So, recently I decided to switch primary clan, from Dragon to Unicorn, for very specific reasons that I came to while reflecting on a specific part of L5R’s design. I thought I’d share my ramblings here. This post is longwinded and "blog-ish", but I have no blog so I'm dumping it here. Please feel free to disagree, or just disparage me for being treasonous in switching my allegiance so easily.
Let me just say though that the moment the Dragon’s monk deck feels right, I’m certainly going to switch back almost instantly. The only kind of Dragon deck I want to play is Monk. My current deck is pretty similar to the one suggested recently on Imperial Advisor, so I feel kinda validated (with a bit more emphasis on Shugenjas – I splash Phoenix). But still, it feels quite clunky to me and still not very monkish. It’s not there yet. And so I actually got… bored.
A bit of background first. When I read the Learn To Play rules for the first time, before even buying the game (I knew nothing about Rokugan at that point), I decided that my primary clan would be Dragon, and Unicorn came in a close second. I loved the horse-rider theme, and the purple banner, but Dragon still won for its mysterious warrior-monk shtick. Those decisions were 100% based on theme, because that’s something that is massively important to me.
Before L5R, I was an avid Android:Netrunner fan. I didn’t play much, but I bought a lot of cards during the last two or three years of this game’s life and I actually enjoyed making decks without even playing, because every card dripped with theme and story and you could imagine a narrative developing even as you made your deck. That’s probably my favorite part of that game’s design: everything refers to a known entity in the gameworld, from the board layout terminology (such as grip/heap/etc. or server/archive/HQ/R&D/etc) to the cards themselves: programs, hardware, events/operations, etc. Even an abstract category like Resource ends up very concrete because you got jobs, locations, contacts and such that, once on the table, it’s pretty clear what’s happening or where.
Back to L5R. I didn’t play much Unicorn in the beginning because it was quickly apparent how sub-par they were. The movement mechanic is a very nice idea and to this day I still thoroughly approve of it – after all, they are riders – but the execution was not there, we all know that. So I played Dragon exclusively until the Elemental Cycle.
When I started trying out Unicorn with the new stronghold and the new cards, I quickly realized how much more fun I had than playing Dragon. Here again, I was executing a specific theme through a mechanic. Riders come in wave, don’t they? So having a lot of cavalry on the board, and enabling effects from that fact, felt absolutely right. It’s fun. I love it. I love Cavalry Reserve in this context, more than in the beginning; I love Force of the River among the new cards. Playing Charge! with the Kaze Regulars makes so much sense (rather than, say, a lone, non-riding character in just about any clan). There’s an overarching theme here and building my deck around it, trying to enable it as best as I can, is really what this game is all about, in my book. I’m really happy at what Unicorn has become after the Elemental Cycle. Side note: I don’t care much about its overall standing in the competitive meta; I just want a fun deck to play that makes sense, even when I don’t win.
So all that being said, what’s up with Dragon? Consider their stronghold ability: it makes you profit from owning and playing attachments. Oookay, does this relate to Dragon being flexible and individualistic? Not sure here, to be honest. What’s more, this begs the question: what the **** is an attachment anyway? We have items, spells, techniques, conditions, and so forth. We’re ending with everything and anything there, because an attachment is in fact nothing in the gameworld. It’s a terminology that refers to the cards themselves. You play a card on – you attach it to – another one. That’s. It. That’s what struck me: this is such a disappointingly BORING mechanic to build a clan around!
It’s almost silly how a simple name – “attachment” – makes me feel totally uninvolved with my deck in the end. At this point in the game development I’m not sure any new Dragon card can excite me enough when the game plan is just… to play attachments. Meh.
Now, my premise here is that the stronghold action dictates how you play, or at least how you deckbuild. Is this wrong? I want my Monk deck to work with a new stronghold that enables something Monk-related and relevant to what monks do. I’m pretty sure we'll have something down the line, but if they still link that new stronghold to attachments, I will be… quite saddened.
Attachments… Ugh. They really missed something with that design choice, comparatively speaking. That’s my final takeaway. Not sure it’s just in the name, although to be fair trying to find a single, gameworld-relevant descriptive for everything they’ve put in that category is probably impossible. So I guess that, in the end, the name “attachment” is just a shorthand for what I think is disappointing with it: it means everything, and therefore nothing.
And now... Discuss!
Addendum: I suddenly realize that fate manipulation might actually be the one avenue where a Dragon deck feels thematic enough for me. But enough with attachments already!
Edited by Ascarel