Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Legends of the Five Rings. Show all posts
Showing posts with label Legends of the Five Rings. Show all posts

Friday, 10 October 2014

Honour within the Moment

Posted on 05:12 by Anthony Carold
Most games about Japan focus upon that most familiar aspect of its history—the samurai. From FGU’s Bushido and AEG’s Legend of the Five Rings to Avalon Hill’s Samurai and dV Giochi’s Samurai Sword, the focus is upon the role and position of the military nobility that dominated Japan for eight centuries. Although the samurai have a role in the latest RPG to be set in historical Japan, they are not its focus. That RPG is World of Dew: A Blood & Honor Sequel, a Samurai Noir role-playing game in which the samurai and the samurai clans are in decline. It is set during the Tokugawa shogunate—a time of great change despite the order imposed by the new regime. Into their stead come vivacious geisha, ill-mannered gaijin, honourable yet-crooked yakuza, nosy police detectives, great sumo, greedy merchants, unfortunate ronin, and more. Inspired by the great Chambara movies like Seven Samurai  and Laura Joh Rowland’s Sano Ichiro novels, it is their stories—stories of corruption, greed, betrayal, lust, murder, cynicism, love, loss, and more—that will be told in the rain-soaked great cities of Japan in A World of Dew.

Launched via Kickstarter and published by Woerner’s Wunderwerks, as its subtitle suggests, a World of Dew is a sequel to John Wick’s Blood and Honor, the RPG that dealt specifically with tragedy and failure of the great clans during their height. It is a storytelling RPG in which the players take the roles of characters other than the samurai seen in Chambara movies—though it is possible to play samurai in the game. They will not only create their characters, but the city itself, populating it with places, people, and threats, before playing out mysteries and intrigues from one season to the next.

Although set during the Tokugawa shogunate, there is some flexibility as to when a game can be set. Suggestions include the period following the defeat of its clan enemies when Dutch and English Protestants feud against the Spanish and Portuguese Catholics for economic and spiritual influence; during the heights of the Shogunate’s power when Japan was completely closed; and at its nadir, when the West has forced it to open up to its merchants and its innovative technologies, bringing with it social conflict between ancient traditions and radical reform. Although there are no mechanical differences in terms of storytelling between these time periods, they nevertheless determine some of the outré character options available as well as the technology.

Each character is defined by his Giri, his Virtues and Aspects, and an Advantage, plus his Glory, Honour Points, and Ninjo Points. The Giri is his occupation or duty, which can be Artist, Doctor, Gambler, Geisha, Holy Person, Merchant, Police Inspector, Ronin, Servant, Soldier, Sumo Wrestler, or Yakuza, and which grants a character bonus dice, an ability, and a benefit. For example, Yakuza gains bonus dice equal to his Giri Rank when undertaking a criminal action condoned by his gang; the ability to gain Honour Points when protecting his gang and the locals of your district; and the benefit of help from his fellow gang members when given tasks by his oyabun. He has a reputation attached to his Glory Rank, such as “Fair Man” or “Skilled swordsman”.

His core attributes are his six Virtues—Beauty, Courage, Cunning, Prowess, Strength, and Wisdom. One of these is set Rank 4, two are set at Rank 3, two at Rank 2, while the last is a Weakness. He also has three Aspects, though he may have more depending on his age. There are only a few of these and they work as they do in Evil Hat Productions’ FATE Core rules. For example, a character has the Aspect, “Do not stand in the Melon Field” because he believes that face and honour are important. When a player ‘invokes’ it as “Do not stand in the Melon Field… under the Plum Tree”, he gains three dice in a difficult social situation to maintain his face and honour. When it is compelled, he tends towards over analysis and inaction. Lastly, he has an Advantage—it might be that he is a Prodigy at a sword or sumo school or he has gaijin gear or that he holds a Social Position. It is possible to take further Advantages, but at a cost of a Virtue Flaw for each one.

Our sample character is Sagara Kiosho. A former samurai, the dispossession of his clan and the death of his parents left him on the streets. Initially he had a little money, but this did not last long and within a few weeks he was penniless and alone. Worse, the weather turned and a chill turned worse.  The young boy was found and taken in by an Oyabun, Noboru, but by then it was too late—Kiosho was suffering from tuberculosis. He recovered, but has been weakened ever since, some days not having the strength to serve his adopted father. Kiosho tries to bring the honour upheld by the samurai despite the tasks that his adopted father assigns him. He wishes to know the circumstances that brought about the dispossession of his clan and has a dislike of authority of the shogunate. 

Sagara Kiosho
Rank 1 Ronin

VIRTUES
Beauty—Rank 2
Courage—Rank 4
Cunning—Rank 4
Prowess—Rank 3
Strength—Weakness
Wisdom—Rank 2

Glory Rank 1—“A fair man”
Honour Points 2, Ninjo Points 1
Desire: To discover how his clan was dispossessed

ASPECTS—“ Do Not Stand in the Melon Field”, “Luck Exists”, “Entering the Tiger’s Cave”
ADVANTAGE—“Prodigy”, “Blessed”
FLAW—Courage “Fear of Dishonour”
SWORD SCHOOL—Wind (2)

At the end of character creation, the players agree how their characters know each other and then dive into city creation. The GM may research a real city, but he should discuss with players what themes they want to explore, perhaps foreign trade, religious strife, smugglings, and so on. A city also begins with several locations, a stronghold and then a location for each of the player characters’ Giri—a gambling den for a Yakuza, a surgery for a Doctor, a sumo school for a Sumo Wrestler, for example. The players, now armed with five free City Points, work with the GM to add locations, threats, organisations, faces (NPCs), and other elements, each costing a City Point. When adding these elements, a player also assigns three True Things about each. Each of the locations not only forms the landscape for the adventures, but also places where Season actions can be spent. Further, each location provides a bonus. For example, bonus Beauty wagers and Rumours can be gained at the Geisha House.

Dice are rolled whenever a risk is involved and whenever the outcome of the action will influence the plot or characters. The aim of any roll is to gain narrative rights—if the player fails the roll, then either an opposing character gains the rights or the GM does. If appropriate, a player gains six-sided dice from one of his Virtues, an Aspect, his Giri, and even his name. Other dice might come from tags that can be attached to places and the character. The player never has to roll more than ten on the dice, no matter how many dice he has to roll. This is enough to gain him the privilege of narration rights, but if he wants more than that, he can set dice aside as wagers. If he rolls more than ten, then for each of his wagered dice, he can add another detail.
Kiosho has been sent by Oyabun to speak to Sugu, a fellow gang member who Noboru suspects is not paying the full amount of the tribute he is due. Kiosho arrives at Sugu’s hangout to find it on fire! From inside the building Kiosho can hear cries of pain. Being brave and foolish, Kiosho dives into the burning building to rescue whomever is inside… So Kiosho’s player grabs up four dice for his Courage Virtue; a die for his name—though not for family name as that would not impress Sugu; and lastly, he invokes his “Entering the Tiger’s Cave” Aspect for another three dice. That gives him a total of eight dice to roll. Kiosho’s player believes that four are enough and sets aside the other four as wagers. The results of the four dice are 2, 3, 3, and 6 for a result of 14—enough for Kiosho to gain privilege.
For his privilege, Kiosho’s player narrates that he rushes into the burning building and manages to find Sugu. He takes two of the wager dice and narrates the following…
As he hefts Sugu over his shoulder, Kiosho hears the cry of a woman coming from another room…
…and when he goes to the rescue of the woman, he discovers that she is holding a piece of a kimono in her hand. The mon on the kimono matches his own…
Of the other two wager dice, Kiosho’s player converts them into Glory and gains “Brave before fire” as a Rank 1 Reputation.
Combat in a World of Dew uses the same mechanics—the number of dice to be rolled are determined and then any wagers are set aside in secret. Whomever rolls highest gains privilege and his wagers to add narration. The defeated opponent loses half his wagers, but can still use the remainder to add narration. With just one dice roll to determine the outcome, combat itself is very fast. It gets slightly more complex depending on the nature of the fight, whether it is a Strike—a surprise attack in which a player yells “Strike!” to attack first in a brilliantly elegant mechanic, a Duel, or Mass Murder. It also gets increasingly deadly, especially when katanas or firearms are involved. Injuries themselves are ranked from 1 to 5, with Rank 1 injuries healing in a day, Rank 2 injuries taking a week to heal down to Rank 1 injuries, and so on up to Rank 5 injuries that take a whole year to go down to Rank 4! In the meantime, others can tag your injuries for bonus dice! The aid of a doctor in a World of Dew is almost mandatory if a character is to survive, but even then this is not a game in which you should rush into combat unless you are sure of the outcome.
For example, Kiosho has managed to get the girl out of the burning building and then gone back into get Sugu. At this point the GM intercedes with a Story Point and inflicts a Rank 2 injury on Kiosho due to weak Strength Virtue. Kiosho has a nasty burn on his leg, but he does get Sugu and the GM does reward him with an Honour Point. When he gets outside, Kiosho finds Junzō and Norio—Sugu’s lieutenants—ready to remonstrate with him. Norio is holding the girl, but Kioshio is wary of Junzō who looks like he might attack. Before the gangster can draw his sword, Kiosho’s player shouts “Strike!”
As he shouted “Strike!”, Kiosho gets two bonus dice. He also gets a die from his Giri because he is involved in violence; three dice come from his Prowess, a die for his name; another two dice come from his sword school training and as a Rank 1 Ronin he adds +2 to the final roll. This gives him a total of nine dice to roll. Kiosho’s player secretly sets aside five of these dice as wagers.
The GM rolls for Junzō and Norio together. They are relatively lowly Yakuza so only have Prowess 2 each—which the GM combines to give four dice. They also tag Kiosho’s Rank 2 injury for two more dice, which gets him the reward of a Ninjo Point. The GM knows that Kiosho will be a better opponent, but Junzō and Norio are loyal to Sugu and are desperate to stop the ronin. So he only sets aside two dice as wagers.
Kiosho rolls 2, 3, 6, and 6. Together with is Giri bonus, he has a total of 19. Junzō and Norio together roll 2, 3, 5, and 5 for a total of 15. Kiosho has Privilege and three wagers to spend whilst Junzō and Norio, successful in their attack, have to discard half of their wagers, leaving them with only one. Kiosho begins the narration…
…Kiosho unburdens Sugu directly at Junzō who is sent sprawling and suffers a Rank 1 injury.
…Then draws his katana and leaps to attack Norio. (His player expends another two wagers to raise the Rank 1 injury to a Rank 3 injury). Norio suffers a savage slash across the face and falls backwards dropping the girl in the process. (At this point, Kiosho’s player lets the GM spend his only wager).
…Struggling from under his boss’ body, Junzō discovers Sugu’s pistol which had hidden in his kimono. He draws and cocks it, and sitting up, fires it at Kiosho. The ronin is hit in the back with a shot that will kill him. (Firearms are that deadly and inflict a Rank 6 injury! Kiosho will need to expend an Honour Point to lower this to a survivable Rank 5 injury, but not yet. Kiosho’s injuries will not take effect just yet. He still has wagers to spend).
…Kisoho drags himself across to Junzō to land one last blow before he collapses. This and raising the attack to a Rank 2 injury uses up his last two wagers.
Mass Murder is even deadlier because all sides keep their wagers if they roll successfully. World of Dew is arguably one of the deadliest systems available! It is also possible to spend wagers to establish true facts about the game. In contested rolls, both players get to spend wagers—all of them by the winner of the contested roll, but half of his wagers by the defeated player.

At the heart of the game there is an economy involving Honour Points, Ninjo Points, and Story Points. Drawn from a communal pool, Honour Points are spent to gain bonus dice in a risk, to add details to the story, create a Scene Tag that everyone can activate, or to benefit from a Location effect. A character can add to the Honour Point pool by undertaking a risk that is honourable or to the benefit of others. If Honour Points represent a character acting in the interests of society rather than himself, then Ninjo Points represent his desire. They only grant two bonus dice and they can only be used to help the character—not others—and only towards his Desire. Whilst Ninjo Points can be used to add details and create tags just as Honour Points can, only the character who created them can see them. 

Whenever a character spends an Honour Point or a Ninjo Point, it goes into the Story Pool as a Story Point. These can be drawn by the GM to actually to add to, or change, the plot. Further this can actually contravene a truth already established in the game—the only way that this can be done once a truth has been established. Essentially this is a means to add uncertainty to the game, even down to the author suggesting that the GM almost threaten to draw from the Story Pool!

t should be noted that this economy is only one way. Spent Honour Points and Ninjo Points go into the Story Pool, but spent Story Points do not go back into the Honour Pool. The only way to gain more Honour Points is earning them.

The characters’ adventures, or rather stories, take place across Seasons during which the characters have actions that they can undertake in addition to their stories. Usually these are built around the locations developed during the act of creating the city, so might include time spent studying at a swordsmanship school, crafting a beautiful piece of poetry, or rooting out corruption at the Magistrate’s Court. Locations may also generate trouble during a Season and this may lead to new stories.

Another area where a World of Dew differs from the more traditional Japan-set RPG is in its treatment of the outre. Simply, there is none and the game does not provide rules for the inclusion of the supernatural. This is not to say that it could not exist within A World of Dew—and the example of city creation suggests that it could—but the GM would be on his own if he wanted to add it. Magic could also exist in a World of Dew, but the guidelines given draw very much of the beliefs of the characters rather than on a codified set of rules. This applies no matter what the faith—Buddhism, Christianity, or Shintoism.

As a game of Samurai Noir, World of Dew is fundamentally different to the Noir genre as we know it in the West. In traditional Noir, the hero—of which Sam Spade and Philip Marlowe are the perfect imperfect examples—goes out to solve a mystery or problem through pure self-determination and individualism, which is anathema to the Eastern hero. He instead subsumes his self-determination and individualism into the greater good, adhering to his duty rather than his desires in pursuit of a mystery or problem. Thus a World of Dew presents a roleplaying challenge—one of course seen in other Japan-set RPGs—that is further exacerbated by the social upheaval that Japan is undergoing throughout the period described in the game. A social upheaval that seems to favour desire over honour...

The primary way in which a World of Dew enforces its genre is by asking the player to have his character do one radical thing—fail. The player in a World of Dew has a great deal of control over the narrative. He can spend Honour Points to add to the game and he can narrate events and add true facts using his wagers. When he does so, he creates truths—truths that unless the GM spends a Story Point cannot be undone. So it would be easy for the player to simply narrate his success, but that would not be in keeping with the genre. Instead a World of Dew asks the player to ‘fail forward’, that is to drive the plot forward with his character’s failure. Not just ‘yes’, but ‘yes and..’ as well as ‘yes, but…’ It is asking a lot of the players, but in playing the game they should buying into it anyway. This is in addition of course, to the players having their characters conduct themselves honourably in support of the greater good order to gain Honour Points. Not only is this very in-keeping with the Japan-set RPG, it also fuels the Honour-Story Point economy.

Physically, a World of Dew is tidily presented with some beautifully vibrant art. Its main weakness is the lack of an index, but otherwise the book decently written with solid advice for player and GM alike. Some players though, may balk at being penalised with an Honour Point for causing a distraction!

As an RPG design, World of Dew is a very contemporary design, with mechanics that encourage a certain style of play, but still with the need for a narrator or GM. It is a storytelling game that takes its cue from a haiku, A World of Dew, and is about the struggle within a moment, one at a point of change, all caught within the dewdrop. World of Dew is beautifully immersive, drawing in the GM and player alike with the chance to tell stories in a fascinating period of history, one at a point of change. 

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Posted in Alderac Entertainment Group, Historical, John Wick, John Wick Presents, Kickstarter, Legends of the Five Rings, Oriental, RPG | No comments

Friday, 14 February 2014

Courtly Missives

Posted on 12:31 by Anthony Carold
Turn the clock back thirty years and the ‘Microgame’ was a small board game packaged complete in a small box. Typically they were a type of wargame printed on paper stock and heavily themed. The first was Ogre*, published in 1977 by Metagaming Concepts, but over the course of the next decade, it would be joined by titles from notable publishers such as Steve Jackson Games, Task Force Games, and TSR, Inc. In modern gaming parlance, a Microgame is a little game, a game that can be played in fifteen minutes or less. The other change to the Microgame concept is that they are no longer wargames, but are instead mini-euro style games that emphasise competition rather than combat.

*The irony is of course that the most recent version of Ogre, published by Steve Jackson Games weighs close to 30 lbs. Some microgame…

Love Letter is typical of this new style of Microgame, although untypically, it is not a European game. Originally published in Japan, Love Letter has since been published in several English language editions by Alderac Entertainment Group, better known for the games Smash Up! and the Legend of the Five Rings RPG and the Collectible Card Game (CCG) it is based upon. The first is Love Letter – Tempest Edition, which is set in the City-State of Tempest and comes in a cute velvet bag; the second is Love Letter – Kanai Factory Limited Edition, which uses the art from the original Japanese version of the game; and Love Letter – Legend of the Five Rings Edition, which is set in Rokugan, the same setting as that of the RPG and the Collectible Card Game. It is this version of the game that is being reviewed today, suitably on St. Valentine’s Day.

The Imperial princess, Iweko Miaka, the youngest of Empress Iweko’s children is eligible for marriage. Her betrothal is set to be a great contest between the seven samurai clans of the Emerald Empire—for in winning her hand in marriage a samurai will bring great standing and glory to his clan. Of course, such an important marriage will be entirely political, but surely the only daughter of the Empress has her mother’s ear and so will have some say as to the man who will marry her? Thus what better way to influence the decision than by winning the heart of the princess herself? Unfortunately, Iweko Miaka is a shy young creature, one who hardly speaks at court and interacts rarely with the visiting courtiers. Thus she cannot be approached directly and another means of contacting her must be found—that of the courtly letter. Her suitors are thus trying to get a letter to the princess via one of her inner circle, from her guards and her courtiers to her hatamoto and her sensei, all the whilst fending off the suits of rival samurai.

Designed for between two and four players aged ten and up, Love Letter – Legend of the Five Rings Edition is card game that consists of just sixteen game cards, four reference cards, and thirteen Tokens of Affection as well as a tiny, thirty-two page rules booklet. The game altogether comes in an attractive velvet bag, this time green rather than the red of Love Letter – Tempest Edition. (Unlike the Love Letter – Kanai Factory Limited Edition, the Love Letter – Legend of the Five Rings Edition does not include any promotional cards). The game is played over a series of rounds in which the players attempt to press their suit. Their aim is have the card with the highest value at the end of each round—if they do, then that player is awarded a Token of Affection. Garner enough Tokens of Affection, the number depending on the number of players, then their suit has been successful and Princess Miaka’s hand has been won.

Each of the cards has a value of between one and eight, ranging from one for Seppun Tasuke, the Guard to the eight of the Princess herself, Iweko Miaka. Each card also has an ability that is triggered once it is discarded. Seppun Tasuke, the Guard, can select a player and ask him if he has that card, forcing him out of the round if he does. The Courtier, Shosuro Yamazaki, can examine another player’s cards, as can the Diplomat, Kaiu Akemi, but when the Diplomat does so, the two cards are compared and the suitor with the lower value hand must retire from the round. When discarded, the Shugenja, Isawa Tenkawa, prevents a suitor from being targeted for a whole turn while Matsu Misato, the Hatamoto, forces another player to discard his hand and draw a new hand. The Manipulator, Doji Takato, forces another player to trade hands with the suitor, while Togashi Gozato, the Sensei must be discarded if a player has either the Manipulator or the Hatamoto in his hand. Lastly, if the Princess is discarded, she has received the suitor’s letter and thrown onto the fire. That suitor—or player—is out of the round.

At the start of the game, the sixteen card deck is shuffled and one card discarded face down. This acts as a random element so that the players do not know ‘exactly’ what is in the deck. Then each player receives one card—this is his hand. On his turn, he draws another card and must discard one of the two cards he has. Each discarded card has an effect as described above, but is discarded face up so that every player can see what cards have been played. There only being fifteen cards in the deck, the players have some idea as what cards have been discarded and what still remains in play—essentially, Love Letter – Legend of the Five Rings Edition encourages the counting of cards—as do the other versions of the game! Play continues until the last card is drawn and its player discards one of his cards. Then each player reveals the single card he has in his hand and the player who has the card with the highest value has successfully pressed his suit and earns a Token of Affection from Princess Miaka.

Love Letter – Legend of the Five Rings Edition is a game of deduction and risk, one in which what a player can do on his turn is limited to just one of two actions. These will often force a player to do something to his disadvantage because it is the better of his two options. For example, Louise holds Princess Miaka in her hand. It has a value of eight and if she can hold it until the end of the round, then Louise will have managed to get her letter directly into the hands of the Princess and thus won a Token of Affection. On her turn she draws the Manipulator, Doji Takato. Her choice is to discard the Princess, but this would force her out of the round, or Doji Takato, which means that she has to trade hands with another player. She opts for the latter, trading hands with Dave, gaining Seppun Tasuke, the Guard. While the Guard only has a value of eight at the end of the round, it can be used to name another card and if successful, force a player out of the round. Louise has gained valuable information—she knows what card Dave has. Dave also knows this, but likewise cannot discard the Princess. Fortunately, on his turn Dave draws the Shugenja, Isawa Tenkawa, and goes to pray with him, preventing his being targeted until his next turn. Thus Louise cannot use her Guard to name the Princess—yet!

So is Love Letter – Legend of the Five Rings Edition a fitting Legends of the Five Rings game? Thematically, it is perfect fit. Not least in the fact that the bag it comes in has the symbols for Rukogan’s five elements—air, earth, fire, water, and void—embroidered on the back, and that the art used to illustrate the game is drawn from the publisher’s extensive back catalogue used to illustrate both the CCG and the RPG. The art also specifically illustrates characters within the setting of the Emerald Empire. Further, within the Emerald Empire, the sending of letters is a courtly art. In addition, the functions of the cards have been mapped onto particular figures. For example, the most common card type in Love Letter is the Guard, but here the same function is performed by Seppun Tasuke, a member of the imperial family tasked with protecting the Empress. Similarly, the ability of the Clown in Love Letter to examine another player’s hand is adopted by the Courtier Shosuro Yamazaki from the Scorpion Clan and the ability of the General in Love Letter to trade hands with another player has been given to Doji Takato of the Crane Clan who is described as a Manipulator.

The setting of the imperial court of the Emerald Empire is supported by the rulebook. It runs to thirty-two pages, much of which is devoted to detailing the characters on the cards, which if the players want, adds depth and feel to the game. Fans of Legend of the Five Rings, whether of the CCG or the RPG will appreciate this aspect of the game. Certainly there is enough background here that knowledgeable players could bring a degree of roleplaying to the game as they play.

With a playing time of some thirty minutes, Love Letter – Legend of the Five Rings Edition is perhaps a bit too long to really qualify as a Microgame. Although it is possible to play with two suitors, it is not as enjoyable a game to play—simply it plays better with three or four players. (It is disappointing that the game does not accommodate more players, but that should not be held against Love Letter). With three or four players then, it is a solidly designed filler game, one that combines the need for careful deduction and a little guess work with a fitting theme. Managing to be both charming and quick, Love Letter – Legend of the Five Rings Edition is a lovely game that fits nicely into any games collection.
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Posted in Alderac Entertainment Group, Family Game, Historical Fantasy, Legends of the Five Rings, Microgame, Oriental, Oriental Fantasy, Romance | No comments

Sunday, 26 August 2012

Beware Parties Bearing...

Posted on 12:19 by Anthony Carold
The truth of the matter is that Dungeons & Dragons has always had a slightly awkward relationship when it comes to Oriental fantasy. Whether it is the “Kitchen Sink” and complexity approach of Oriental Adventures for Advanced Dungeons & Dragons, First Edition; the combination of the dual stats and the rich setting of Rokugan that brought together Alderac Entertainment Group’s Legends of the Five Rings and Dungeons & Dragons, Third Edition; or the woefully underdeveloped, if brilliantly titled, Ruins & Ronin, written for use with the Swords & Wizardry White Box; the end result has never really been all that satisfying. So the fact that Rite Publishing has published a trilogy of adventures for use with the Pathfinder Roleplaying Game set in its own Japanese style milieu, Kaidan (currently on its own Kickstarter program), was not necessarily encouraging. The trilogy, entitled Curse of the Golden Spear is available in print via Cubicle Seven Entertainment.

Inspired by Japanese folklore as much as its history, the setting of Kaidan – which means “Ghost Story” in Japanese – consists of a number of islands that have long been isolated from the rest of the world for three basic reasons. The first is political, as gaijin or foreigners are forbidden from setting foot on Kaidanese soil by Imperial Decree; the second is physical, as the islands are surrounding by a great wall of forbidding fog that few sailors dare to penetrate; and the third… Well, that will be discovered by the player characters as they play through the events of the trilogy, beginning with Curse of the Golden Spear: Part 1 – The Gift. Given the name of the setting, it is no surprise that it focuses on horror and mystery as much as it does adventure and combat.

As the trilogy opens, the political bar that previously prevented entry onto the islands of Kaidan has been lifted. By Imperial decree, Kaidan’s ports have been opened to gaijin sailors and merchants; which is why at the beginning of The Gift, the party is aboard a ship sailing towards Kaidan. It is accompanying a merchant, Marl Tyro, who has an important gift that he wishes to deliver to Lord Hachiwara of Tsue-jo, daimyo of Oniba province on Yonshu Island. The player characters have been hired by Tarl to serve as bodyguards, not necessarily his bodyguards, but bodyguards for the gift itself, which is contained in a heavy mahogany chest.

Initially, the scenario focuses on the attempts by Marl Tyro and the player characters to get further than the “Foreigners’ Port” of Gaijinoshima as the papers necessary to travel beyond its limits and onto Yonshu Island seem to be unavailable. Mostly this will involve their dealing with some of Kaiden’s less than savoury inhabitants, though in Kaidanese eyes, they are only marginally less savoury than the gaijin player characters! Once off the island and onto Yonshu Island, the party must make its way by road to the city of Tsue-jo, their journey punctuated by various odd encounters or harried by bandits and other threats.

For the most part, The Gift is a “Road Trip” style adventure. For the most part, it reads and plays as standard Dungeons & Dragons or Pathfinder Roleplaying Game scenario, but the author does add elements that impart the difference of the setting compared to other occidental fantasy settings. Most notably in the dealings with the actual masters of Gaijinoshima, in an overnight stop at a cursed inn, and a contest with some of Kaidan’s outré inhabitants. The second of these, the overnight stop at a cursed inn, is perhaps the scenario’s set piece and its horror highlight, more than any other in the scenario, promising a night of bloody terror and nightmarish dread.

Despite these highlights, The Gift is not wholly satisfying as an adventure. Its central villain seems wasted, and its conclusion fails to answer any questions that the events of the adventure have raised and despite a final confrontation with the adventure’s villain, just seems to fizzle out. In addition, the adventure leaves it up to the GM to address the motivations of the individual player characters, The Gift not only suggesting several, but also working them into the four pre-generated adventurers that the adventure comes with.

In addition to the pre-generated adventurers, The Gift also comes with an array of Kaidanese monsters, a glossary, and an explanation of Kaidan’s cosmology. The latter is definitely different and it certainly figures in the course of the trilogy.

Physically, Curse of the Golden Spear: Part 1 – The Gift is neatly presented in full colour. The artwork is variable in quality, with some of its feeling a bit too randomly Japanese. It is a pity that not all of it is in colour though. The maps are decent though, but in places a little too large given the amount of information that they have to impart. Overall, the contents feel a little stretched over the course of the book’s sixty-four pages.

One of the reasons for examining The Gift was to see if it was in any way compatible with Alderac Entertainment Group’s Legends of the Five Rings and its setting of Rokugan. Although Kaidan and Rokugan share similar sources, the differences between the two are many, not least of which are the differences in their cosmologies and their effects on their respective settings, and their respective attitudes towards gaijin. Indeed, the presence of gaijin on the Emerald Empire’s soil has only been acceptable during very short periods in Rokugan’s history. Of course, the acceptance, even if only grudgingly, of gaijin on Kaidanese soil is the exact reason why The Gift works as a scenario. Nevertheless, there are scenes in The Gift that would make for interesting encounters in a Legends of the Five Ringscampaign.

There is no doubt that the author of The Gift imparts the cultural differences between the oriental fantasy of Kaidan and the occidental fantasy of standard Dungeons & Dragons or Pathfinder Roleplaying Game. Another pleasing aspect of the setting is that Kaidan’s isolation makes it easy to slot in a campaign of the GM’s own devising, and thus would make for an interesting and perhaps lengthy excursion for a traditional Dungeons & Dragonsstyle party. Although, moments on the journey are more interesting and more exciting than the journey itself, Curse of the Golden Spear: Part 1 – The Gift is a solid start to the trilogy.
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Posted in Alderac Entertainment Group, Cubicle Seven, Dungeons and Dragons, Fantasy, Horror, Legends of the Five Rings, Oriental Fantasy, Pathfinder, Pathfinder Roleplaying Game, Rite Publishing | No comments

Saturday, 31 March 2012

Your Rokugani Primer

Posted on 12:37 by Anthony Carold
Emerald Empire is the second supplement to be released for Alderac Entertainment Group’s Legends of the Five Rings Fourth Edition Roleplaying Game. It replaces one of the most sought after supplements for the third edition of the RPG, also of the same name. What it sets out to provide is an extensive guide to Rokugan, the setting for Legends of the Five Rings, expanding upon the information given in the core rulebook. Over the course of eleven chapters and two appendices, it explores and details first Rokugan’s physical geography, and second, various aspects of Rokugani culture. These includes its customs and social structure, its politics and arts, how it maintains law and order, its religion, how it educates its people, its attitudes towards money and how it conducts commerce, how it goes to war, and its attitude towards and what it knows about the various Gaijin peoples beyond its borders. It not only goes into depth about these aspects with regard to Rokugan as a whole, but also Clan by Clan, including not only the eight major Clans, but also some of the minor ones too.

Essentially then, what we have in Emerald Empire is a series of lengthy essays. Just as with other supplements for Legends of the Five Rings, each chapter is preceded by a piece of short fiction that illuminates the contents to come. In this case, it follows the education of a student of Clan Scorpion at his dojo as he discusses each of the chapter’s subjects with his sensei. It is very enjoyable flavour text, and although what follows is more informative and much drier in tone, it is rarely less than useful. Alongside the main text, sidebars explore other aspects of a subject being discussed. For example, the section on law in Rokugan that discusses the usual Rokugani reliance upon testimony during criminal investigations is accompanied by a sidebar that examines the method of relying upon evidence employed by the Kitsuki family of the Dragon Clan. Throughout the volume, regular sections illuminate aspects of the Imperial Histories, such as how the first Emperor came to choose his wife, how the minor clan known as the Fox came into existence and who for example, has owned Ryoko Owari, the City of Lies, throughout its long history. Other sidebars provide adventure seeds – though these are few and far between; excerpts from noted works; monastic ranks; and many other elements of the setting.

For all of its background information, Emerald Empire does not ignore the mechanical aspects of Legends of the Five Rings. Rounding out most of the chapters are new mechanics to add to a GM’s game. These include new basic schools such as the Shinjo Bushi school for the family that once ruled the Unicorn Clan and the very practical Ikoma Lion’s Shadow Bushi school; new Advanced Schools like the Bushi Minor Clan Defender and the Courtier Imperial Scion; and Play-Aids such as tables that allow “Random Events at Court” or “Random Dojo Events” to be rolled for. Not all of these are new of course, but rather they are new for the Fourth Edition of Legends of the Five Rings.

Rounding out Emerald Empire is a pair of appendices. The first of these is an expanded glossary, one that replaces that included in the core rulebook. The second appendix provides a set of new rules for player characters taking on important stations such as Governor, Merchant Patron, or Warlord. Once a character has been appointed to one of these positions, he can begin to grow into the role and to call in favours and make improvements to all that comes with the new position. Thus, an Ambassador will gain Iron Will and be able to endure the turbulent arguments that go with court life, whilst a Governor can improve the Accommodations, Defences, Monuments, and other features of the area that he administers. In game terms, these improvements and advantages are known as Features and must be purchased using Duty Points granted by the new advantages, The World of the Daimyo and The Daimyo’s Path.

All six of these higher station roles are accompanied with new optional mechanics of their own. For example, the Court Battle System allows an Ambassador to engage in the battle of wits regularly engaged in at court, much like skirmish rules given the core rulebook. Similarly, a Keeper of the Temple can create new spells and kiho, Master Sensei can create new kata, and with the Army Battle System, a Warlord can command larger and larger units of troops, using them in conjunction with the Mass Combat rules in the core rulebook.

In places, these new rules do feel a little brief and also left undiscussed. There is certainly enough information for a GM to take this game to a new level, and he should be able to extract numerous roleplaying challenges from these rules. Yet, what advice there is, feels all too brief, and there is quite possibly a whole new supplement to be got out of this aspect of the game. As welcome as these new rules are, they do feel disappointingly slight when compared to the rest of the book, but then the rest of the book more than compensates for this relatively slight disappointment.

Physically, Emerald Empire is another stunning looking book, in keeping with the rest of the line. The layout is clean, tidy, and attractive, and the artwork, which is excellent throughout, never feels less than appropriate.

There is so much to be got out of Emerald Empire. Its pages flow with detail and flavour, and it does not matter in what period a GM’s game is set nor what the players prefer in terms of Clan, there will be something in the supplement of use to them. For example, adherents of the Mantis Clan will appreciate the chapter devoted to commerce, the Crane Clan the chapters on court and the arts, and the Crab and Lion Clans the chapter on war. It is also easy to extract details and bring them into a game. For example, in our Lion Clan game, I not only read up on the Clan’s birth customs, but also Crane marriage customs for a scenario I wrote. Each of these selections nicely complements the further content given in the game fourth supplement, Great Clans.

Emerald Empire is superb supplement. Its contents are incredibly useful and can add so much to a campaign. Whether that is in the form of an idea for a scenario or for a whole campaign, or in the form of a small detail that will help bring a game to life, the supplement is a wealth of information. It also helps with another aspect of the game, the fact that Legends of the Five Rings is a culture game, and the details contained in Emerald Empire do support this. This makes Emerald Empire, along with Enemies of the Empire, the two key supplements to purchase after Legends of the Five Rings Roleplaying Game. Above all, Emerald Empire brims with detail and flavour that will help a GM being Rokugan to life and give a player a greater knowledge into which immerse his character.
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Posted in Alderac Entertainment Group, Culture Game, Fantasy, Historical, Horror, It's a Dave Game, Legends of the Five Rings, Oriental Fantasy, Political | No comments
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