FFG has done a good job designing the game top-down. They retained elements from the CCG (two decks, provinces, strongholds). They baked in philosophy from feudal Japan (sakura, mono no aware). Well done.
Then there’s the dueling mechanic. I’d say this one is definitely a “bottom-up” design; clearly they just wanted to keep the rules simple in this area, and clearly they just really like dials. That’s not a problem, I like dials too. Dueling can cause an honor exchange; also, bottom-up design. That’s how the dial works for card drawing, so they carry it over to keep things simple.
Here’s where my opinion comes in:
The honor dial / dueling mechanic creates flavor, and we should enjoy it.
Can we think of scenarios where it doesn’t make sense? Sure! Does it conflict with our notions of L5R flavor? Absolutely it does. So what are we to do? I say, we open our minds to new flavor. I say we imagine positively. This is how dueling works now, and it creates space for interpretation. The old L5R duel system had problems. We had to pay attention to focus values while deck building. We sometimes dumped our entire fate hand into a duel. Balancing these things for the sake of dueling was fun in its own way, but it was painful too.
Since FFG was mindful of the need to design our game top-down, I’m willing to embrace this system even if it is an obvious re-use of the dial. In fact, as I think about it, it’s elegant. Well done.
Edited by Kakita Shijin