So I just finished reading through the core rule book and I thought I'd post a couple quick reflections and queries here. Note that I have not played any L5R since a bit of 1st edition around 2000 or so. What drew me to this edition was the impressive looking rule book and an interest in the setting since I'm a professor of Asian history with a strong interest in samurai culture, though my major specialty is Chinese military history. I have been playing RPGs since 1981, mostly fantasy.
So after reading through the rules, I still love the setting and I'm very much looking forward to reading Emerald Empire, which I started last night, and the Shadowlands sourcebook, which arrived in the mail today, along with Mask of the Oni. I also like the fact that there are so many character options with the different clans, schools, specialties, skills, and techniques. It really seems to encourage lots of variation and customization and I look forward to making a few characters.
That being said, I will say that I found the rules a bit hard to follow at times, mostly because they are scattered throughout a pretty hefty book and there are not always clear examples. I assume things will become clearer after I actually play a few times, preferably with some experienced players to start. Additionally, it seems that there are many cases when they require dice rolling when simple roleplaying would be just as good, if not better. To my grognard sensibilities, this is a feature of many newer games. They create lots of mechanics to stimulate roleplaying, but in fact they often just bog things down and discourage creative roleplaying by using mechanics to determine outcomes. I hate that aspect of Adventures in Middle Earth where the GM basically determines ahead of time how the party is supposed to feel after a journey and they have all kinds of dice rolls to determine the results of audiences with patrons and the like.
In the case of L5R, I'm not crazy about the strife mechanic because it seems pretty arbitrary in the sense that it's basically a function of dice rolls. Likewise, needing opportunities to find out additional information and such in certain situations seems a bit clunky. So, for those of you who have played a bit, how does this actually shake out at the table? My personal feeling is that I'd probably use fewer rolls for social situations and intrigues and just encourage my players to get into character, but will that detract too much from the intended feel?
Finally, if anyone is in the South Mississippi or New Orleans area, I'd love to join a face to face game to better learn the mechanics (and of course meet new people). Love to hear feedback from those of you have played a bit.
Thanks!