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Give a shout out to Legend of the 5 Rings.

Evenglare

Adventurer
I figured I'd make a general topic on one of the best games I have had the pleasure of playing. Legend of the 5 Rings. So to kick off the discussion, what's your favorite clan? Mine is hands down Unicorn clan. Epic backstory of wandering, then returning to Rokugan like BAMFs. Such awesome history.
 

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Rokugan is my favourite setting, even tho I don't own any L5R books but only d20 books (yes, I know d20 is not considered a good system for Rokugan, but I bought the books for the fluff rather than the crunch).

It's really hard to say what is my favourite clan! If I had to pick just one maybe Crane, but I also really like Crab, Dragon and Scorpion.
 

BTW, I've been wondering already for quite a long time about whether 5e/DnDNext would be a good system for Rokugan. I don't think there's any chance to get a Rokugan Campaign Setting book for 5e, but that doesn't bother me: I have enough narrative material already, and I could adapt/create my own "crunch" for Rokugan.

A key question is whether 5e offers enough mechanics to represent clan, family, school and other affiliations as source of training for the characters.

On one hand, such things could be complete add-ons, i.e. in addition to all the stuff that 5e characters get, in a game of Rokugan they might also be required to pick a clan and get additional benefits. But OTOH it might be better if clan choice was exploiting an existing subsystem.

Here's the characters differentiation subsystems offered by 5e, and my notes on them:

a) classes: a Rokugan campaign might use alternative/adapted classes, most importantly the setting needs Samurai, Shugenja, Courtier and Monk. These could be designed from scratch or as adaptation of standard classes, e.g. Fighter, Wizard, Rogue and Monk. There can be more classes than just four, but multiclassing in Rokugan is not common (from a narrative perspective). Special characters such as Ninja and Maho-tsukai might be better served with a special treatment rather than with a core class.

b) races: Rokugan characters are normally always humans, but in some advanced campaigns Nezumi and Naga might be allowed. In that case Tribe and Bloodline respectively become important choices, which could be implemented as subraces.

c) backgrounds: these may just not work properly for Rokugan, since human PCs are supposed to be all bushi (i.e. nobles). However, with some flexibility on the concept of background (in standard D&D a background is basically your job when not adventuring), it might still make sense to have e.g. Artisan (artistic professions only), Sage, and perhaps a few others. But also, a valid alternative would be just to sort out which Traits still make sense for a Rokugani bushi, and then let each PC pick Trait and proficiencies indivually. Languages and tools may not be common proficiencies at all in Rokugan, which might mean that the standard background benefits (1 Trait + 3 Skills + 3 Tools/Languages) might need to be modified.

d) skills: in general, the skills list would probably need a revision, to make sure there are no "dishonorable" skills. The 5e skill list is very short (i.e. the 5e skills are very broad) and this might make it somewhat difficult to introduce new thematic skills, because they'd have to be roughly as useful as the existing ones.

e) subclasses: this could be the simplest and best mechanic to deliver clan-specific benefits to each character. Basically a Crab Samurai and a Lion Samurai could have different features at those levels where they get subclass benefits. There may also easily be different subclasses for different schools.

f) feats: since these are picked individually by each PC, stuff like ancestor benefits, secret lore or special training obtained from a unique master, could easily be delivered in the form of feats.

g) magic items: compared to 3e, 5e is supposed to allow much more freedom in the amount of magic items owned by the PC, and that is definitely a benefit for running a Rokugan campaign where magic items are on average much rarer but also much more dramatic than in classic D&D settings

h) alignment: in 5e the importance of alignment is largely de-emphasized, and that fits Rokugan very well. Obviously, some sort of Honor system should be added to the game, but IMHO this is an easy addition. For instance, I could just take the d20 Rokugan Honor system and slap it on top of a 5e game. I don't see any problem with that.

i) equipment: clearly we need oriental weapons, however I believe that we can manage by using the standard weapons and just change the names and description.

j) spells: this will be simply a matter of sorting through the huge list of standard spells, remove those which are inappropriate for Rokugan, keep what's already usable, adapt what is fairly close to usable, and eventually add new ones.
 
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I have the last edition of L5R Core book, but I've never actually played in Rokugan.

I will say it influenced my creation of the Kaidan setting of Japanese horror (PFRPG), though that is a horror setting and not strictly a samurai only based game, rather the whole of Japanese society is included from the yakuza of the Eta caste, through the Commoner, and Samurai, also however, the nobility is considered a higher caste than the samurai (being more like Japan than Rokugan).

Using the PF samurai class, I've created several archetypes including one that fits 'courtier' concept called the kuge. Whereas L5R/Rokugan has shugenja, Kaidan having spellcasters to fit the various classes of PF/D&D like: onmyoji (wizard), mahou tsukai (witch), mikko (oracle), kannushi (cleric or druid), and yamabushi (paladin). The yamabushi were the priests of Shugendo, and the shugenja were its followers.

I tend to follow Japanese history, culture and folklore more closely than Rokugan does, and I have my Kaidanese Empire as primarily an archipelago of islands (like Japan, unlike Rokugan).
 

L5R is an amazing setting with a lot of history and probably the most history generated by the fans. That being said we have to remember that L5R is first and foremost a setting for the card game. The story is still key to the RPGs, but RPGs don't get to drive the core story as much and are constantly playing catch up.

I've played both incarnations of the game and prefer the original roll keep system over d20 in that it can be a deadly game. Which if you're dealing with a game that focuses around one of the most deadliest swords in human history you want that.

My preferred clan is Crane, but will play any of them.

A few of my friends and I have recently got into Heroes of Rokugan living campaign, which uses the core book and a few other source books with some exceptions. The campaign is ran separately from the main storyline so as not to upset anyone. It is definitely a good decision.
 

[MENTION=50895]gamerprinter[/MENTION] 日本語も分かりますか? :)

I've played both incarnations of the game and prefer the original roll keep system over d20 in that it can be a deadly game. Which if you're dealing with a game that focuses around one of the most deadliest swords in human history you want that.

That's definitely the main shortcoming of using the d20 system...
 

@gamerprinter 日本語も分かりますか? :)

I can read some hiragana and romaji, but aside from a few, I know very little kanji - I am only a partial speaker of Japanese. (I am half Japanese, born and raised in the US), though I've been to Japan twice, and have cousins I keep in regular contact. I am more of a Japanese history and folklore expert, not a language expert.

So I can't read your post! :P

Edit: OK, I got a translation: " Do I speak Japanese?" Yes, I can speak it, but not read it...
 
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I can read some hiragana and romaji, but aside from a few, I know very little kanji - I am only a partial speaker of Japanese. (I am half Japanese, born and raised in the US), though I've been to Japan twice, and have cousins I keep in regular contact. I am more of a Japanese history and folklore expert, not a language expert.

So I can't read your post! :P

Edit: OK, I got a translation: " Do I speak Japanese?" Yes, I can speak it, but not read it...

Heh don't worry, my post is probably incorrect anyway :) I know only a little bit about Japanese language, but I was curious if you speak it, because you're clearly very interested in Japanese culture, and now I maybe know why :D
 

Outwardly, the Dragon appeal to me the most. However, I know I am forever tainted with the heart of a Scorpion.

I have to say overall, the rules have been slightly disappointing (I'll take the roll & keep system over d20 any day), but I love the atmosphere and detail that drew me into the first printing and piqued my interest enough to watch movies like Yojimbo, Seven Samurai and a host of other (mostly Japanese) movies, books and the like over the years.
 

A key question is whether 5e offers enough mechanics to represent clan, family, school and other affiliations as source of training for the characters.

Well my Kaidan setting uses Pathfinder, not 5e, but PF doesn't necessarily offer the mechanics I needed, so Kaidan includes its own subsystems and adapted PF systems adjusted for our own use. For instance Kaidan's complex Buddhist-based reincarnation system is completely its own thing, having no comparison to PF or any other rules system. It was a subsystem necessary to describe the Kaidan death mechanic so is completely unique.

For samurai clan, and yakuza gang, we have separate supplements for each, but both use an adaptation to the Game Mastery Guide city stat-block rules. You can view both adapted rules at d20pfsrd.com to see what we did: Variant Rules. I plan to do something similar for ninja family and perhaps guilds using similar adapted stat-block rules.

So my solution was to use what is there, or make up something new if mechanics weren't there to fit my needs.
 

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