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MythicFox

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About MythicFox

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  • Birthday 05/05/1981

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  1. Personally, I can handle inconsistent scale, the occasional wrong map icon, that sort of thing. But one thing that drove me nuts about previous editions was how certain landmarks would move. One particular example that really got under my skin was "Three Man Alliance Plain," where the Sparrow, Fox, and Wasp Clans teamed up to prevent the Scorpion from bulldozing Sparrow Lands for a hyperspace bypass better trade route. And in each edition of the RPG, Three Man Alliance Plain wound up further and further away from Sparrow lands, despite the fact that the battle canonically happened right on the border.
  2. It's almost certainly not going to be like that. Characters from other nations may turn up every now and then in the LCG, one or two at a time (probably as Mantis, Unicorn, or unaligned cards). Legend of the Five Rings is, by and large, focused in Rokugan with the occasional guest star from outside. It's not the sort of setting where they're going to add new supplements for each country over time, like some games might. There may be books that briefly mention or describe other cultures. But we're extremely unlikely to see the entire planet fleshed out. To put it in perspective, in the 20-ish years of the original card game, the vast majority of the action took place in Rokugan much as I described above. In the last few years, they did a larger arc where the population of the Ivory Kingdoms was wiped out and Rokugan explored and colonized the ruins. But even then, by and large the action was still focused on how this affected the samurai, not shoehorning in a bunch of other influences and cultures into the CCG or RPG. For the record, AEG did make a separate "Legend of the Burning Sands" card game with ties between that setting and Rokugan, and that did get an RPG supplement eventually. But even then, for the most part, Rokugan arguably had more influence on the Burning Sands than vice-versa and the games were not mechanically compatible. Aside from the Burning Sands and Ivory Kingdom stuff, other nations and cultures generally got vague mentions in passing at best. AFAIK, we never even got anything like a world map. Now, of course, I don't have any particular insight into FFG or their plans. I'm purely going on precedent based on how these things have functioned in the past and the fact that FFG has had a lot of interest in respecting the setting's foundations and keeping our expectations in line with the original game. I could be wrong, but for the moment I'm trusting my instincts on this one. TL;DR: The slippery slope you seem to be worried about is likely all in your head.
  3. Pardon me if I missed something, but when he says 'the former' in response, what's he referring to, exactly? I'm assuming he's talking about the specific question you asked.
  4. It's worth noting that there is one event where characters are meant to spar with each other with practice weapons, but even then it explicitly says the judges are grading based on form so they're still competing against 'the field.'
  5. Having finally gotten down to reading the adventures (both the one in the Beginner Game and the downloadable one on the website), I would say that I wouldn't run the Beginner Game adventure unless I were planning to continue on to at least run the followup adventure. It works as a basic system and setting primer to kick off a larger campaign, but as a one-shot it's a little thin as written. I mean, yes, it's the Topaz Championship, and it fits with precedent that, as the characters take their various tests, players are going to be making lists of skill checks with little context other than an infodump of what those checks mean, with the occasional interrupting shenanigans. Complaining about that is like complaining about how often the monsters on Scooby-Doo are guys in masks pulling real estate swindles. But then the characters are, early on, given a task that's treated as a huge deal (trying to avoid specific spoilers as much as possible here), and at no point does that task actually come up other than to bring the players' attention to drama between NPCs -- which they can entirely stand back and ignore (or even just walk away from) without changing the fundamental outcome of the adventure. "Your characters learn a thing and you, as players, are made aware that this culture would react differently than the one you're from" is not a plot resolution. The encounter establishing the task becomes relevant in the followup adventure, but the task itself does not on its own. For inexperienced roleplayers in general (maybe folks coming over from the LCG side of things) and/or players new to the setting, the Beginning Game adventure serves as a workable intro to the game, but I'd have a second adventure (like the downloadable one) ready to go immediately after. That said, I expect many experienced gamers, whether new to the setting or not, will likely find swaths of it bland unless you customize it with your own plot hooks and/or the optional extra encounters in the back of the adventure book. (Also, oddly enough, one of those extra encounters goes out of its way to link itself to the followup adventure but at no point would it be relevant as written unless someone forced its relevance as a roleplaying thing.) Yes, I'm aware that some of that is the nature of the beast, YMMV, all gaming groups are different, but I just feel the need to strongly encourage any GMs to be ready to customize this to your group. (Edit: I should point out that the downloadable followup adventure is a lot more promising. Some of the material is arranged oddly, with a handful of "If the characters have done X, then this NPC can do Y" moments with no explanation as to what 'X' is until further along in the adventure, but that's a minor gripe. As long as you've read the whole thing first and you're not running it 'cold' you should be fine.)
  6. It does indeed impede understanding. There's a point in the adventure when the players get to spend some XP on their characters (there's a blank version of each character sheet for the purpose of such improvements). When discussing the XP costs for improving Rings, the text says that the cost is "equal to twice the new value." Then it gives specific examples of improving a Ring from 1 to 2 as costing 6 XP, and 2 to 3 as costing 9 XP. (emphasis mine) This exact same text appears in all four folios. (Last I checked, the beta test rules consistently charged three times the new value for improving Rings, BTW.) A new player, spending a few minutes to stop and metaphorically squint at it, will likely puzzle out the correct cost -- but, in case it needs to be said, they shouldn't have to. I'd have to dig it out, but one of the rule books in the set also points this out and lists the characters by name and clan. It doesn't say when that's supposed to be available, though the official street date is a pretty safe assumption.
  7. I picked one up at Gen Con from FFG's booth, and it's pretty impressive. (That said, there's an obnoxious typo in the player character booklets, and here's hoping for the sake of new players that a correction goes up on the website when the supplementary stuff gets posted.)
  8. Whether or not your FLGS (or anyone's, really) gets something early, it's still not supposed to sell it before the announced street date.
  9. They don't, but I don't know enough to rule out the possibility they might still have a Netrunner-related licensing deal on the books. I was more talking hypothetically, on the extremely unlikely circumstance they had the inclination to take another run at it themselves.
  10. I'm not an expert, but I don't think it's generally possible to 'lock a license down' in perpetuity. (I know Alderac had such a deal with regards to Doomtown, but that was a rare exception to common practices) You'd have to do what they did with L5R and buy the whole thing outright. But it's harder to sell customers on entirely new content. Especially after how the original board game was received, an Android card game wouldn't have been a success without something behind it -- in this case, reviving a well-loved card game from 20 years ago. FFG owns the Android property. WotC couldn't produce an Android game without entering into a licensing agreement of their own. If WotC wanted to bring Netrunner back in-house, they'd likely be doing it with the original Cyberpunk licensing that the CCG came with. It's also possible, if unlikely, that with the Cyberpunk property about to be a big deal via the CDProjektRed game, someone else made WotC an offer that FFG couldn't match.
  11. In Old5R, the Phoenix once had blood magic techniques that weren't tainted until Fu Leng said they were. My first thought is that this was something akin to that.
  12. The rulebook for the RPG open beta calls out the Tortoise Clan (and Kasuga family) as existing, and being one of a short list of organizations with permission to deal with foreigners. Now, of course, it's an early draft, someone could change their minds regarding the list of Minor Clans, etc. but at least for the moment we can assume they exist in-setting.
  13. There are few things that make me happier than to know that Nancy Sauer is still writing L5R fiction.
  14. I'm still loyal to my original clan back in the days of the old CCG -- Fox Clan (and Yoritomo's Alliance/Mantis by extension). But unless and until they (or at least the Mantis) become an option again, for the moment I'm going out of my way to support the Crab in remembrance of a dear, departed friend.
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