Thus the adventure begins!
Legend of the Five Rings has been a big thing in my gaming club. The CCG never really dusted off (ironically, it was drowned by Android Netrunner a few months after it had been introduced), but the RPG was/is huge around here. Not so much anymore, because Warhammer 40k surged up and we had other projects popping up, but the Beta would surely swing things back. So when I showed up in the club with the Beta PDF on my Google Drive, it took me roughly five minutes to recruit the best available GM and three of our most hardcore players for a test run. Sadly, one player dropped out when he read through the rules, but hey, collaterals happen I guess.
Today, we had the character creation and a little playing-around with the rules. We also turned some normal dice into custom dice with color-coding.
So... character creation. My character was first up because I had run the numbers the night before, but oh boy I missed the real problem! Namely, I dared to make up an original concept: a psychotic girl who has no specific ambitions or any kind of emotional sensitivity - she gets the job done, and can't be bothered by others' problems. She would be obviously an unsettling person to deal with, but I could see it being as much of a bug as a feature. Apparently, the game thought otherwise because I constantly ran into walls like determining Ninjo or choosing Passion. It felt like the game is strongly built around cardboard characters and has a rather hostile stance against the ones that differ from the expected norm.
My conclusion for character creation was twofold:
- Y'know guys, I don't think that pinning down the characters so hard is a good idea. Let their personalities, goals, ambitions and such be fluff and not try to hard-wire them into the rules. The current approach pushes all sorts of expectations to the players (your character should be emotional / your character should be struggling / your character should have specific distinctions/adversities/passions/anxieties / etc.) that in turn creates a toxic environment right at the very beginning of the game. I don't feel like I'm creating an actual character, just bouncing between pre-defined points and filling up the blanks where the rules generously allow me to do so.
- The editing is terribad. It actually wasn't that annoying once we had everything printed out and thus we could see multiple pages at once, but until then, the backtracking and the cross-referencing were really over the top. The 20 Questions game should be strictly fluff, and the mechanics should get their own section, at the very least.
Well, yeah, I wasn't very happy about character creation. It was messy and uncomfortable. At least for me. Seeing my misery, the other two players quickly reworked their concepts to get closer to the "norm" and thus had it a lot easier.
Now comes the second part, my fling with the rules:
- I'm pretty much in love with the dice mechanics. Roll&Keep really shoves the custom dice idea to the right direction. The randomness is in check, the results are useable as-is, and there is a lot of depth for the system to tinker around. As someone who likes homebrewing rules, the latter almost brought tears to my eyes. Overall I for one welcome my new special snowflake dice overlords!
- The thing that soured my happiness was how limited the character stats are. With this system, I want to roll and keep lots of dice for all those interesting results, but the initial stats (and as far as I saw, even the late stats) wouldn't allow me to enjoy the system at its fullest. The base stats should increase, like Rings starting from 2, 3 being the average, and character starting with at least one 4 or 5. Skills should be ranked 1-10 with a starting character possessing multiple Skills at rank 3-5 and only a few at rank 0-1.
- Speaking of Skills, I'm not a big fan of the grouping, the conception, but mostly the naming. I think the current "reinventing the wheel" approach is superfluous and sometimes quite counterproductive. The old grouping, conceptions, and names were fine and would be fine even now. There are also some missed opportunities like Sentiment not being called Awareness (for ease of association and nostalgia feels). The Skills also feel bloated and some are kinda non-sensical (dunno if I want to smith a bow or meditate someone to death). More Skills would be better IMO, especially since the Skill Dice is pretty good, and Emphases should come back.
- Combat... Uh... The weakest part in my opinion, but I can't pin down the problem yet (only had one match with a Bandit, a few turns of trying stances and stuff until I grew bored of it). It just feels... soulless. I will most likely get a better idea later as my character will fight a lot as the only bushi in the party.
This is pretty much all I have right now. The system stands on solid legs, it is just in a dire need of refining and streamlining. I will write more once I gnaw through my thoughts on the Beta. Stay tuned until then, the real game starts next Saturday but I will post the characters too before that!