10 minutes ago, nameless ronin said:Bringing it back to the essential issue: FFG wants a narrative RPG, you (and I, and probably a lot of others) don’t. That’s the whole problem in one line. We don’t want our characters to be defined by this one particular narrative, but that’s how narrative RPGs work - including having mechanics to handle the narrative, so it’s not cops & robbers and just shouting what happens..
I agree with most of what you have to say here.
The only glaring issues is no matter what FFG or anyone wants to call this travesty, its not a narrative game.
Its a custom dice directed action game.
A true narrative game like 7th sea provides a framework not the results. In the 7th sea example the dice generate a pool and the players and GM use the results to tell the story.
The game provides an outline of how to use the point, and doesn't tell you what you have to do.
I'm not a fan of narrative games by design.
10 minutes ago, nameless ronin said:Personally I don’t mind narrative RPGs, I enjoy several of them even. Rokugan is just not the setting for one though, or at least not for this narrative, and switching from 4 non-narrative editions to a narrative one was always going to rub players the wring way. That’s frankly a concern with several of FFG’s narrative RPG lines, but with the SW RPG for instance it’s less jarring at least mainly because the narrative elements are consistent across all characters. The clan differences that are a large part of what makes Rokugan the setting it is prevent that possibility for L5R..
Star wars gets away with what it is by providing a mechanical out for those that are not into monologuing the story. The game allows for you to just use the bonuses and penalties to resolve the action.
Star wars biggest issues are the amount of expensive custom dice needed, the floating TN issues, and the open threat dice that tell the players the difficulty.