to re-evaluating the things L5R has and what purpose they should have. And that means maybe making the transition to a different understanding of the element in the game to get stronger thematic stories out of it. What do you think?