There have been several places of discussion (and argument) regarding the L5R RPG and what it should look like under the FFG release. It is presumed that there will be an FFG release, likely in 2018, due to certain comments made by the FFG official Twitter feed.
FFG has a history of certain successful, and not so successful, RPGs. It is unknown at this point if the Roll & Keep system that the L5R RPG has used since its inception will also be sold to FFG, but at this point? Let us not assume that it will be.
So, aside from the actual physical mechanic of the Roll & Keep system, what do you feel is iconic to the L5R RPG? What do you feel should be changed to make the RPG better? What do you feel should be kept?
Here is my list:
- The setting of Rokugan - This is a gimme and a base line, true, but it should still be said and examined. I want the RPG to focus on Rokugan, with the possibility of supplemental material on the Colonies, the Yobanjin, and the Burning Sands. The focus should remain on the Emerald Empire, however.
- Timeline Neutrality - This is a mixed bag of worms and centipedes, but a step I think 4th Edition took correctly. L5R RPG should present Rokugan in a defautl iconic state, with the inclusion and support for all the Great Clans, including Spider and Mantis. Just make sure that the Unicorn, Spider, and Mantis come with sidebars explaining their historicity and how they operate in the canon timeline.
- Courtiers, Bushi, and Shugenja, oh my! - The three strong archetypes in the L5R RPG should be the warrior bushi, the social courtier, and the spiritual shugenja. Even if you take out Monks or relegate them to an optional rule, these three archetypes should be the heart of the game.
- Honor, Glory, Status, Infamy - Characters should have all 4 of these, and they should not be inherently opposed. Glory should be positive reputation, Infamy negative reputation, and you should be able to be recognized for either. Honor should be a mechanic central to the game as well, as how a character interacts with Bushido is a key thematic element.
- The Balance of the Five Rings - However these wind up getting used, the Rings need to be woven into the system on both a thematic and a mechanical aspect. All fields of conflict should be influenced by each of the five Rings. Combat in 4th Edition is a good example of this. Air and Earth are your defensive Rings, Water and Fire are your offensive Rings, and Void is your utility Ring. Each Ring has an associated Stance, each Ring impacts a different part of combat, and each Ring (save Void) is tied to a key Attribute for combat effectiveness.
- Schools & Techniques - While I feel that Insight is a bit of an outdated mechanic, reflecting the linear progression of its time, the idea of Techniques as closely held secrets of the Clans should remain. A Doji Courtier should feel and play different than a Bayushi Courtier. A Mirumoto Bushi should fight differently than a Hida Bushi. An Isawa Shugenja should approach magic from a different angle than an Iuchi Shugenja. Schools and Techniques were an effective ways of representing this.
- Spells - Remove Mastery Level. Return to the flat Difficulty (TN) of the 1st Edition, based on the effects of the spell. Mastery Level ties the spell too much to a sense of leveling, and is very inconsistent in its power steps. Instead, allow shugenja to learn a spell through use of a scroll, and let them try to master more powerful or rarer spells by either discovering them on their own through communing with the kami, being taught by a sensei, or uncovering magical secrets.
- Keep Mass Battle - The Mass Battle rules of L5R are some of the best at representing large scale conflicts and allowing the PCs to feel like they are part of it. Allow room for the development of an army system, like how the Way of the Daimyo tried to, but the Mass Battle Table is one of best preserved items from 1st Edition. If anything? Make it more accessible to PCs by rewarding risky behavior.
- Add Courtly Intrigue - L5R RPG is sorely lacking in clarification in exactly how Social skills work. Is Courtier mind-control? Does a character nailing that Sincerity check make you believe he is telling the truth, or merely that he THINKS he is telling the truth? How does a master of a courtly delegation get anything done when all her subordinates are useless? L5R RPG needs a solid Courtly Intrigue system wired into it from the bottom up.
- Big System, Little System - Just like Mass Battle & Skirmishes, there needs to be a way of addressing scale in L5R RPG. Have a Social Combat system? You also need a Mass Court system. Have a spell casting system? You also need a Ritual system where a bunch of shugenja work together.
- The Core Pillars of L5R - L5R RPG needs to maintain its focus on the three (or four) core pillars of what makes the game awesome: action-adventure, courtly intrigue, and supernatural fantasy. L5R RPG is not a game about exploration and survival, collecting loot and leveling your character, immortals and power games. L5R RPG is a game where samurai in a magical world struggle to live by an impossible, contradictory code while never being more than a sword's swing from death. As a game, L5R RPG has been able to handle hardcore horror, fascinating investigation, and many other styles of games. However, at its very core, it needs to support the action-adventure, courtly intrigue, and supernatural fantasy.
- Lethality!!! - L5R RPG needs to remain one of the deadliest RPGs in the world, but one where death is taken very seriously. Death is central to the samurai narrative, and like a good Western, no one should ever be comfortably free of the threat of a drawn weapon.
So, those are my thoughts for now. I would love to hear your thoughts, or your replies to mine. Anything is welcome, and as a request, please steer clear of the R&K vs. Star War Dice debate appearing everywhere else.