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  1. I will admit that all the previews of the Crab clan really reflect the Clan mentality, which is working as a team, no matter the cost. I'm really happy to see all of these. I was afraid to see mainly huge strong brutes, my fear was wrong. We are the wall!
  2. Don't try to understand people of the Dragon Clan... Even them don't understand themselves sometimes! Haha!
  3. First of all. Thanks for the answer. I removed the rest of the post to make it easier to read, but I kept the last part and explain why I really think that system is not good for me. I'm a cartesian type of person. In other words, I like to have a pretty good idea of where I'm going before doing something. So when I play a game, I do have a lot of stuffs prepared. And by a lot, I really mean a lot. Most of the time, my players are like: "I'm not sure if I want to pick that way because I don't know if you're prepared for it." and 90% of the time I already prepared something in that direction. So yeah, I do like to prepare a lot of stuffs and branching. Some people says that my games are build a little like a book "You are the hero" where everything is planed, no matter the direction they picked. So yeah, I'm rarely in a situation where I don't know what to do, because I have a lot of stuffs planned. Knowing this and the fact that I rarely request dice rolls, most of the time, it's 4 to 6 rolls per game session, which are around 5 to 6 hours long. So these rolls are really important in my game, since most of them are story branching rolls. And they aren't binary branching, usually they have 4 to 6 outcomes. So yeah, maybe I'm over-preparing me game, but I do like doing it that way. So in those rolls, I prefer them to have to be deterministic, specially since I'm really prepared for it. I will admit that I have adapted my game preparation to the R&K system because, despites it flaws, I really like the way it's done, because it's a huge random. I've seen people rolling 16 on 9k5 rolls while some others getting 57 on 3k2. So it can bring some epicness, specially since I'm not plaing the game "Success or Failure". I like to adapt the result based on the roll, so for me, the result aren't binary at all. Like I've said in another post, I prefer numbers to symbols. I even hated the way universities are giving marks. "Hey look I've got an A in my class!" Even if I know that the average mark is B-, it's not always clear how well you performed to get an A sometime. I've got some A+ when being only 3 points above the class average score and some B while being 15 points above the average. So yeah, for me, symbols doesn't mean much. Of course, I could adapt myself, but reading a number is more natural for me, since I work in software engineering. Adding numbers from dice is pretty quick and natural for me. That being said, I also said that I like the huge randomness of the system. Which is something that I don't see in the narrative dice. I even don't see it in D20 systems. Let's take the simplest roll for the narrative dice, 1 ability dice. The very best result is 2 success. Which is obtainable with a probability of 1 out of 8 rolls. In D20, the simplest roll is a D20, where the best possible result is 20, which is 1 out of 20 rolls. In R&K, the simpliest roll is 1k1 and the best possible result is indefinite. Of course, there's very low probability to roll 20+ on 1k1, but it's still possible never the less. I think that with that kind of randomness, it gives a better balance between the different difficulties, at least, for me and I can understand that not everyone feels the same way. I'll end up with this part of your post for one reason. For me, the system means a lot for an RPG. What I mean is, does the RPG is important enough to have its very own system or is it just an overlay for an overlay? You know, like most mobile games where they all play the same, but just the skin changes with a few changes in mechanism. That's what I'm seeing when I think of L5R using this "Genesys system", even though, there's no official words. I simply hate RPG using the very same system as another one, the only exception I have is when it's in the same universe where cross-play is possible like L5R and Legend of the Burning Sand. For me, if a space pirate attacks with his plasma sword uses the same mechanics as a norvegian fighter attacks with his broadsword. And the norvegian fighter uses the same mechanics that a caveman attack a dinosaure with a club. And the caveman uses the same mechanics as a werewolf attacks with his claws. And the werewolf uses the same mechanics as a samurai attacks with his katana. And the samurai uses the same mechanics as a Musketeer attack with his sword. And so on, I will admit that I'm not very trilled at the mechanics. You can say it's a matter of perception, but for me, it's a matter of "How important the RPG is". R&K having a unique system means that the company wants the RPG to be unique, a one of a kind, not a refurbished one. Just like 7th Sea felt like a reburbished RPG to me because it was using R&K. I've seen a lot of "copy/paste" RPG that doesn't live long because it's only an overlay to a core system. Is it what I want for L5R? No... While it works with SW, I don't think it may works with L5R because SW is enormous outside of the gaming world. SW was used with a D6 system, a D20 system and now narrative. However, when you speak so someone about SW, it's usually well known and they don't look at you confused. But do the same with L5R, I don't think you'll have the same reaction, usually people don't know what you're talking about. When I take a look at every D&D setting, some are know, while some others aren't. Fprgotten Realms and Ravenloft are from the most known, but when you go deeper, there's some that I never heard of. Some returns as often as the Halley's commet. I don't want L5R to be part of that kind of treatment, I want L5R to be a complete and unique RPG. Of course, it's only my opinion.
  4. Oh gosh... another discussion about: "What is a Shugenja?" Last time, we had a 17+ pages thread about it without any result... A shugenja is not a priest. A shugenja is not a wizard. A shugenja is not a shaman. A shugenja is not a druid. A Shugenja is simply a shugenja.
  5. Sorry to interrupt, even though we'll never agree on which dice system is better. However, I would like to know from which point of view are you expressing your opinion? Player or storyteller? I'm simply curious, because I know that I'm better at number crunching than at symbol crunching. It's a mindset I have based on my domain of studies. Because I could agree with the system being interesting if I knew it wouldn't slow me down, but I do know it will slow me down, way more than adding numbers. My point of view is mainly from a storyteller side because I barely played. I'm asking, because it's always easier to have good experience for a player than a storyteller...
  6. I've quoted this because this has nothing to do with the dice system at all. This kind of stuffs can happen with the R&K, with D20, with Narrative Dice, with [ENTER_ANY_DICE_SYSTEM_HERE]. While I agree with some stuffs, you shouldn't blame the dice system for that kind of stuffs, because this isn't a problem on the dice system. Let's not compare mechanisms with the dice system...
  7. In fact, his #2 is valid, it's not possible to have a real random on computers. There's simulation of a random and it's not good enough because it can be manipulated. It will only be true the day we'll have quantum computing, which is still far yet. So the way of simulating the randomness is basically by changing the seeds, and under small apps, it's typically by using the datetime, which goes really fast that looping around is quickly done. So yeah, his point is valid.
  8. I'll be honest, if FFG goes with that system, I'll keep my money since I have all books from the 4th edition and I'll stick with it. tenchi2a said exactly why I don't like the narrative dice and at that point, it won't change because I simply don't like it. I will not force myself to like something that I simply cannot like. I don't play D20 systems because I simply don't like the system since it feels way too static. Also, seeing the whole story reset is another reason for me to be careful with it. While some people like that, I don't. Why? Simply because I don't need to buy anything to have an empty story. Sure, there's stuffs with the old timeline that I simply didn't like, I just tweek them in a way to make it more plausible. Also, while it's a huge timeline, I saw a lot of plotting hooks to start new campaigns. I also followed the following rule: "Once I picked a point in the story, the rest may diverge from the official storyline." That way, my players never complained that my campaign doesn't follow the main story. Anyway, we'll see, but right now, I'm seeing this as "L5R, a FFG RPG like any others" At some point, why don't they only sell a core system book and some setting supplements? Because that's what they are doing... Copy pasting the system on another setting. A quick and cheap way. I've misread the objectif of Genesys, it is that already. Which means that RPG will all have the same system, all you do is just picking your flavor... So yeah, L5R will only be a low graded setting, just like Oriental Adventure for the D20... I'm really sad with this.
  9. Well... maybe, we don't know. The Dragon Clan were always very "mysterious" and maybe at some point, they were soo mysterious even toward themselves that they forgot they had some! That or they spent too much thoughts on the idea of having any that they were always interrupted with other stuffs because of Togashi. Haha!
  10. Actually, they aren't the only one. Crab had the Hiruma Stalkers. Crane the Daidoji Spymaster/Harriers Lion had the Ikoma Lion's Shadow Phoenix had the Sesai Ninja Sure, they are deep and very limited, but they have to be in order to not compromise the family. However, I have a feeling that people are seeing ninjas as people being overpower like in Ninja Gaiden...
  11. If there's a Shadowlands deluxe box, there will have Jade & Tetsubo Deluxe Box for the Crab to smash those in the Shadowland's face!
  12. Correction, Crab don't have the time to do so. In order to keep most of the Shadowlands away from the Empire, they have to sacrifice something, which is the time to do political. It's a task Crab decided to do with very few recognitions by the Empire, except for the Scorpion, who understood it once they had to deal with the second festering pit. I will agree that Crab are at the bottom of the political aspect though.
  13. Ninjas don't exist you know? However, you would be surprised how many Clans have access to ninjas. In the Old L5R, the Crane, Lion and Phoenix also had a very small organization of ninjas. So yeah, learn your enemies! Anyway, for me, I feel like almost all Clans are awesome, but for different reasons. At least, every Clan feels different, which is even better.
  14. Honnestly, I don't care too much, every Clan will have their turn.
  15. I've seen a good amount of movies like that and there's some very nice bushi character being killed by a random and generic soldier out of nowhere. It's not because the bushi is good that mistakes cannot happened, quite the opposite. Also, as I've said and I'll quote myself: I do want to have some of those moments, but do I really need to roll dice in order to do a Mob-Slaughterfest-O-Mania 2017? Nope, I really feel like those moments are taking way too much time. Simply by storytelling those moments, my players are really enjoying the scene while adding their actions into it. When I do want to roll dice, I do want to have impact in the game, not for a meaningless impact. It falls in the "roll for anything syndrome". At some point, we can adjust the game without the need for rules to do what we want to achieve. Geez! I don't need a system that tells me everything that I can do and causing the game to have no random death. If the player dies to a meaningless goblin, it should happen. Heck, I've placed the goblin in the skirmish, not just for fun. Otherwise, I wouldn't have place it or I wouldn't roll for that goblin. As far as I know, the Storyteller's job is to maintain the narrative flow of the game. I'll take example in video games, there's fight were the player doesn't even do anything and kills a couple of stuffs. A Storyteller can do this too. I play a lot of video games RPGs, as far as I know, there's very few fights where the enemy cannot kill my characters. Even if they aren't the huge big boss and they aren't always easy fights. The main question is do we really want a game where the lethality is high, like it is right now, or a game where most of the fights are swords vs noodles? I really prefer to have my players thinking on their actions before rushing in fights knowing that, if there's no important NPCs, it's meaningless and no chance of dying. For me, the game had this mentality and atmosphere where fighting is not always the solution. A system where every actions can have deadly consequences. I don't want to see a list of enemies with special rules: "Cannot kill players" or "Damage dealt to players are maxed at 10" just because a few people cannot alter the game as they want. Heck, even a rule layer has trouble with L5R because there's a lot of place in the corebook that encourage to alter the game to fit in your gamestyle. We don't need more than this. I don't want a book that holds my hands on: "Meaningful death vs meaningless death", "How to handle a non-lethal skirmish", "When a skirmish should be lethal", etc. As a supplement, fine, but not the corebook. Some people are against the death of player's character, I'm not. I've played a couple of games in different setting with deathseeking moments, my goal was to have fun, even if it means that my character dies and those moments are really fun. I learned to stop caring for my characters because it restrained me from doing fun stuffs. Some people around us wasn't agreeing with me because they cared too much on their characters. So yeah, sure it's fun to see movies with Mob-Slaughterfest-O-Mania, it's fun to narrate scenes like that, but I don't need rules to narrate those scene. I don't need to slow the game pace with dice rolling just to have those moments. Sure, the first time a player tells me: "I take my katana and slice the goblin in two." and I narrate the action without letting him roll the dice, he's stunned and not sure why he didn't roll, but after a while, they enjoy that kind of stuffs because the game flows better and can have a lot of fun. I'll repeat myself, if I roll dice, I want to impact the game, not slowing the flow of the game for meaningless consequences...
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