Jump to content

Papa Midnight

Members
  • Content Count

    277
  • Joined

  • Last visited

Posts posted by Papa Midnight


  1.  

    Of course, we don't know if GW picked up the rights to the FFG copyright aspects of the games when the license ended, but based on the rumors around how the GW/FFG relationship fell apart, I'd guess it's more likely GW will create a new WH40K-themed card game than continue Conquest in anything resembling its current form.

    And that is quite not what I was thinking GW might do. Oh well, we had a good run... 


  2. If FFG would want to continue to have a Story Team to continue telling the story of L5R, I actually hope they will assemble an entirely new team to avoid any potential baggage from previous writers. 

     

    You're right; previous baggage should be jettisoned.

     

    However, I would also like to see some form of 'background support' that addresses or takes into account previous (and/or existing) L5R history..... thus, bring in a new team (and don't drag in previous L5R brand writers) and sprinkle that with support personnel from existing FFG personnel.  I hope that is making sense, as it seems somewhat cyclical in my opinion. 


  3. Really, I just want more options than, "pick your clan, your deck is predominantly that clan." With appropriate restrictions built into the game, that should be quite easy to balance with pure clan decks. The specific means of achieving it really doesn't matter much to me.

     

    Not wanting to sound pedantic here, but when I was playing the game, the majority if not outright all players were simply a mono-Clan deck, with some thrown in goodies. Maybe my memory doesn't serve me well here, but this is what I remember.

     

    Having lost contact with the game for nearly 12-13 years does mean that a good number of changes must have occurred, to which I cannot speak to. But this format of deck building (single Clan, with a few 'outside' cards) was the favored method of gaming, no?   :huh:   


  4. *bump*

     

     

    I would love a little more freedom to mix and match and play dual clan decks, or even ignore clan altogether and build a deck that utilizes some other synergy and ignores clan alignment.

     

    Honestly, I don't even need strongholds to be clan oriented. We could just as easily get strongholds that are designed with specific mechanical themes in mind and without any clan alignment at all.

     

    While there are now several threads which continue to discuss the various Clans and their gaming flexibility, I thought I bump this thread up to see if there was any more focused discussion related to Clans and their associated strengths/weaknesses and such.

     

    I chose to highlight the quote above in order to garner some more conversation, as it parallels my general thoughts as well.

     

    Thoughts?


  5.  

     

    Assuming they keep two decks, ...

     

    Um, imo, L5R can be done with a single deck design in mind. I'm in the minority, I think. 

     

     

    I agree. But we have to make certain assumptions when discussing things.

     

    Obviously, if there's only one deck, then distinguishing between them for determining which one makes you lose by decking out doesn't matter. :)

     

     

    Wholly agreed.

     

    Not knowing what direction FFG is going with (and they not knowing either, at this point) is what I was working off of.  :unsure:


  6. Other

    The game has a history of additional vicory conditions from event cards. I think this should also be honoured, but is not needed to outright start with such tardition in the core game, but it should be kept in mind for later cycles.

     

    So, anyone else with ideas regarding how the vicory conditions should be in the new game, or why it is important that certain things are kept like they have been?

     

    May I be brave enough to suggest that, given prior FFG games, the decking of your opponent (opponent running out of cards in their deck/decks) would be another manner of 'victory?' 


  7. So for the initial wave, this game could concentrate on the great clans. Then additional waves could explore an external threat and the clans closer aligned to that threat (either for or against). Hopefully people get that what this model tried to do is have the cake and eat it too. Keep the clans at war, allow for more threats to the empire as a whole, and down the track allows for future expansions where two or more great clans "align" under one play style stronghold.

     

    Overall, imo, this will be the most "reasonable" model that FFG will/should follow. Why do I say this? A bottom-up approach is the easiest manner to carry out the initial planning and design of the game, followed by the insertion of additional elements/storyline to the given (designed) clans.

     

    Regardless of their approach, I cant in all honesty envision FFG $&@#ing this CCG up, if one draws upon the rich, quite descriptive background of the L5R story.

     

    Again, this is imo.  :ph34r:


  8.  

     

    If we keep the 20 years of story and move forward, i'm cool with it and it wont stop me from buying the product. Nor will having or not having a Spider Clan at the get go. However, I find that trying to keep up with 20 years of history may be a bit overwhelming to the new player base we will potentially pick up. Also, let's be honest, and I do not blame the story team for this, but a lot of the jump the shark moment started as soon as the Clan Wars (Crab marching on capitol with shadowlands army) and continued on down the line.

     

    Well said. 

    While similar responses have been posted, I thought I would highlight this suggestion/take on the upcoming L5R CCG. 


  9. Really like the idea of implementing the elements (5 Rings) on (almost) every card as they're supposed to be central to the culture. Putting them on personalities would tell us something about the character without even having to read up on them. Of course this means that shadowlands would likely be bereft of these traits but that would make sense. 

     

    This.  :)


  10. There was a page or two in it that suggested a way to play standard D&D races in Rokugan, where you had Crab Dwarves, Crane Elves, etc.  So it was just a side note of a possible home-brewed Rokugan, not the base setting presented in Oriental Adventures.  At least that's how I remember it, I sold my copy several years ago.

     

    Ahhhhh, that is what I was attempting to remember; there was a book that had a suggested listing of D&D races and their "mirror factions" from L5R. I totally remember that as the RPG group at the B&M store were utilizing that during the early 2000-2002???

     

    I had totally forgotten about that. Wow, talk about a walk through memory lane.  :P


  11. I really do wonder how "necessary" a dynasty deck is.

     

    Ooooooh.

     

    What if you drew everything to the same hand, but if you want to play certain kinds of cards, they have to be raised up through provinces. Just drew a good samurai? Play him in your province (maybe face down?), and he'll be ready in some number of turns as he reaches adulthood and goes through his gempukku. Maybe use FFG's counter fetish to create a countdown.

     

    Meanwhile, your opponent is trying to burn your province down. Rather than losing the province outright, they're taking out that specific card. Razing the village and executing your potential Samurai before he comes of age.

     

    There are definitely kinks to be worked out -- come from behind would be pretty rough once your opponent had board control and could wipe out your province at will -- but maybe build in some kind of comeback mechanic where the "clock" ticks faster if you're behind.

     

    Actually, this all sounds not super dissimilar to advancing agendas, but for bringing important cards into play rather than defining victory conditions.

     

    Hmmmmm.

     

     

    My thoughts run parallel to this. Again, just my opinion here. 

×
×
  • Create New...