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
Narrative Control Mechanics
As I mentioned earlier, when L5R was first published it was a “narrative” game design as such things were understood in the 1990’s. That meant things like a simple design that put just as much emphasis on non-combat Skills and abilities as on combat ones, and the inclusion of story-focused elements like Advantages and Disadvantages. It also led to two specific mechanics: Void Points, which granted the players the ability to boost their characters’ chances of success, and Tests of Honor, which gave characters a back-up defense against social attacks.
John Wick’s very next game 7th Sea took additional steps to expand the players’ control options, allowing players to accumulate “Drama Dice” during play rather than just by resting, and allowing them to spend “Reputation Dice” on social rolls. 7th Sea’s original design was flawed in a great many ways, but there’s no denying that Wick was looking for ways to give the players more control over their characters’ stories. Since then, of course, narrative design has advanced a great deal, with systems like FATE, Sorcerer, Wick’s own Houses of the Blooded and 7th Sea Second Edition, and FFG’s Star Wars/Genesys all finding different ways to give players ways to control their characters’ stories.
L5R’s later editions, however, for the most part did not follow these developments in narrative game design. I’m not sure how much of this was due to the natural tendency to keep what already existed because it would be comfortable and familiar to the players, how much was due to the pernicious influence of the d20 era (I don’t like to acknowledge that d20 Rokugan was ever a thing, but… it did exist), and how much was due to the specific teams designing the later editions. I myself certainly have a share of the blame for not seeking a more significant re-working of the L5R design in 4th Edition. Regardless of the reason, the later editions of L5R actually shifted to less narrative and more complex, rules-heavy, tactical-combat-oriented play, an evolution which I regarded with dismay.
That being said, there was a limited attempt in 3rd and 4th Edition to give players a bit more control over their stories by making Void Points more flexible (the “spend Void to negate damage” option was quite popular) and by letting Tests of Honor be used as a (somewhat risky) re-roll option for any failed roll rather than just to resist dishonor. However, the game design as a whole became more legalistic and less flexible in those editions, so these modest gains in narrative control were more than offset.
So, when I started thinking seriously about how to rework the L5R design in 2013, one thing I immediately addressed was the need to simplify the overall mechanical design and get back to 1st Edition’s looser, less tactical game-play… but another thing I looked at was how to give the players more opportunities to exercise narrative influence. I wasn’t prepared to go whole-hog “pure Narrativist” in the manner of Wick’s Houses of the Blooded (or its samurai spin-off Blood & Honor), but I definitely wanted to give the players more input on their characters’ chances for success. I had already been working on a personal RPG design that went in the same direction, and I felt that L5R needed a similar approach.
One thing that had stood out to me in the old 7th Sea design, for all its flaws, was that it did reward the PCs for boosting their Reputation stat (that game’s equivalent of Glory) by letting them spend “Reputation Dice” on social rolls. I really liked that idea, because in L5R the two “setting” stats – Honor and Glory – were seriously underutilized. Honor had only limited in-game value (which tended to badly undercut the game’s “Honor is Stronger than Steel” slogan), while Glory had essentially none (its only in-game effect was how easy it was to recognize high-Glory characters). Infamy, the counterpoint to Glory that was tentatively introduced in 3rd Edition and became more standardized in 4th Edition, likewise had no real effect – barring house-rules. (In the Heroes of Rokugan 2 campaign, I introduced a house-rule whereby too much Infamy relative to Glory/Status could cause your character to be made ronin. This only took effect once or twice in the campaign, but the threat of it made players far more conscious of their Glory, which I felt was good.)
When I had built my own homebrew RPG design, I deliberately created multiple ways for the PCs to boost their die-rolls, including one based on a “Virtue” stat that was determined by the characters’ adherence to their world’s dominant religious code. This design approach did mean that the players had to keep track of multiple “boost” abilities, but since the rest of the game design was very streamlined and simple, the burden of complexity stayed low – and unsurprisingly, after a few early reminders the players quickly learned to keep track of all the boosts they had. Subsequently, I looked at ways to carry this same idea into L5R, and sought to resolve the complexity issue in the same way – by cutting out complexity from other parts of the design, such as Skill Mastery Abilities, Emphases, and damage rolls. (Yes, damage rolls… more on that in the next essay.)
What I ended up with by 2015 was a system in which the characters had five ways to boost their rolls: Void, Honor, Glory, Infamy, and Taint.
-- Void worked essentially the same as before, boosting any die-roll by +1k1 but also having other abilities such as negating Wounds or letting a PC ignore Wound penalties for a Round. This made it the most powerful and flexible of the five possible boosts.
-- Honor only boosted Skill rolls, but awarded a +1k1 boost in the same manner as Void. (It should be noted that this idea comes in tandem with restoring Honor to its original 5-rank system, rather than the 10-Rank system used in 4th Edition.)
-- Glory awards +1k1 boosts on any “positive” Social Skill roll, e.g. Courtier, Sincerity, Etiquette, and suchlike. I also experimented with an alternative approach in which Glory awarded only +1k0 boosts but any number of Glory Points could be spent on the same roll.
-- Infamy awards +1k1 boosts to “negative” Social Skill rolls, e.g. Intimidation and Temptation. Here again, I also considered an option for +1k0 but with the option to spend multiple points on one roll. The +1k0 option is definitely weaker overall, since mathematically an unkept die is only +2 to a roll’s total result whereas a kept die is +6, so the GM’s choice here should be based on how strong you want Glory/Infamy to be in your game.
-- Taint awards +2k2 – or if you really want to make corruption tempting, +3k3 – to any roll… but you get more Taint every time you use it.
An important note: I decided to make all of these boosts “per session” instead of letting them refresh daily. The basic reason for this was that I had seen over the years how the “Void and Spells refresh with a night’s rest” mechanic encouraged players to take a D&D-esque approach in which they constantly sought opportunities to rest before the next big scene. It also meant that in adventures which took place over an extended period of time (such as travel or Winter Court scenarios), Void and Spells effectively became limitless, distorting their value. Accordingly, I decided it would be better to take a more abstract approach in which things like this – not just Void and Spell-recovery but also stuff like healing and limited-use Techniques – are handled “per session” and players/GMs are not required to worry about how often the PCs can rest. Obviously, the GM has the option of overriding this if it seems appropriate – if the PCs go on a month-long hike from the Crab lands to the Imperial capital midway through the playing session, it is reasonable to let them regain their health and boosts during the trip.