We have a shift coming up in our L5R campaign. One player is heading off to graduate school and another veteran player will be joining us. Bringing a new player into an ongoing campaign can be a challenge. I've been thinking about best practices for that. Our new player, Nick, hasn't played in the Legend of the Five Rings setting before. I gave him a copy of the core book to skim for background. But Sherri suggested I write up an overview of what the game's about- and what the other players are like. I love double-purposing content, so I'm posting that here as well.
BASIC GAME PREMISE
The party are ranking samurai-class persons in a newly
founded family of the Dragon Clan. This family has the unenviable task of
establishing a community in lands seized from neighboring clans. Small,
uncertain, and with limited resources, the group has to bring stability and
secure this region for their clan.
The game play is a mix of investigation, social
interaction, fighting, community building, and personal themes. We play using
our homebrew Action Cards with the L5R setting (ACL5R)
It is worth noting that samurai social codes and forms
play a major part in L5R and other like games. You may have noticed the
mechanics for honor, all of the concepts for dealing with rank, etc. That’s
important, but I’ll admit I play loose with that. Maybe looser than other GMs
in this setting. Those elements are important, but I try to work them gently
into the situation- rather than hammering players with mechanics or mistakes.
That means I do a good deal of GM translation of player intentions. I’ll also
ask for clarifications at times and try to help you figure out what your
options are based on the setting.
PLAY STRUCTURE
This is a “seasonal” game, which means that we move the
clock forward from time to time. Generally a season will have 5-7 sessions (or
so) with the group dealing with plots and events, interacting with NPCs and so
on. Generally at the start of a season, I give a roundup of key events for the
end of the previous season and the beginning of the current one. The timing on
that’s deliberately vague. Then the group meets with their Daimyo and talks
about the things he wants accomplished during the season. From that the group
sets their agenda, figures out what they can assign to others, and discusses
personal tasks they want to undertake.
For the turn of season, we generally talk about what
everyone’s been doing when they weren’t occupied with the group missions.
Everyone picks a Seasonal action to improve themselves, support their office,
or help the family. There’s more on the loose mechanics of that in the ACL5R
rules. You can see the the choices the players made for the clan at this post.
THE NATURE OF THE DRAGON CLAN
So you’ll probably get this form the L5R main book, but
the Dragon Clan’s the most ascetic and removed from the day to day affairs of
the samurai world- or at least some of their families are. The families are the
Togashi, who are the monks and
include folks who use tattoo magic. The Agasha
who have a tradition of forging and creation magic. The Kitsuki who are investigators. The Mirumoto who are primarily defenders and duelists. Your family is
called the Shimasu and your specialty
is not yet set. There’s also a minor clan, the Dragonfly or Tonbo, who used to have a stronger
affiliation with the Dragon, but your family’s elevation has affected that. Of
course not all members of a particular family fall into the archetypal roles.
The Dragon are usually stereotyped as philosophers.
That’s often true, but they are still part of samurai culture.
THE FAMILY SET UP
So the deal is that the conflict between the Scorpion,
Unicorn, and Lion clans had begun to spiral out of control. In the midst of
that, the Dragon acted suddenly and decisively. They seized a middle region
between the three clans, primarily taking from the Lion Clan. The Dragon rarely
use their forces offensively and rarer still against other clans. As a result,
most underestimated their strength. Before their rivals could regroup and
strike against the Dragon, the Emperor (also called the Hantei) intervened. The seized lands would now be under the
authority of the Dragon. Informally it was made clear that for the next couple
of years, no military aggression would be permitted against them. After that,
they would have to defend themselves.
To oversee this new region, the Dragon Clan Daimyo,
Togashi Hoshi, took the unusual step of establishing a new family. This family
would be overseen by the Mirumoto Tactician who had planned and executed the
seizure, Shimasu Den. The new family would take the name Shimasu. Samurai who
had served with Den from across the clan were permitted to join or be recruited
into the new family. As well several ronin and fallen outsiders from other
clans regained honor or shifted their role by joining.
The Shimasu are a small family, trying to find their
place and made up of a hodge podge of backgrounds. They are connected to the
Dragon clan but remain somewhat isolated.
WHO ARE THEIR ENEMIES?
In the broadest sense, Fu Leng and the forces of the
Shadowlands are everyone’s enemies. But the Shimasu lands are a fair distance
away from those tainted places. Every once in a while, something manages to
sneak through. Or they may be called through. The Bloodspeakers are an evil
cult of blood magic users. They have cells and cabals of witchcraft, though
they can be detected by those who sense Shadowlands Taint. They can be nasty.
Additionally there exist non-tainted spirits and creatures who threaten,
generally called Yokai. They’re actually a more significant problem in the
Shimasu lands.
Three clans border the Shimasu lands. They represent
significant threats. The Lion Clan to the South and East resents the loss of a
portion of their rich farms and mines. They’re a strong military family and
clearly have focused on infiltration and sabotage of the Shimasu. They’re the
most likely to eventually initiate some kind of military maneuver. That’s
especially troubling because much of the area had been under Lion control for
generations. The local populace has a reputation for loyalty- meaning many have
fond memories of the Lion or suspicion of their new lord.
The Scorpion lands lie to the South and West. Downriver
lies the major city of Ryoko Owari. Smuggling is a major concern here and
trafficking in opium. The Scorpion are more subtle, but could also be a
military threat. They’re more likely to act to destabilize the province or
create a scene at Court. The Unicorn in the north have taken a more cautious
approach- though they lost some rich lands to the Dragon. They’re more neutral,
but the scattered nature of their leadership does mean that this could change.
More close at hand, the Shimsau family has some rivals
within the Dragon Clan. The leaders of family branches closest to them resent
the elevation of Shimasu Den. Some expected to be granted a portion of those
lands, some dislike the resources given over to a new family. The Dragonfly
minor clan especially feels slighted. For generations they have been the
ambassadors of the Dragon Clan. When outsiders wished to enter or speak with
the Togashi and others, they went through them. Now the Shimsau seems to be
another path to contact.
Finally there are other common internal threats: tensions
with some monasteries, banditry, etc. In particular the group has faced a
dangerous magic-using foe who seems to be investigating ancient sites, from
before the rise of humanity.
WHO ARE THE PLAYERS? (STATUS)
The PCs are significant and highly placed samurai in the
service of Shimasu Den. Each has an office they manage, as well as a small
entourage of supporting staff. There are other samurai in the service of the
family as highly placed: advisors, the Governors of the regions, the manager of
mines, the tax overseer. Plus there are other, younger samurai of a lower rank
within the family.
WHO ARE THE PLAYERS? (ROLES)
Each player has an office.
- Hatamoto (General): Commander of the modest military forces the family has. There’s a garrison in the lead city of Maru Katei. The general oversees that and organizes the patrols. The governors and others have small troops as well, but these are the men most in the field.
- Magistrate: Oversees investigation and prosecution within the family. This involves most of the day to day problems and common enforcement. He’s effectively the top sheriff. There’s also an Emerald Magistrate present who represents Imperial authority.
- Oniwaban (Spy Master): Handles rumor gathering, manipulation, external spying, and internal security. This is a secret role and though most expect the daimyo has a spy master, no one’s sure who it is.
- Onmyoji (Spiritual Advisor): He handles the ritual purifications and ceremonies in the daimyo’s estate. He casts fortunes, interprets omens, and offers spiritual counsel. It’s a little unusual in that this office is handled by a Monk (and a fairly martial one at that) rather than a shugenja.
- Ritual Master: The ritual master oversees events, ceremonies and rituals throughout the region. She makes sure shrines are kept up and that proper rites are held. The choice of a Witch-Hunter is this role is unusual- and has worried some.
We also have key NPCs fill the role of Master of Taxes
and Commissioner of Industries. A couple of others have characters filling
those roles, but these could be easily replaced by a new PC (with an
interesting story resulting).
WHO ARE THE PLAYERS? (CHARACTERS)
Kuni Setsu
Widowed wife of an Agasha; she accepted a role in the
new family in hopes of finding peace
School: Soshi
Shugenja
Role: Oniwaban (Spy
Master)
Flaws: Lost
Love (Aspect), Rival, and Dependent
Aspects: Gracious
Widow of a Great Hero, Finally Something to Strive For, Least Noteworthy
Student of the Soshi School
Trouble Aspect: All the Tools, No Experience
Sherri plays Setsu as the quiet support character. In
combat she’s focused on buffing and adding mobility to her comrades. Outside of
combat, she plays a behind the scenes game. When she hears about problems she
sees if she can quietly assign agents to use manipulation to fix it. She has an
interesting situation revolving around her late husband’s mistress’ child.
Kuni Kosunami
Widowed wife of a Kitsuki Investigator; she accepted a
role in the new family along with her cousin (Setsu)
School: Kuni
Witch Hunter/Shugenja
Role: Ritual Master
Flaws: Sworn
Enemy, Nemesis
Aspects: I
Know the Darkness, A Crab in Dragon Scales, Obsessive Focus,
Trouble Aspect: Always
Dead Certain
Jacque’s the player who will be leaving the group soon
for grad school. She has a pretty aggressive shugenja, mixed with some martial
skills. In another system we’d call her a warrior-mage. She’s deadpan and plays
her character as a true Crab clan member: most things can be dealt with via
force and anything Shadowlands needs to be dealt with first.
Mirumoto
Hayato
Respected warrior and commander
School: Mirumoto
Samurai
Role: Hatamoto (General)
Flaws: Permanent
Wound, Challenged, Fascination: Swords
Aspects: Widow-Maker,
the Grinder of Men; Prized Student of Mirumoto Kenichi; Courtesy is Priceless
Trouble Aspect: When
You Have a Hammer, Everything Looks Like a Nail
The most classic warrior of the group. Scott plays Hayato
as a professional military figure. At the same time he’s also skilled with
dealing with the common people (he took some talents related to that). He’s
built to be nasty in combat, great on the battlefield, and OK socially when he
can bring his aspects to bear.
Tokashi Ogawa
Former ronin now elevated to a position in the Dragon
Clan
School: Ronin
Bounty-Hunter
Role: Magistrate
Flaws: Cannot
Harm Innocents, Fascination: The Ladies
Aspects: Friends
in Low Places, I Will Prove I’m Not a Scorpion, Student of Seven Sensei
Trouble Aspect: Nosy
A former ronin who was elevated for his service to the
daimyo. He’s the investigator and detective for the group. He’s also an able
swordsman. He can handle some of the down and dirty tasks based on his
background. Alan plays him well- being willing to plunge into situations he
knows will cause him trouble in the long run. But he doesn’t do that in a
“let’s mess with crap” way. Instead he plays his character and takes his
knocks. Ogawa’s often the default leader in non-traditional situations.
Mirumoto
Yamakaji
Retired samurai turned Monk recruited for this new
family
School: Ise
Zumi Tattooed Monk
Role: Onmyoji
(Spiritual Advisor)
Flaws: Rival,
Cannot Lie, Cannot Harm Innocents
Aspects: The
Mountain Never Falls, The Truth is Always Best, Master of Balances
Trouble Aspect: Not
Yet Enlightened
Yamakaji is a former Mirumoto samurai who retired for a
time to become a Monk. He was called back into service to act as a spiritual
advisor and warrior. He’s striking in that he’s caught between those two poles:
wanting to be a representative of virtues and also being a dangerous combatant.
In combat he focuses on acrobatics, moving between unarmed and armed modes.
Outside of combat he tends to find causes and fixate on them. He’s the key
person in dealing with some of the spiritual strife in the region.
WHAT DOES THE GROUP NOT HAVE?
When I first came up with the game, I provided a list of
“schools” for the. You can see that list here. If you have any questions
about what those might be like you can ask- and you might be able to find out
how they’re written in the actual L5R rules by Googling them. I had them each
pick out two of those schools they were interested in and then I built the
abilities for those. You can see those example schools at the end of the ACL5R
rules.
As you’d expect, I build stories to what roles the
players pick- so any character type can be worked in. I’ll give you a heads up
if I think something would stomp on another players toes.
With Jacque leaving, we’ll be losing one of the two magic
users. She’s the more aggressive shugenja of the two, so another shugenja
wouldn’t be bad. We don’t have anyone who has taken a Scout or Woodsman-type
character. We don’t have a Courtier character; Sherri probably comes closest to
that. We don’t have a character focused on dueling; Scott’s filled in a little
on that and he has a disad tied to being challenged. We don’t have any kind of
crafter or role expert. We don’t have a Kiho-based monk.
Of course Schools really only determine some special
abilities, more important’s what personality of character you want to play. We
can figure out the backstory for how you’ve become part of the clan later.
IS THERE ANYTHING THAT WON’T WORK?
I do have a few restrictions. One, coming from the
Scorpion Clan won’t work. That’s based on past history and the way the
storylines have spun out. The Lion clans the other major adversary, but it
wouldn’t be that hard to work out a reason why you’ve joined. Pretty much most
other clans are open. Two, you’ll notice the Spider Clan mentioned in the L5R
book- they don’t exist in this setting in that form. So they’re out. Three, no
non-human characters (i.e. the Ratlings or Naga). Four, a couple of the Unicorn
clan schools are intensely focused on riding and being mounted; that might be a
problem in some game sessions.
Lone Wolves, Selfish, and Betrayer archetypes won’t work
with this group. Beyond that I’m mostly focused on making sure everyone has a
fun niche they want to play out.
WHAT’S THE GROUP LIKE?
They’re primarily focused on cooperation, given that
they’ve played together for many years. Usually there’s some planning before
operations and actions are taken. They might work at cross-purposes from time
to time, but that’s usually to generate drama and create play opportunities. We
usually play with open secrets- with the idea that having those out there
allows everyone else to play off them. For example, Alan’s character has had an
extended affair with a Scorpion agent. The rest of the group doesn’t know, but
the players enjoy the chance to put him into increasingly problematic moments
as a result.
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