Post by cassusaevum on Mar 6, 2019 18:36:28 GMT -5
I'll preface this by saying I'm enjoying L5R and want to keep going with the campaign. I am, however, starting to think that we may be better off in a different system. This is stemming from a variety of different discussions I've had with you guys coupled with my own feelings for the system so far. I've spent a lot of time thinking about how the pieces are fitting together in this longer break that we've had. I'm enjoying the story and the characters and definitely don't want to scrap the campaign because of system weirdness but I do want to put some options on the table. I also want the story to unfold in a way that maximizes fun for everyone.
Here are my nits:
1. The Strife system can, at times, force you to roleplay in certain ways you might otherwise not wish to.
2. The Honor and Status system can feel punishing and punitive and, frankly, isn't clearly defined. That's on purpose and has existed in previous editions, but isn't a great fit for all groups.
3. Advantages and Disadvantages are difficult to keep track of and, as a result, rarely have much meaning in play.
4. Dice rolls always carry a risk of strain - this makes it hard to do things like call for a notice check.
5. The intrigue mechanic (not the influence one I added for court but how actual intrigues work in the book) is quickly becoming repetitive
6. Stances have mechanical meaning, but we've somewhat disconnected them from the RP meaning. I think this is inevitable - much like in FFG Star Wars, there's just a lot to try and keep track of so it's hard to incorporate some of the "narrative" aspects of the rules set when you're actually sitting at the table.
7. The mass combat system is meh at best (and no matter what we do, I'm throwing it out in favor of something else)
8. I find the skill system lacking. When you weed out the truly useless skills, there's not much variety remaining.
9. The Title system, while initially interesting is, in practice, another mechanical bit to try and track and one that doesn't have much payoff for the tracking
10. Bookkeeping. There is quite a bit more than I realized at first blush, as evinced by your growing stacks of cards.
So, despite the length of the list, if folks are just really digging the FFG L5R system, I can make it work. I might houserule some things (like turning off Honor/Status/Glory), but I don't think it's a completely unworkable system. That said, my proposal would be to switch to FATE Core (not to be confused with FATE Accelerated, which I think would be a little too abstract for me for L5R).
So, realistically, what might that mean for the game? First, it would mean throwing out a lot of the forced drama of the "samurai drama." By that, I mean we won't have every roll with an opportunity to get strife and the whole masking/unmasking thing would be right out the window. If you want your character to have a violent outburst, then that's up to you, not how much strife you've taken. Likewise, the dice won't be able to force you to be sad or scared or whatever. Next, Honor, Status, and Glory would be gone, except as expressed in Aspects and Conditions. But gaining and losing these attributes would no longer be a thing. Mechanical resolution would of course change as well, relying on the standard FATE system (4 fate dice + skill compared to a TN or an opposed roll). We would probably leverage both the idea of contests and the idea of the Fate Fractal (both of which probably only mean something to Dave, but oh well) to take care of things like Court intrigues.
The objective would be to create a more flowing RP experience that isn't quite as bounded by the rules (both mechanically and from Rokugan society) while trying to keep the same characterization and the path of the story. I would be using a somewhat "hacked" version of FATE Core that I'm still tweaking/finalizing (looking at you, skill list), but for example, your 5 Aspects would look something like:
1. High Aspect
2. Trouble Aspect
3. School Apsect (Kuni Purifier / Kakita Duelist / Shosuro Infiltrator / Mirumoto Twin Blades)
4. Honor Aspect (how you feel about Honor in Rokugan - example: Honor is a Tool; My Honor is my Life; Death before Dishonor; Honor is a Lie; There are things more important than honor; etc...)
5. Open Aspect
6. Open Aspect
All cards on the table, I'd prefer to switch to Fate. That said, I'd still have fun in the FFG version... I just think that overall we might find FATE to be less intrusive.
Let me know what you think. If we want to stick to FFG, then all systems go for Friday. If we want to switch, still all systems go, but we'll spend the first part of the session doing a bit of a conversion/rewrite of your characters.
Here are my nits:
1. The Strife system can, at times, force you to roleplay in certain ways you might otherwise not wish to.
2. The Honor and Status system can feel punishing and punitive and, frankly, isn't clearly defined. That's on purpose and has existed in previous editions, but isn't a great fit for all groups.
3. Advantages and Disadvantages are difficult to keep track of and, as a result, rarely have much meaning in play.
4. Dice rolls always carry a risk of strain - this makes it hard to do things like call for a notice check.
5. The intrigue mechanic (not the influence one I added for court but how actual intrigues work in the book) is quickly becoming repetitive
6. Stances have mechanical meaning, but we've somewhat disconnected them from the RP meaning. I think this is inevitable - much like in FFG Star Wars, there's just a lot to try and keep track of so it's hard to incorporate some of the "narrative" aspects of the rules set when you're actually sitting at the table.
7. The mass combat system is meh at best (and no matter what we do, I'm throwing it out in favor of something else)
8. I find the skill system lacking. When you weed out the truly useless skills, there's not much variety remaining.
9. The Title system, while initially interesting is, in practice, another mechanical bit to try and track and one that doesn't have much payoff for the tracking
10. Bookkeeping. There is quite a bit more than I realized at first blush, as evinced by your growing stacks of cards.
So, despite the length of the list, if folks are just really digging the FFG L5R system, I can make it work. I might houserule some things (like turning off Honor/Status/Glory), but I don't think it's a completely unworkable system. That said, my proposal would be to switch to FATE Core (not to be confused with FATE Accelerated, which I think would be a little too abstract for me for L5R).
So, realistically, what might that mean for the game? First, it would mean throwing out a lot of the forced drama of the "samurai drama." By that, I mean we won't have every roll with an opportunity to get strife and the whole masking/unmasking thing would be right out the window. If you want your character to have a violent outburst, then that's up to you, not how much strife you've taken. Likewise, the dice won't be able to force you to be sad or scared or whatever. Next, Honor, Status, and Glory would be gone, except as expressed in Aspects and Conditions. But gaining and losing these attributes would no longer be a thing. Mechanical resolution would of course change as well, relying on the standard FATE system (4 fate dice + skill compared to a TN or an opposed roll). We would probably leverage both the idea of contests and the idea of the Fate Fractal (both of which probably only mean something to Dave, but oh well) to take care of things like Court intrigues.
The objective would be to create a more flowing RP experience that isn't quite as bounded by the rules (both mechanically and from Rokugan society) while trying to keep the same characterization and the path of the story. I would be using a somewhat "hacked" version of FATE Core that I'm still tweaking/finalizing (looking at you, skill list), but for example, your 5 Aspects would look something like:
1. High Aspect
2. Trouble Aspect
3. School Apsect (Kuni Purifier / Kakita Duelist / Shosuro Infiltrator / Mirumoto Twin Blades)
4. Honor Aspect (how you feel about Honor in Rokugan - example: Honor is a Tool; My Honor is my Life; Death before Dishonor; Honor is a Lie; There are things more important than honor; etc...)
5. Open Aspect
6. Open Aspect
All cards on the table, I'd prefer to switch to Fate. That said, I'd still have fun in the FFG version... I just think that overall we might find FATE to be less intrusive.
Let me know what you think. If we want to stick to FFG, then all systems go for Friday. If we want to switch, still all systems go, but we'll spend the first part of the session doing a bit of a conversion/rewrite of your characters.