Interesting in getting into the L5R LCG but after reading the rules and watching some games played I have some concerns about what I would call the "engine" of the game. Basically, I see the engine as being what drives interaction between the players in a game and leads it to its ultimate end.
In MTG, all it takes is for one player to put out a 1/1 creature and keep attacking their opponent, which forces the opponent to respond to this with their own creatures/spells, and back and forth it goes. Also, the fact that unspent mana doesn't accumulate between turns incentivizes players to make the most of their turns by playing cards.
In Netrunner, the corp is forced to draw each turn and will lose if they run out of cards, so right off the bat they are forced to work to score their agendas. Also, if the corp just stalls and doesn't play anything, the runner has a clear easy path to victory by running the centrals for agendas. So the corp is going to ice up their centrals, which causes the runner to build up for icebreakers, and the corp wants to build remotes to score agendas, back and forth like this until one player wins out.
But in L5R I don't really see any mechanics that drive the game forward or force player interaction. What's to stop a player from not playing any characters/attachments to save up fate, bidding lots of honor to gain a bunch of cards (no hand limit), let one or two of their own provinces break but then have so many cards and resources to win every conflict thereafter? I understand that this could be seen as a legit strategy but to me it makes for uninteresting gameplay in a card game. Now if the defender doesn't oppose a conflict they lose one honor, but that doesn't seem like enough to dissuade stalling.
Also, it doesn't feel like attacking is incentivized enough. If I'm making an attack, I don't know what cards my opponent has and so it's really hard to tell if I'm in a favorable position to win or not, as from what I understand the attachments / events one has in hand can swing a conflict by a lot. Making matters worse, if I lose, I give my opponent the ring which helps them get the imperial favor.
Could a possible lack of forced player interaction be part of the reason why games of L5R tend to be rather lengthy compared to others?
I would love to get your opinions on this and get some input from the devs and people who play the game. What am I missing? Otherwise, L5R seems to bring a lot of unique mechanics to the table and I really like the artwork, but these concerns with the gameplay make me hesitant to jump the gun.