One of the recurring threads that circulates in this board is the anxiety that comes about when we discuss what the core set is going to look like. About how there are a TON of factions within the world Rokugan, each with very loyal and passionate devotees. One of the problems that comes with this are the limitations of a core set "Board Game" style format. The board game needs to avoid being outragously expensive, and the it needs to provide some basic choices. This has been handled in defferent ways in the past. The Star Wars LCG opted cut the Scum and Smuggler factions from it's core set (a few cards were there, but nothing like the other four), and then release a supplement to fix that within the first six months.
So here's the question.
If you were in charge, how would you debut this game?
Here's my thought. I call it the Core+1 method.
The core set abandons all pretense at all inclusiveness. It contains 4 formally recognized factions and a bunch of useful deckbuilding options that aren't faction specific. The four factions you choose don't matter a ton, but you DO NEED those factions to appeal to as broad an audience as possible, and to offer a glipse into the diversity of play and 'culture' of rokugan. in my mind, I think that the best four to include to that end are (in alphabetical order, to avoid the appearance of bias) Crane, Lion, Phoenix, and Scorpion. I feel these four have the greatest potential to show of the critical core of military, honor, dueling, Magic, and subterfuge, in the most strait forward way possible. Maybe Crab instead of Lion. Maybe. I also think that some shadowlands aligned cards need to be in the core because of how much it affects the world, but it should not be playable standing alone out of the box. You want to introduce things like Oni, but they should start as a seasoning in other decks willing to take a risk in exchange for a power boost.
TL;DR Make a core set with limited focus, but include a ton of generally useful non-faction cards everyone will be interested in.
After that, quickly release faction focused packs. Nothing like the size of the deluxe expansions. You want these to be lean and as cost effective as possible. Think like a Chapter pack just for that faction. You need these to be viable for more than just that faction to use, so ensure they have some cards that are going to be desirable outside that faction. Do not put faction signitures in other factions packs. (The Unicorn pack probably should not include a boss duelist action. It should have a boss military action instead)
Does that sound good? How would you go about designing a profitable and desirable starting set for L5R?
Rules: You may not exclude any current great factions. Minor factions grow into existence as the card pool grows, but all major houses need to be equally playable within 6 months.
You must consider profitability. We know it would be best for players to be able to selectively buy just what we want for ourselves, but that model doesn't make money. Unprofitable games stop being made at all.
Edited by Netace