Heroes of Rokugan I
- Plans and Storyline Development - A Discussion
- Satsume's Tournament
- Kitsuki Evidence
- A Chance Meeting
- Spiritual Presence
- Legacy of the Dark One
- Winter Court: Kyuden Asahina
- The Face of Fear
- Arrows From the Woods
- Evil Feeds Upon Itself
- A Mantis and His Rat
- The Falling Darkness, Soul of Iuchiban
- The Ties that Bind
- The People's Expense
- Occult Murders, Soul of Iuchiban
- Lies, Lies, Lies
- Drawing Out the Darkness, Soul of Iuchiban
- A Foreign Legacy
- A Magistrate's Duty, Soul of Iuchiban
- Fury of the Elements
- To Do What We Must
- Winter Court: Kanrinrin's Duty, Soul of Iuchiban
- The Fate of a Hantei, Soul of Iuchiban
- Smoke and Mirrors, The Lion and the Crane
- A Hidden Blade, The Lion and the Crane
- Treachery and Deceit
- Winter Court: Shiro Kyotei
- Ancestral Dictate, The Lion and the Crane
- A Heart of Vengeance, The Lion and the Crane
- Soul of Akodo, The Lion and the Crane
- Darkness Beyond Darkness, Shadow's Path
- The Chrysanthemum Festival, The Lion and the Crane
- Kuro's Fire
- Duty on the Wall
- Fist of the Earth, Shadow's Path
- Day and Night
- The Scorpion's Sting
- Flower's Kiss
- In Time of War
- Winter Court: Shiro no Kaiu
- Proposal of Peace
- Way of Deception
- A Walk Through the Mountains, Shadow's Path
- Narrow Ground
- Peasant Defense
- The Price of Loyalty
- Dark Eyes on the Wall
- Tao of the Naga
- The Cost of Duty
- Storm and Forest
- Stain Upon the Soul
- Command of the Kami
- The Jade Championship
- Twisted Forest
- Funeral Pyre
- Time to Pay the Price, Shadow's Path
- Damning Evidence, The Hidden Temple
- Test of Courage
- Winter Court: Kyuden Bayushi
- Corrupted Ground, Shadows of an Iron Citadel
- A Question of Honor, Shadows of an Iron Citadel
- A Last Wish, Shadows of an Iron Citadel
- Blood of Midnight, Shadow's Path
- Fires of Retribution, The Hidden Temple
- Faith in My Clan
- Along the Coast at Midnight
- Unmaker's Shadow, Shadow's Path
- The Dragon's Heart, The Hidden Temple
- Time of the Void
- The Day of Thunder
Heroes of Rokugan II
- Plans and Preparation
- The Topaz Championship
- Treacherous Terrain
- Writ of Justice
- Tears of a Fox's Heart
- Wrath of the Kami, Remorseful Seppuku
- Unrequited Love
- Devoured by the Sea
- Scholarship, Remorseful Seppuku
- Uncertainty
- Unquiet Graves, Remorseful Seppuku
- Way of Death
- The Sapphire Tournament
- Bloom of the White Orchid
- The City of Lies
- The Bon Festival
- Stolen Relics
- Forgotten Shrine, Remorseful Seppuku
- A Say's Sail, Shipping Lanes
- Charge of the Baraunghar
- The House of a Thousand Stories
- Winter Court: Shiro Hanagensai
- In Search of the Future
- Compassion, The Code of Bushido
- Bayushi Lineage: Fathers and Sons
- Unexpected Find
- Legacy of My Ancestors, Shipping Lanes
- Corrupt Officials
- Grave of Heroes, Ominous Portents
- Voice of the Emperor, Ominous Portents
- Imperial Funeral
- Test of Purity, Ominous Portents
- Essence of Yume-do
- Shadows on the Court
- Strength From Weakness, Twenty Goblin Winter
- City of the Lost, Twenty Goblin Winter
- Failure of Courage, Twenty Goblin Winter
- Kharmic Vengeance
- Sleepless Nights
- Honesty, The Code of Bushido
- Journey to the Burning Sands
- The Tortoise and the Hare
- Harsh Lessons
- A Champion's Heart
- Corrupted Region, Shipping Lanes
- Unexpected Betrayal
- Courage, The Code of Bushido
- City of Empty Dreams
- Campaign Fiction: Scenes from the Empire, Summer 1502
- Secluded Village
- Cursed Gift
- Touch of Obsidian
- The Siege of Shiro Usagi
- Campaign Fiction: The Seppuku of Bayushi Tenkai
- Retirement
- Shadows of Beiden
- Into the Darkness
- Heated Discussion, The Code of Bushido
- Campaign Fiction: Scenes from the Empire, Autumn 1502
- Broken Words
- Assigning Blame
- Winter Court: The High House of Light
- Winter Court: Shiro no Shosuro
- Duty and Honor, The Code of Bushido
- The Cherry Blossom Festival
- Campaign Fiction: Scenes from the Empire, Spring 1503
- Undignified Death
- Loyalty, The Code of Bushido
- Marriage Celebration
- Fall Before the Master
- Border Conflict
- Campaign Fiction: A Summer of War, Parts 1-4
- Nemesis of Justice
- Summoned to Justice
- Essence of Toshigoku
- Doom of the Crab
- The Hidden Heart
- A Long Journey, Shipping Lanes
- Allegiance to the Emperor
- Campaign Fiction: A Summer of War, Part 5 and 6
- Contest of Artistry
- Reverence for Chikushudo
- Masterpiece: Iron Crane Chef
- Mujina Tricks, Remorseful Seppuku
- Spider's Lair
- Words and Deeds
- The Final Interactive: Weekend in Rokugan 2010
- Campaign Fiction: Brother and Sisters
- A Fallen Friend
- Truth and Falsehood
- A Hard Rain Will Fall
- An Arranged Marriage
- Whispers of the Moon
- Fate of the Assassin
- March Unto Death
- Celestial Journey
- Words Cut Like Steel
- To the Last Breath
L5R Homebrew
- ➔ A Root Problem: Conflicting Themes
- Power Levels and Power-Creep
- Defense Versus Offense
- Raises
- Narrative Control Mechanics
- Wounds and Death Part 1
- Thugs Versus Characters
- Dueling
- Wounds and Death Part 2
- Schools, Techniques, and Kata Part 1
- Spells and Secrets
- Schools, Techniques, and Kata Part 2
- What's with these Shugenja, anyway? br>
- Unofficial 5th Edition
A Root Problem: Conflicting Themes
Once I really started digging into the design of L5R at the foundational level, one of the more interesting realizations I came to was that the game had an inherent flaw that went all the way back to 1st Edition: it was presenting two different themes which were in conflict with each other.
The game was intended to be the RPG version of the world (Rokugan) that had already been created for the story of the L5R CCG. That world was of course a samurai world, full of death, defeat, and tragedy… but it was also full of honor, heroism, memorable characters, and world-shaking epic storytelling. The RPG sought to evoke that world in ways both small and large, from the existence of mechanics like Great Destiny and Void Points to the character advancement mechanics that allowed PCs to ascend to the pinnacles of mastery in their Skills and Schools. The very fact that the core book referred to adventures as “stories” made it clear that this was supposed to be a game where the characters were the protagonists of dramatic samurai fiction.
At the same time, however, lead designer John Wick seems to have envisioned a “samurai RPG” through the prism of Akira Kurosawa’s downbeat, genre-subversive samurai films. He wanted a game where the characters were of no great importance and could die at any time, their lives brief and obscure. This was reflected most clearly in the combat/Wounds system and the Mass Battle system, both of which made it astonishingly easy for the PCs to be randomly killed by… pretty much anyone. Indeed, when Wick finally designed his own self-published samurai RPG “Blood and Honor” two decades later, it followed that model exactly: a game in which the PCs are minor pieces in the structure of their Clan, dying frequently and usually with little accomplishment to their names. The Clan matters, the PCs do not.
With hindsight, I can’t help but see the 1st Edition design as a clumsy attempt to merge these two divergent themes, these two conflicting ideas on what an L5R samurai RPG should be. On the one side a harsh, merciless, downbeat game about samurai who live and die in brief tales of tragic futility. On the other side, the heroic/epic themes and long-form stories that drove the CCG storyline.
This made the game design itself discordant in a number of ways.
Why have five ranks of School Techniques, for example, if your character is unlikely to live past Rank One? Why have Advantages and Disadvantages that are designed for long-form storytelling – things like True Love or Social Position or Sworn Enemy or Higher Purpose – but at the same time have a combat/Wound system that makes it quite easy for an angry peasant to murder you with a sharp stick?
(Interesting side-note: John Wick has claimed in several interviews and essays that he actually wanted characters in L5R to just straight-out die if they were hit by a katana, but AEG forced him to change that, so he made the combat system as close to that level of lethality as he could get away with. I don’t know if that is true – these sorts of Wick stories always come with several grains of salt – but when he had the chance to make his own samurai game in Blood and Honor, he did in fact make katana into one-hit-kill weapons.)
When I ran the HoR1 and HoR2 living campaigns, I found myself continually slamming up against this internal conflict in the design. I wanted to tell long-term stories, to have the PCs become movers and shakers in Rokugan and ultimately the key players in saving (or dooming) the world – why else do a multi-year “living” campaign? In fact, I only wrote a handful of adventures – two in the first campaign, one in the second, and the finales of each -- that were specifically intended for plot/drama reasons to cause large numbers of casualties. But the lethality – the -random- lethality – of the system regularly undercut my goal of telling a long-form story. Even in HoR2, where the 3rd Edition system made the characters both more powerful and harder to kill, and I deliberately wrote many adventures to be less dangerous, chains of lucky/unlucky die-rolls often wrecked havoc. In the GM guidelines for both campaigns, I wrote that “characters’ deaths, like their lives, should have meaning and purpose” but all too often this was not the case in actual play.
Designers of L5R’s later editions all sensed the underlying conflict between the original game’s two themes, and tried to find ways to mitigate it – but since “design inertia” presented any serious re-examination of the original’s root mechanics, the results were mixed. Characters got more Wound ranks and later also got a bigger “Earth x5” Wound Rank, Void Points gained the power to negate Wounds, and the mechanical impact of Wounds became less debilitating by changing from dice penalties to TN penalties. (BTW, this change was another example of “design inertia” – 2nd Edition’s change from dice penalties to TN penalties was justified by the game’s smaller dice pools, but then 3rd and 4th stayed with TN penalties while re-inflating the dice pools. During the design of 4th Edition I advocated for going back to dice penalties but the rest of the team preferred otherwise.) All of these changes made PCs somewhat harder to kill… but deaths still were determined by the random effects of attack and damage rolls, so a PC could still die in pointless futility from sheer bad luck.
A closely related problem here is that L5R was originally intended to be a “Narrativist” game as such things were designed and played in the mid-Nineties – hence the emphasis on adventures being “stories,” the importance of non-combat Skills and activities, and the presence of Void Points that granted players greater control over their fate. But in the years since then, narrative RPG design has advanced in all sorts of ways, while the successive editions of L5R have actually drifted away from narrative and toward more mechanical complexity and simulationist detail. Random death is an accepted part of a simulationist game, but undermines the goals of a narrativist game – another manifestation of L5R’s conflicting themes.
So… the point of all this, ultimately, is that I think the fundamental thematic conflict in the original design needs to be dug out, understood, and resolved. What sort of samurai game do you want to play? If in fact you are fine with the specter of random, futile death stalking your game, play on with L5R as written, or play Wick’s Blood and Honor. But if you want the game to more story-driven, to embrace the themes of epic heroism and grand tragedy found in Rokugan’s history, to let PCs’ deaths have meaning and purpose… then a whole lot of things need to be re-worked at a fundamental level.
Obviously, my own preference is the second option.