Just some speculation about how FFG will turn L5R into an LCG that feels like Rokugan, has a relatively easy to learn gameplay, that maintains some classic L5R mechanics, and preserves the depth of strategy and decision making we have all loved and enjoyed.
Here are a few thoughts:
First off, FFG seems to really like "Always in Play" Cards, so Strongholds in some form seem likely.
I'm not sure there will be Province Strength, Resource Production or Starting Honor on the Stronghold, but one or all of these may be present. Almost assuredly, there will be Clan Affililiation and an ability or available action present on these cards.
Sensei's are also a possibility, but would likely come later in an expansion.
The next thing to consider is whether there will be a Dynasty Deck, Fate Deck or both.
One of my favorite parts of the CCG was battlefields. I liked there were separate battles and if the defender lost, they effectively lost production, while the winner moved towards a military win Condition. In honesty, I would like to see this complexity simplified. It would take a lot more brainpower than I care to put forth, but I would love a streamlined version of battle while maintaining the epic feel of classic L5R.
With that being said, I am really hoping for a big departure from the two deck system.
Next, there are the multiple win conditions. Here, I am hoping to keep Military, Honor & Enlightenment. Dishonor should be a formidable negative condition, but not a win condition.
Military win conditions will be decided by destroying Provinces or by some "health pool" system. Perhaps instead of production decreasing it could instead reduce hand size.
Honor should remain an ever increasing clock of gains to a certain goal number.
Of course, Enlightenment would be achieved by putting the 5 Rings into play by their text, or would it? My thought is the Rings would start out of play and come into play when you trigger their effect.
Example: When you successfully play a Kiho in Battle you may put the Ring of Air into play.
Ring of Air: Once per turn, you may ready a bowed Character.
This would greatly reduce tutoring through the deck and constant shuffling, which will hopefully be minimized overall.
Lastly, let's have a look at deck construction. My principal hope is that L5R remains character driven. I am also hoping Holdings start out of play and are somehow linked to one's Stronghold.
I am also hoping that Keywords are largely used for card interactions and that they have very little rulebook definitions. I have always felt the number of keywords with definitions were an unnecessary complication.
Example:
Event Card: Give a Samurai +2 Force, give him +4 if he is a Tactician .
Instead of giving Tactician a rulebook definition, simply use it as an interaction keyword.
I would love to hear everyone's thoughts and ideas.