Now that we have a mch better idea of how organized play will work, I'm still torn about what to think of all this. Regarding the good parts, the Seekers and Keepers cards are a very good idea and the Hatamotos is a great way of showing how important such players are for the good of the game (as well as promoting clan loyalty).
However, there is no mention of an evolving storyline and how the players will be able to influence it apart from an easily overlooked mention hidden between other announcements: the Hatamotos will fight for the Emperor's Favor every year. In itself is a cool concept, and I totally understand the need to remove some narrative control from the player compared to the AEG era, but the ability to control what is happening in the storyline, unless something else is announced soon, will be missed, and I'm sure not only by me.
And then I got an idea. During the two years hiatus, I had major story urges and going cold turkey was out of the question. Therefore I contacted tournament organizers for the numerous unofficial tournaments that happened in the meantime and created with the help of Coyote Walks and a small team an alternate storyline while we were waiting for the real deal. What about doing the same? I know everything might change and there is still time for FFG to post more stuff before the game is released, but I'm not the one to wait and hope for good news instead of trying to make things better.
What if the community takes matter into its own hands? Right now, most of the stories focused on the Clan Champions and the other big shots of Rokugan, and if story prizes will be awarded down the line, they will probably have global consequences (like having the Emperor's favor for one year, as previously mentionned). It is also very likely lower-level tournaments like Store Championships and maybe even (Kotei) will have very limited impacts on the grand scheme of things. What if a group of volunteers unite and create a parrallel storyline, one focusing on the little people, the samurais on the very bottom of the food chain with little to no influence, but having to make choices just as hard fighting bandits, hunger and unreasonable authority figures. With enough people, we could offer story choices to those ''lesser'' tournaments and their respective winners, allowing to steer the story in a direction or another. This is still only an idea, but story choices could take many forms:
1-Name a character: At first, we have a blank state. No main characters, no establish storyline, I would find interesting to give the opportunity to the first winners to select one non-unique, unamed card, (like Bayushi Manipulator or Serene Warrior, for example), name it and promote him to ''main character'' status.
2-Develop a character: Having a name and a general concept is not enough. Story choices could also be about giving them depth by selecting a virtue they consider more important than others, creating important individuals in their lives like parents, friends, lovers or superiors or even giving them flaws.
3-Voting on an important story branching point: Should the hero kill or spare its enemy? Should he do the right thing and suffer dishonor, or keep his honor intact but fail in his mission? etc.
The ''volunteer Story Team'' would then take the story outline they had, and add these elements to the story. It would be perfect for simple, personal storylines like a courtier and his yojimbo both in love with the same person, or a band of soldiers having to deal with an incompetent captain. I have more than a few ideas, but I need people to make this work. Amateur writers, people willing to offer new ideas or just supporters to read these stories.
Comments welcome as always.