I co-managed a game store in the heyday of CCGs.
I started back there just as the first Magic the
Gathering expansions landed: Arabian
Nights and Antiquities. While I didn’t
dig Magic that much, I tried to
push it. I didn't dislike like these games, I'd just dug Jyhad,
INWO, and On the Edge more. CCGs had a
weird life-cycle in those days. New lines popped up every week. We could
generally get some traction for just a few of those. Usually you’d get an early
adopter who would bought heavy and brought new people in. That’s how Wyvern, ICE's Middle-Earth, Netrunner, Feng Shui, and Star Trek survived through a couple of expansions before crashing. Part of my job involved
spotting and pushing those impressionable folks.
Then I heard about Legend
of the Five Rings. AEG advertised in Scrye
and elsewhere well ahead of release. I got super-hyped. I knew it had samurai-themed
fantasy; a multiplayer component; an evolving limited storyline; and
clan-themed decks so players could easily focus on a faction. I pushed
hard on L5R- roping in about a dozen players, getting them set up with decks, and arranging for play. But L5R wasn’t easy. It had tricky timing rules,
two-deck construction, and the potential for lengthy games. It could lock up
hard with more than three players. I kept cheerleading for a while, but it quickly became clear everyone wanted an easier game. I still liked it and felt bad. I bought
many players' cards off of them. I wasn't going to play but I wanted to
collect. I only kept up through the first several expansions. My enthusiasm had
a limit. Lacking players, all I had was the fun of looking
through and trying to construct head canon from the color text fragments on cards. Who was Toturi? Why was he attached to the Lion Clan? What was the
deal with the Kolat? Why did the clans have non-humans working in their mines?
I’ve been a sucker since then, buying into the CCG again
from time to time (and then stopping), picking up all the rpg materials, reading the novels, and
falling in and out of love with the setting.
This week the Atlas of Rokugan arrived. And it’s depressing...but maybe not for the reasons you’d assume.
You may know that AEG sold the Legend of the Five Rings
license to Fantasy Flight a couple of weeks ago. This isn’t the first time
that’s happened, but this feels more final and complete. FFG will have
a beta version of a new L5R LCG out for Gen Con next year. Perhaps we’ll see
some cool board games in the future. And FFG has indicated that if the LCG does well, they’ll
consider doing something with the rpg.
But that means that the Atlas represents the final product
for the L5R RPG 4th Edition. That’s too bad. This edition has been lovely and solid. They're best looking L5R products and among the nicest rpg books
I’ve seen. The layout team been consistent with the package and text design, making serious use of their existing art assets. It’s also the first edition that
embraces all of the setting's history. They shifted metaplot to the back and crafted resources which could be used for any era of play (well,
mostly). They came up with new approaches to presentation and themes. The elemental
“catch-all” books started weak, but got stronger. The massive Second City boxed
set offered a completely new campaign approach. The Imperial Histories volumes
encouraged GMs to do new things with Rokugan.
On the other hand it’s also good that we’re finished. The Atlas closes
out a solid and complete line. It does lack any good modules, a huge weakness.
But there’s enough material to serve any potential gamer. However with no
publisher, we'll see how hard it becomes to get these
books. Will FFG sell through the backstock? Will PoD be the only source soon?
Will it wither?
But that’s not what depressed me.
I’ve run several L5R campaigns, once with Rolemaster, one
with Storyteller, and the current game with Action Cards. Before Clan War I
painted figures in clan colors and wrote samurai skirmish rules. I love the
weirdness of L5R and the balance of social, magical, and physical concerns.
That’s despite some serious problems: the way it reduces some of the real
wildness and strangeness of the source cultures, the whatev’ smashing together
of distinct Asian cultures into a mish-mash, the odd treatment of real
world faiths, and the token exoticism of the setting at times. I’ve read Edward
Said, and yeah L5R can be Orientalist. I've cringed more than a couple of times. I’ve had to make my peace with that, but
I know that’s likely a cop out. My Rokugan’s pretty different as I’ve talked about before. And I hope that I can present a campaign that avoids those pitfalls.
But that’s not what depressed me.
What depressed me were the maps.
What depressed me were the maps.
Early L5R didn’t have maps. I mean they had maps, but just rough
and impressionistic ones. They had a great in-game justification for it. In Rokugan, Imperial decrees had the weight of law. If an Emperor stated or affirmed
something about geography: distance, routes, local terrain, it became an absolute fact
for future map makers. Contradiction and confusion meant that public
maps could only be picture, rather than a guide. In the game material that trickled
down to the presentation of places and regions. These existed in relation to
one another; landmarks simply lay in an area. But that area remained a board the GM could manipulate easily. Everything was fungible and the
GM had room to shift and mold the land. We could steal and swipe, bring in cool
descriptions, and fit travel to the scene.
Now we have a sense of distance, a sense of scale. We can
measure the miles between locations. Places aren’t empty, ready to be colored in on the
fly. Now I know how far it is from Nikesake to Ukabu Mura, what direction we have
to walk, what lies between. The imaginative space has vanished. The wave
function of fantasy has collapsed.
And it’s so dumb that I feel this way. The Atlas is a gorgeous
book and a fitting capstone to the edifice of Rokugan. There’s a huge amount of
effort and skill on display here. My only realistic complaint would be that the
glue they used to adhere the fold-out map stains the paper. But my
phantasmal complaints are many and varied. I had a similar reaction to
Numenera. I love the concept: a wild, mutable, and open world of high weirdness
and fantasy, meant for exploration. Then I got the core book and found the
world already mapped out with nations, races, factions, backstories, agendas.
Yeah, I could ignore all that, but it meant throwing away half of the
book.
Luckily this isn’t the case with L5R. My players will never
see the Atlas. I won’t hang the map on the wall as I’ve done before. From
time to time I’ll flip through, hunting for location descriptions, but I’ll studiously
ignore the maps. I’ll keep my Rokugan weird and unknown, a place I’m still
trying to figure out the stories for.
L5R's backlist lives on in electronic form. For my reviews of the earliest products and how useful they are for the present edition, see here.
L5R's backlist lives on in electronic form. For my reviews of the earliest products and how useful they are for the present edition, see here.
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