Ok, so first session out of the way, and apart from the introductory adventure being a railroad (understandably) the system showed a ton of potential and we had a lot of fun. I came across two issues however I wanted to raise:
Strife - First scene, I examined the 'crime scene'. I made the appropriate checks. By the end of the scene I was 1 strife from suffering an outburst (Composure 8). Now this can be down to a few factors. Firstly I was mostly rolling Ring+1 skill dice at best, which means I cannot filter strife out as much, secondly I was a little unlucky on just 3 rolls. However, the fact that my character started the session just an inch off Outburst for doing something relatively innocuous is poor as it prevented me from wanting to roll anymore dice and so actively disengaged me from the game (my character took a breather, as he, as the Bushi, was apparently stressed out at the sight of blood I guess). I get you can't take breaks in conflict (social or martial), and I actually think the rules seemed well balanced around that. I do however think that in non-stressful or non-adversarial situations Strife just shouldn't be that much of a concern. Maybe you have two types of conflict, stressful and non-stressful, in non-stressful where you can take your time and you aren't under pressure you ignore the first strife on any roll or some-such (rather like being able to 'take 10/20' in D20). Ultimately I think any game where you are afraid to roll dice is problematic (I know Star Wars had that effect on me), I was hoping R+K would mitigate that, but it seems like is a LOT of strife on those dice and until skill levels are increased you run risk of suffering an outburst anywhere you need to make a few checks.
Perhaps this could open up a whole new avenue of advantage/disadvantage - an area traditionally stressful or not stressful that your character feels differently: 'Antisocial - you find all instances of social interaction even those that are 'non-stressful' 'stressful' or 'Game-player - you enjoy the challenge of games of skill and do not find even the tensest of situations 'non-stressful' (this is just idle musing on my part and I have put little thought into them, obviously I do not suggest combat ever get this treatment as that is finely balanced around Strife)
Approaches: Prior to playing I thought this innovation was incredible. Subsequent to our first session I still believe that, I just feel there are elements of their realisation that could be improved. Foremost is the fact that certain approaches are tied to skills. We found many times that the approaches attached to skills made little sense whereas other approaches in other skill groups were perfect (it turned out these are generally the same Ring which is nice design). I will use the following example:
Repairing a ship is Seafaring via Produce. Now produce for repairing? I didn't make that instant leap of logic, in fact I saw nothing under Trade Approaches to suggest repairing a ship would fit there (unless Innovation maybe if juryrigging). However, Seafaring via Restore (the artisan Approach) makes a ton of sense. Ultimately there is no difference between that and rolling produce as they are both Earth, but there is a problem when logic is that antagonistic to the game design. By having skills linked Approaches you cause a logical disconnect, where if they weren't connected you have a seamless and intuitive system.
During the first scene we were asked to make Survival checks with an approach outside of the Trade approaches when checking out the crime scene, and in the second scene a similar situation occurred when following the Ronin. If rolling approaches not attached to their respective skills is this frequent, then why attach them in the first place? By dissociating them from their respective skill-blocks you actually end up with a much more elegant system as you cease with the weird justifying that takes place in trying to attach a skill to an approach in that skill's group. Presenting approaches without skill group I feel makes the game much more intuitive and makes the most of what is a great mechanic in my mind.
By just removing the skills from the approaches and presenting them in relation to their Ring (as below) I think you get a much more intuitive inspiration for the construction of dice pools.
Air: Refine, Feint, Trick, Analyze, Con
Earth: Restore, Withstand, Reason, Recall, Produce
Fire: Invent, Overwhelm, Incite, Theorize, Innovate
Water: Adapt, Shift, Charm, Survey, Exchange
Void: Attune, Sacrifice, Enlighten, Sense, Subsist
Edited by Bazakahuna