There's been a ot of discussion about L5R minitature games in several other threads and I believe this deserves a dedicated thread for discussion. This is actually a very personal project for me, so I would be grateful if the critizisms remain constructive rather than ''This idea is bad''.
A while ago, back when L5R was still AEG property, I contacted David Delaroute with an idea for a L5R miniature game. Although only a handful of emails were exchanged, the consensus was it was worth looking into. The last communication I had with him was ''things are really crazy around here for Gencon. I'll get back to you after it calms down''. And then the sale happened, killing the idea before it could leave the drawing board. I tried to pitch the idea back to FFG, but never heard back apart from a simple ''We are taking the sales and the IP very seriously, we have several projects but we are not accepting ideas from independent sources''. It is a perfectly reasonable stance, but it took me a while to get over it. I'm pretty at peace with the fact my idea will never become a real thing, but all the recent discussions made me want to share this project with others. So here it is.
Like it was said many times, it is not a bad assumption to say Miniature Wargaming is declining. Sure, some projects are alive and well, FFG being a prime example with a few successful games, but we are far from the glory days (a thing that could be said about the RPG hobby as well). A L5R Miniature wargaming would face many obstacles. First, with a number of factions ranging from 6 to 15, the costs for producing and balancing everything would be enormous. Second, one of L5R main appeal is interactivity. Being able to shape the story (for better of for worse) is a big part of faction loyalty, and therefore game loyalty. Adding this element would remove control away from the card game, dilluting its influence even more, or add even more story choices, which would hinder the ability of the story team to create a cohesive story (too many choices was part of the reason the story can be confusing or downright bizarre at times). Finally, from a striclty visual point of view, many factions share elements which would be hard to differentiate for the initiated. I argued before the factions themselves could be radically different in terms of playstyles and strategy, but there is an added value when the armies look radically different. L5R might be a fantastical world, wars between Clans is mostly samurais and ashigarus versus samurais and ashigarus.
It is with those obstacles in mind I sat down and designed this miniature game. I will not get into details of the mechanics of the game. I think at this point it is not important. (Although I can if enough people ask for it) I want to show you how, in my humble opinion, such a thing could be done. The first important in my mind was the story. It is what brought me to L5R, and I wanted the miniature game to have a story just as rich and interesting. An alternate setting would be perfect for the job. Not only it allowed independent story choices for tournament winners (and solve one of the obstacle listed above), it also gave enough leeway to change how things work in Rokugan to make it fit as a Wargame. The Thousand Years of Darkness was a natural fit of course. You have an evil, corrupted Empire against a difficult alliance of honorable survivors. That's two factions instead of 15. You also have enough ''minor players'' to create a handful of minor factions that could be added through expansions if the game is succesful. And all those factions have a distinct look. So let's take a look at what could have been.
The Major Factions
The Porcelain Empire
Ruled by the Mad god Fu Leng, the Empire remains a strong and powerful nation, strengthened by the corruption of Jigoku. He is the master of (almost) all Rokugan and has the intention of staying on the throne for a Thousand Years, bringing death and destruction, as well as defiling the legacy of his brothers and sisters who betrayed him long ago. This army would be about samurais of course, but also undead armies, Onis and other monstruosities. Given enough time (and expansions), you could explore the different Clans of the Porcelain Empire.
The Lion, an impressive army of tainted and untainted samurais, bound by honor to obey the Emperor, even if he is a god of evil .
The Crab, filled with mad Berserkers, Oni summoners and monstrous warmachines.
The Scorpion, figthing a convert civil war, one side supporting the Emperor and the other trying to undermine it.
The Snake, born from the remnants of the Phoenix, experts in all things magical, from the elemental masteries to the horror of Blood Magic.
The Dissidents
All the Clans who refused to bow down before Fu Leng were destroyed. Wiping every single samurais of a Clan is much harder than it sounds, however. These survivors banded together, making deals with the lesser evils in order to survive and trying to create, sooner or later, the Third Day of Thunder and killing the Dark Kami once and for all. For the sake of story and coherence, I decided to expand the timeline beyond what was originally written. I wanted the Dissidents to be somehow a mirror of the Porcelain Empire, with an Emperor and ''Clans'', although with a lot less resources. To make a long story short, the survivors met and hosted a ''pseudo-Celestial Championship''. In dire need of leadership, the different heroes lobbied for a leadership position, and potentially the title of Emperor should the rebellion succeed. They also created new Clans, which could be explored in future expansions. The Dissidents are more about heroes than massive armies. They have ashigarus, but cannot rival with the numbers of soldiers the Porcelain Empire can field. They rely more on individual heroics, hit and run tactics and ambushes. The Clans (plant themed for added diversity) are as follow.
The Mangrove Clan, still holding the Isles of Spice and Silk, are what remains of the Mantis and Crane Clan, as well as the imperial families, paragon of heroism and mostly costly and powerful inidividual units.
The Cherry Tree Clan is a ragtag alliance of the Phoenix Clan and many minor Clan families. They welcome anyone and use units with inconventional tactics, weird magicial abilities or a combination of both.
The Oak Clan, untainted members of the Crab who refused to ally with the Shadowlands, as well as a few minor Clans. They are all about survival, able to soak wounds that would kill other units and knowing the few techniques that still remain able to really hurt Shadowland creatures.
The Ebony Clan, something many Dissidents call a deal with the devil you know. Daigotsu used to be the most loyal subject of Fu Leng, but the Dark God betrayed him, killed his lover Shahai and hunted him down like an animal. The only thing he has left his revenge. The Dissidents are wary of the maho-tsukai, but more than once he has shown an impressive resolve and determination to kill Fu Leng. He is followed by many heimins, but also a fair number of samurais willing to do what must be done and, surprisingly, the Yotsu family. (If you thing this is weird, read the KYD fiction The Lesser of Two Evils for details).
Minor Factions
The Kolat
They want a mortal Emperor. Few sane people would argue with them considering the current holder of the title. They are infiltrators and conspirators, members of other factions conspiring to put an end to the Porcelain Empire, but with the added goal of putting one of their own on the throne rather than one of the Dissidents. They would use units from other factions with little twists, like being able to look like something they are not.
The Shadow
The Dragon Clan was conquered by the Lying Darkness. It is now inhabited by faceless monks and samurais, obeying a mysterious master disguised as Hitomi. The Shadow units would be able to change shape, create spawns of themselves and reform after being seemingly killed.
The Brotherhood
Shinseism isn't dead. The monks are still as present as ever, and while they are somewhat allied with the Dissidents, their main goal is not to kill the Dark Kami, but rather saving the common people from death and corruption. Monks would be the backbone of this army.
The Riders
The Unicorn Clan fled Rokugan. They haven't forgotten the vows made by their ancestors though, and plan to get rid of the corruption. They share the same goal than the Dissidents, but clearly aim to put the Khan on the throne. Horses and enhanced mobility is the staple of this faction.
The Mads
Many people were broken by the Second Day of Thunder and its arftermath. Some corrupted, other driven to insanity. Something united them into an army. Under the leadership of Kokujin the mad monk, Aramoro the Beast and Kaneka the Fallen, they rampage through Rokugan, killing and desecrating, but one can only wonder if there is method behind the chaos. The Mads use super powerful units with a wide array of special abilities.
Distribution
Wall of text, I know and sorry about that. Using this as a basic template, the game could start with only a few basic units from the two main factions. (Samurais and ashigarus- which could be used by both, undead samurais, a few Onis, shugenjas, etc.) If this is succesful, they can add more depths (units from specific Clans, for example) and even add the minor factions. Story prizes could be awarded and only affect the alternate timeline. Win-Win.