As I have mentioned in other threads over time, I'm somewhat indifferent about this new iteration of the world of L5R. I jumped on the game at release, and I liked what I saw, but with time I just quit the game as I found it too convoluted... too many layers of mechanics leading to too many decision points that made it too much of a hassle for me to play a game to the end. If I ever summon the energy to play nL5R again, it will be something like Skirmish, not the "full" version. I still keep buying the packs as they come out, more from brand loyalty that anything else.
But then, this is about the story...
With fiction I think something similar happened to me: I liked it at first. Unlike oL5R, where the story (and the world) was being hapzardly developed "on the go", nL5R takes advantage of what has been already built and aims to tell their own story better; the plots are carefully built and taken to their eventual conclusion, avoiding many, many pitfalls. However, the developements are sooooo slow that it's easy to forget about the world for months. As it had happened with the gameplay, the world is more solid but.... it also feels somewhat lifeless to me. When a new story appears on the website I'll read it right away, and check this forum for analysis and some conversation... then I'll forget about it until next time. Honestly, I think this is more about the glacial rate of the story progression that the actual quality of the stories.
However, now I have realized other thing that bothers me... this is a game that (at least in theory) has a new (if small) set of cards every month. The old versión had a big set every 4 months or so? New card spoilers were a big thing back then, not only for the new cards themselves with their play mechanics, but because of the plot twists in them. Because the story was told in the cards, too. Characters did this or that, battles were won or lost, *things happened* that got you excited with the world of Rokugan. In theory, nL5R would do better for that reason.
However, this isn't true. Watching the complete last pack I realized... you can get a entire cycle spoiled and it tells you nothing about whats happening. You get some generic "events" that could fit any overall samurai-with-a-tinge-of-the-fantastic story; new attachments, some generic, some unique; and mostly generic characters, some unique characters. Of these, the more "exciting" may be new characters you recognize from the old version of the game ("look, they did Ikoma Tsanuri, yay"), but actually her card doesn't tell you anything about her story, or you get a new version of a character, which is not an "experienced" version, just an alternate. In my opinion, the loss of the experienced trait (forget about the mechanics) is, by itself, tragic because that was one of the most graphic and understandable ways in which the cards interacted with the story and drew the plot forward ("Zombie Paneki! No way!").
So, what's the point of this mini-rant? I'm not sure, to be honest. Maybe I had a brief illumination checking the spoilers of that last pack. I wish there was a middle way to tell this new story. I understand the need to avoid the sillyness in the old story, as it was compromised by the need to incorporate as many tournament results as possible. But I'd like something more alive, more exciting. I'd like to be able too look forward for the first person opening a new pack halfway around the world and post it on social media and be excited to know what has happened in Rokugan and to the heroes and villians that populate it.
Edited by Mon no Oni