Jump to content


  • Content Count

  • Joined

  • Last visited

About cparadis10

  • Rank
  • Birthday 07/29/1981

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Louisville, Kentucky, United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Beginning the RPG with a Topaz Championship in Tsuma reminds me of Robert Denton’s In Defiance of Heaven campaign. I believe he posted write ups of a bunch of his sessions on the old AEG forums.
  2. Unless they put a rule saying that it was immune to opponent's removal effects or something similar. I think it is a cool enough idea and a lot of people would probably be excited for it that it would be worth exploring - which the designers at FFG probably already are doing.
  3. I'm really loving the D&D angle people are throwing out. I may try to coincide my Runewars demos/sit around painting until someone wants to play with the local D&D nights.
  4. Campaign would be awesome. I can't remember how long it took to get the Corellian Conflict for Armada, but it felt like awhile. Would love to see Dwarves and Orcs or goblins maybe. New factions would be great of course. I'd also just like to see some fiction or setting information to make the world come alive a bit more. There is some good stuff in the Realms of Terrinoth book, but I always want more. My ultimate dream would be some sort of Runewars mega-game whereby tournament results somehow fed into the story of the setting. Maybe the mega game would start in Nov. (see you all at worlds) and run for a year.
  5. I just bought into this game recently. I'm super excited, but I'm by far the most interested person in my area that I know of. What practical advice or tips do people have for growing a community or running demo games? My initial thought is to do smaller (100pt) games; I was thinking maybe one 3x3 map with Daqan vs. Waiqar and another 3x3 of Latari vs. Uthuk. The idea being keep the games short and not overly complicated, but highlight some really cool things about each of the factions. To that end any tips on good demo lists? Not looking for super highly-tuned lists, but more things that are fun and balanced without too many triggers or gotchas. Are leagues (slow grow/escalation or otherwise) good for building the community? If so, any specific tips on how to structure the leagues. If not, is open play better? Do you market the game differently to different player bases (assuming the answer is yes), if so how so? How do you market to a Warhammer Fantasy Battles/Age of Sigmar player versus a Warmachine/Hordes player? Community building tips? Should you have a discord server? Community rules/expectations page? Really, I'm looking at starting a community from the ground up and would like to learn from the lessons everyone else here has learned along the way. Thanks for all the help!
  6. Just bought into this game this week. Looks like it could be a ton of fun. I’m planning on scouting the forums for good tips to build local play groups. To the extent games live and thrive when more gamers are buying into the game than exiting, count me as one of those getting in! I hope FFG has the patience to see this game continue to grow.
  7. I’ve got one game going this Thursday that is full, but I am going to try to run one next Thursday 11/2 at 8 PM ET
  8. The notion that the players control their characters and the GM controls the world is a somewhat antiquated notion in some ways, and the truth of the matter, when a game is really clicking, is somewhere in between. However, I think it provides some insight to the issue of mono no aware, which really speaks to the state of the world, that it is ever changing. Mono no aware, the idea of impermanence and transience, is something the GM should try to infuse into the world. It is the image of the first cherry blossom falling to the ground, heralding the future of those left on the tree; or the last gasp of a samurai cut down by a katana; or the brief glance back at a samurai's family when going to join another clan in marriage. These are things a GM (or player) can add to the story that require no mechanical effect, but are important to make the narrative feel authentic to the genre. The players as primary arbiters of their characters should keep this theme in mind when playing and creating their characters. This is most explicitly done in question 20 of the game of questions - the very last thing a player decides according to the character generation rules. Question 20 asks how the player would like to see the character die. This should key into the player's mind that the character's death is a part of the narrative. Like everything else in the setting, the PCs are impermanent. In sum, mono no aware is important to the genre and should probably be a part of most L5R games. It should primarily be driven by the GM, with the players responsible for how their character's feel about the transience of things, including the character herself. However, these are narrative aspects of the game probably driven best by guide GM/Player guidance and setting material, not mechanics.
  9. @shosuko a lot of good points in there! A lot for me to keep thinking about when we play. I would say there is some overlap with ninjo/giri and strife since not following your ninjo or giri can cause strife (see Ninjo and Strife p. 22 and Giri and Strife p. 24), but maybe I'd like the system more if it didn't overlap so much. Again, you are give me a lot to think about. Thank you.
  10. If Strife and Outbursts are no big deal, not that detrimental, just sort of "meh" or can be ignored then that actually makes the system worse in my opinion for at least two reasons: 1) if it's no big deal, then why are there so many mechanics and rules that we have to keep track of? and 2) this devalues ninjo and giri. I want ninjo and giri to matter. I want going against them to be big story moments that have detrimental effects on the characters. I want a samurai's decision to leave the secluded mountaintop temple where she is seaking enlightenment after years of warfare to go back to war on the orders of her Lord to mean something. I want this to matter. To take an example from some other L5R material, I want a samurai's decision of whether to return the corpse of his best friend in a timely fashion or to continue on with his mission to be a heartbreaking decision. I want the table to stop and think, "wow, that's tough," not "ok I disclose my blind disadvantage, and I'll cut my Strife in half at the end of the scene." I think about Wong Kar-wai's movie In The Mood For Love. For me, that film is the epitome of a narrative driven by the conflict of duty and passion. (Shameless plug - everyone should watch it; it is great). That's what I want from a strife-like system and ninjo and giri mechanics, and that's not what I'm getting from them currently. I know these moments are possible because I've had them before in L5R games, and my fear is implementing this strife system will actively undermine that. For my next couple of games, I'll actively look at what happens with outbursts that have big effects and ones that have little effects and report back what I find out.
  11. Anyone want to play in an online game of A Ronin's Path? I'll probably run it over discord. Want to run this at least a few more times and need new players.
  12. A lot of this may be repetitive of what others have said, it is just hard to find sometimes. I also think it is important for as many people as possible to give feedback so FFG gets the best possible picture. We all want the new edition of L5R to be the best ever, so we all need to participate. I was VERY excited when I first read the Beta rules about Strife and Outburts. It seemed like a way to integrate the internal conflict drama into the mechanics of the system. The more I play with it though, the less enamored I am with it. While the system presents itself as a way to drive interesting narrative, much of the system is driven by dice rolls not the narrative. I have no real complaints about ninjo and giri so my feedback is directed more at the strife dice symbol. When it comes to generating strife from dice rolls, you are just as likely to generate strife from striking down your beloved spouse on the unjust orders of your lord as you are for climbing over a fence. So to me, it just totally fails as a mechanism for promoting narrative at that point. Instead of promoting interesting narrative, the dice mechanic merely creates a subsytem begging for gamification, with immense potential to ruin immersion or to take the players out of the story. The problem of dice generating strife then leads to the next issue, a need for a mechanism to shed strife regularly, otherwise, players will gain strife too quickly and too randomly. While a character's ninjo or giri may came into play once or twice a session, the player could roll dice many many times a session, and mere randomness of the dice could generate high levels of discordant strife, which then need to be removed or the weight and impact of the ninjo and giri decisions become meaningless in comparison to the randomness of the dice. Consider instead something like insanity from any Cthulhu-esque game (CoC, Trail of Cthulhu, etc.) or corruption from Warhammer games or other similar mechanics. These usually are the slow accumulation style, which are much harder to shed. So while the geisha discussion highlights narrative ways to relieve strife, the dice-based strife mechanics necessitate a mechanical relief (i.e. water stance) that once again does not support the narrative. I think back to my most recent L5R 4e campaign, which involved one of the most fantastic moments of samurai drama I've experienced at the table, and the dice mechanics around Strife would not have supported that moment at all. The ninjo and giri systems would have for sure, but not the dice symbols. Another issue with the dice mechanic, and I'm still trying to figure out if this might be a feature or a flaw, is that as characters gain experience and advance their rings and skills, the dice mechanics of strife matter less and less. Higher skills and rings allow the player to roll more dice, thus increasing the chances of rolling more successes without strife. On the one hand, this generates stories where begining characters are more likely to have outburts, which may or may not be in keeping with the genre and the goals of the design team, but on the other hand, but after awhile the chances of a roll adding strife to the character, who by the way also likely has higher composure now, are reduced. This combination creates a weird dynamic of characters growing, but facing less strife, which seems like a flaw. Proposed solutions: Make strife something that is not easily shed and not gained randomly. Increase the ways in which the narrative generates strife for characters. Provide good advice for GMs on how to generate internal and external drama (advice on PC-NPC-PC triangles - your sensei taught you to do X, but your gunso says Y). Provide advice for GMs on how to read character sheets with an eye toward fueling internal drama. Character sheets are the way players tell the PC what is important to them, by providing GMs advice on how to read these character sheets to find things that are important but opposed, will guide the player to identify internal drama herself. A character sheet for a Phoenix with high Martial Arts [Melee] skill or one with the Bitter Betrothal disadvantage and the Paragon of Chugi advantage. Provide good setting materials and prepublished adventures which emphasize this aspect of the genre.
  13. I've used Tavern Keeper before for PBP, and it has worked pretty well.
  14. Yeah, I'm hoping to keep integrating story content as they dole it out. Katrina just needs to keep feeding us story information.
  15. So, I don't know about everyone else, but the announcement has made me super hyped to get back to Rokugan. I figured a good way to celebrate would be a very short series of RPG sessions playing in this new sandbox. I'll be running a four-session mini campaign on Roll20/Google Hangouts. Why four? Because three is too short, and five is too long for an internet game. The sessions will be at 8 pm ET on Thursday evenings four consecutive weeks. I'll play with as few as three and as many as five. Link to the campaign guide here. Comment below or PM if you want to play. I hope everyone is getting as excited as I am!
  • Create New...