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Ryoshun Higoka

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About Ryoshun Higoka

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  1. My group is doing our own "sideshow" campaign - an alternate, on-going campaign with storyline results being decided through gameplay. The set-up: Each player has chosen a different clan and we're playing with the following arrangements: Every player may only build their beginning deck from 1 (!) Core Set. Why? Challenge. You must use every card available for your faction (but you do not need to use all copies). Whenever you win a game, you are awarded an "Imperial Favor". Every broken Province is set aside; at the end of the game, the losing player must eliminate one of those Provinces from their deck. Whenever a Dynasty Pack comes out, everyone may add their faction's cards from it at the cost of an Imperial Favor. Any unique character that is eliminated during the game is "wounded" and may not be used in the next game; they are Healed after that player's next game and may be used again. Players may spend an Imperial Favor for the following effects: Favor in Court: You may add 1 card to your deck for which you don't need to pay Influence. Favor in Battle: Spend before you draw your opening hand; you may play one non-unique character (with no extra fate) for 0 fate from your opening hand. Favor in the Monastaries: You may Heal up to three Wounded characters before your next game. Favor of the Scholars: Spend before you declare your first Conflict of a game; you may view one face-down province. Favor of the Cartographers: Add one of your eliminated Provinces back to your deck. Favor of the Merchants: Add your faction's (and any neutral) cards from a Dynasty Pack. Story Results: Every win for your faction gives you 1 Advancement point. After 10 Advancements, your Clan gets a story result: Crab Wins: Reinforce the Wall - Crane Wins: Bountiful Harvest - Dragon Wins: Discovery of Ancient Scrolls - Lion Wins: The Right Hand of the Empire - Phoenix Wins: Discovery of Secret Knowledge - Scorpion Wins: Secrets Under Secrets - Unicorn Wins: Free As the Wind - So why am I posting this? We'd like to throw it open to the community at large and track ongoing results. If you'd like to join in, post your faction, play some games, and let me know how it went! Here's the results format: Game One: Crane against Dragon. Crane wins (1 Imperial Favor, 1 Advancement). Daidoji Nerishima is Wounded. Togashi Kazue is Wounded. Dragon loses Restoration of Balance. If you'd like to join in, we'd love to have you! If you have some suggestions for more fun stuff, let me know. Banzai!
  2. The best gifts given are the ones that cost you little and put your recipient into great debt to you... that's a very Crane way of thinking.
  3. The tactics of Bitter Lies students is all about doing this - attack in a crazy, unpredictable way (usually while laughing madly) and just kinda see how things go. The scary thing is, it worked. Or you died. Either way, fun story. On another note, I'm banging my head against the wall trying to find the artist for this piece. I think it's from one of the early sourcebooks - can anyone help me out? http://vignette4.wikia.nocookie.net/l5r/images/8/8b/Kage_4.jpg/revision/latest?cb=20120405101512 I know it's Kage, but who does the art?
  4. Bushido, at least as far as Rokugan is concerned, is comprised of the Seven Virtues handed down by Akodo. Compassion, Courtesy, Courage, Duty, Honesty, Honor, and Sincerity are the laws by which all honorable Samurai should live their lives. I would respectfully submit to the community my ideas behind the Seven Tenets of Player Bushido, that we may strive to play with honor. Please keep in mind that this is more of a thought-exercise of how Akodo's Bushido can apply to everyday gameplay, and not a sermon on how players should think and act or they're "doing it wrong". Cool? Cool. Let's go. Compassion: We're a diverse bunch. Each of us comes from a different family, different sets of circumstances, different belief systems. What unites us is our enjoyment of the world of Rokugan and our investment in it. We must strive to be inclusive of all, treat each other with respect, and help new players. We must all work hard to make sure that our community of players is a welcoming one and tolerant of those with whom we disagree. "One must bow to offer aid to a fallen man", indeed. Courage: As players, we must have the courage to be curious and challenge ourselves to new play styles and experiences. "Courage is not the absense of fear. Courage is being afraid and doing what needs to be done anyway." It can be comforting to play the same deck the same way, assured of your likely victory... but challenge yourself to step outside of that comfort. If you're dedicated to one clan, try another one for a game or two. If you're a relentless attacker, try playing a deck that encourages a more defensive style. If you rely on the same few tricks to win your games, maybe it's time to retire them in the name of a more challenging - dare I say courageous - experience! Courtesy: When you disagree with someone, disagree respectfully. When you defeat your opponent, congratulate them on a game well-fought. When you lose, accept your defeat graciously. If your opponent is new, help them with the rules and suggest things they could do better in the next game. Above all, maintain the practice of being a good sport and keeping your gaming fun and civil for all involved. Duty and Loyalty: We have a responsibility to our community, whether it's the L5R community at large, our families, or our regular playgroups. Whatever you define as your community, make sure that you represent them in a positive way and remember your responsibilities. Remember when it's your turn to get the pizza. If you strongly identify with a particular clan, be a positive ambassador for that clan. If your group wants to get the game started at 8:00, be there at 7:45, prepared for the night and ready to go. Remember that your friends are more important than a gaming experience, and try to always do right by your fellow players. Honesty: This should really go without saying, but play honestly. Own your mistakes and learn from them, and never be afraid to acknowledge them. Remember that dishonesty might lead to short-term gains, but you will lose the respect of your fellow players for life. Honor: It falls on you to do the right thing. Whether that's reminding an opponent of an advantage they'd forgotten or returning a lost card to a fellow player, we all have an innate sense of how to act "with honor". Honor is not stiffly holding yourself above others because of your personal code. Honor is holding yourself to a personal code for your own self-betterment - the positive impact on those around you is its own reward. I remember all of the cheats I've ever played against. I remember the honorable players much more fondly. Sincerity: Do what you'll say you'll do. Use your words carefully, and mean what you say. Don't embrace cynicism, sarcasm, or irony - find in yourself the unabashed enjoyment of your game, and be true to who you really are. We all wrap a shell of weary cynicism around us as we age - fight against that to get to the better self you know you are. Believe in your ability and be honest in your internal monologue. We're all fallible humans, enjoying a game together - the least we can do is be honest with ourselves (and others) about ourselves. Never give up on yourself. Of course, the dark shadow of self-serving Shourido lurks just around the corner. The urge to always win your game, at whatever cost, is strong - avoid these pitfalls to walk in the light of Bushido: Control: Let your fellow players grow. Let all of you make mistakes and learn from them. Resist the urge to manipulate games to your advantage, whether it's by not pointing out a dis-advantageous rule or intimidating a player with your play style, the pull of Control is seductive and dangerous. Embrace Compassion and Honesty instead. Determination: We all want to win - that's the nature of competitive gaming. At the end of the game experience, someone will have won and someone will have lost. The victor should understand how their path to victory was forged, and the loser must learn from the mistakes or decisions that they made. However, when the need to win becomes too strong and nothing - not fair play and certainly not fun - will stand in your way, you are falling into the darkness of Determination. Winning is great. Winning at all costs is forgetting your Courage and Duty. Don't be afraid to fail, and never forget that it's just a game. A great game, but a game. Insight: You've seen this person play a million times. You know their deck as well as they do. Nothing they can do is a surprise. You know the move they're going to make before they do. You've researched the metagame, you know the counters and plays that will bring you inevitable victory. That's... fun? Reject this dark path of Insight. Embrace curiosity and keep yourself open to new experiences. Remember your Sincerity and Courtesy - it's no fun for anybody to assume you know what their game is going to be before they play a single card. Knowledge: Knowledge is great. I am firmly in favor of learning everything you can about everything you can. However, we should draw the line at learning things to attempt to gain an unfair advantage over your fellow players. Net-decking, rules-lawyering... these are not the actions of honorable Samurai. Not to mention trying to sneak glances at your opponent's hand or top card! Be Sincere and Honest in your life-long learning. Perfection: You should always strive to be the best you can be, adapting to changes in the gaming landscape and learning what you can about your approach to playing. When this becomes less about bettering yourself and more about always being right and playing perfectly, you're limiting yourself to a less-fun experience. And worst of all, attempting to impose this unrelenting perfection on others makes you obnoxious to play with. Be more Courageous and play with Compassion - failure in a game does not translate to failure in life. It's okay to lose. It's okay to be wrong about something. Step back and allow yourself to laugh at yourself for taking things way too seriously. Allow yourself to embrace fun. Strength: Smash your enemies. Intimidate new players. Flex your bank account, your years of experience, whatever weapons you have at your disposal to make others feel like they're less than you. ...And then look around, wondering where all of the fun people have gone. Reject the toxicity of Strength; show your true might through your Sincerity and Compassion. Be welcoming of new players and be demonstrate your ability to be gregarious and enjoyable. Don't fall into the trap of thinking that keeping yourself up means pushing others down. Will: You know the right way to play, the only correct way to game. Other viewpoints confuse and enrage you. You will stick to your guns no matter what, because you are right, and any challenge to that is a challenge against common sense itself. ...Come on, man. You know, you have to know deep down, that you don't have all of the answers. Don't let yourself get trapped in the snare of rigidity - embrace change and difference, the virtues of Sincerity, Compassion, and Courage. You'll be amazed at how much better you feel when you can acknowledge mistakes and be brave enough to change your mind and tactics. Anyway, that's my wall-o-text. I'd like to point out that this is purely written from the context of fun/casual/no-money-on-the-line gaming, and I'm certainly not calling on everyone to hold themselves to this concept of Bushido. It's probably also important to view these concepts through the lens of Bushido/Shourido, and not modern, contemporary sensibilities - I just think it's a good conversation-starter for all of us preparing to launch into a new game in an old world, and I'm certainly going to try to hold myself to a standard when I play.
  5. Also - it's important in a conversation to not "point out the fallacy" - that's actually pretty rude, and just makes you come across as arrogant and self-satisfied. Instead, go to the heart of the fallacy - if someone makes a Strawman argument, simply calling it a Strawman argument doesn't get you anywhere. Instead, point out that the argument that they're making doesn't really apply to the discussion that you were having, and redirect the conversation back to the original point. Does that make sense?
  6. That's actually a fallacy! It's called The Fallacy Fallacy - it's when you presume that because a claim has been poorly argued, or a fallacy has been made, that the claim itself is wrong. And people who think they "win" arguments... sigh... you win by creating understanding, not by shaming your opponent into silence!
  7. How to counter logical fallacies? Point them out. Do it gently, do it respectfully, and do it consistently. If somebody approaches you with an argument that seems rooted in a fallacy, ask them questions. Ask for help understanding it. Ask them to explain their position. Ask them to show you where they found their facts. Ask about their facts. In all things, do it gently and respectfully. Understand that you can't change their mind - only they can do that. The best anybody can do is to provide information to help somebody change their viewpoint. Some counterpoints I can relate: Strawman Fallacy: Point out that the Strawman argument is not the argument you are having. Acknowledge their point and move the conversation back to the actual topic. Bandwagon Fallacy: Point out that just because a number of people agree on a thing, that does not make that thing correct. Popularity is not proof. Correlation Equals Causation Fallacy: Point out that coincidence and cause are unrelated. Ask for more information that they could provide to create the link between the two points they are trying to correlate. Begging the Question Fallacy: This one can be tricky, but you need to dispute the begged question. Asking someone, "so, how's the sake addiction going?" to try to establish that person as addicted to sake is a cheap hit and should be pointed out as such. The Ambiguity Fallacy: A simple definition helps eliminate this one. Argument Against Origin Fallacy: Just because somebody discounts information because of its source doesn't automatically mean that the information is false. It's important to keep the data in context! For example, let's say there's an anti-Yobanjin scholar who writes nothing but "Yobanjin are sub-human monsters" scrolls. That scholar is an unreliable source. However, if he publishes a scroll that states that grass is green, that fact is still valid. We may not like the source, but that doesn't discount that grass is green. We can still safely discount his argument that grass is green because it's stained with the inhuman blood of the Yobanjin. Black or White Fallacy: This is a common fallacy that can arise when people get deeply entrenched in their arguments, and the best counter is to gently point out that the choice is not a binary this-or-that choice. "Crab are brutish louts!" "Crab are the only samurai that understand duty!" How about "There are a lot of Crab samurai and painting them all with a single brush is not accurate or fair."? Nuance is important in understanding, and anything that is presented as an either-this-or-that choice removes all of the nuance. Appeal to Nature Fallacy: This one's pretty simple to argue against - Arsenic is perfectly natural, and it's not good for you. Move along. Ad Hominem Attacks: Just point out that it's not helpful to attack people to prove your point. If they continue ad hominem attacks, it's just going to further weaken their position. Texas Sharpshooter Fallacy: This one is easy to dispute, but hard to actually help someone change their minds. Point out that the facts are cherry-picked, add context to the facts (and produce the missing information, if you can), backed up with reputable sources. But do it gently! No True Scotsman Fallacy: Point it out. If no "true" person of a group does something, then what does that say about their definition of that group? Help them change the definition of the group or change their argument. Appeal to Authority Fallacy: This can be tricky as well, because it's hard to be gentle while pointing this one out. Just because someone is an expert in their field doesn't mean that they're an expert in all fields. A Dragon fire shugenja being quoted on the ring of fire and communicating with the kami is a reputable source. The same shugenja holding forth on the best Mantis shipping routes is not a reputable source, and trying to use him as an expert in that field is an Appeal to Authority Fallacy. Middle Ground Fallacy: While this can be appealing - trying to provide compromise by having everyone meet in the middle - in some cases, you simply can't. Point it out gently by pointing out the middle ground isn't actually the best compromise in the specific case. The Anecdotal Fallacy: Accept that a person's own experience is important, but gently remind them that their unique experience doesn't extend to the rest of the community. Anyway, there's a few ideas for you. Remember to be courteous, respectful, and polite. And also know when it's time to walk away. If someone is simply trolling, there's not a lot you can do other than accept that this person's too entrenched to have the conversation.
  8. @Drudenfusz You keep beating me to the keyboard! What she said is so true, and we as players can always enjoy the roles our clans allow us to play, but at the end of the day, it's much better if we focus on the positives. When I see a Crab, I don't think crude, I think someone who understands Duty. Crane aren't arrogant, they're devoted to beauty and perfection in all that they do. The Dragon are thoughtful. The Lion are brave. The Phoenix are curiosity incarnate, and the Scorpion understand Loyalty like no other. The Unicorn treasure freedom and acceptance of outside ideas. While they're no longer with us, the old Mantis were the living embodiment of "who dares, wins". Even the Spider had their redeeming qualities, mostly based around self-improvement and the importance of the individual over the masses. So, as the old song goes, "acc-centuate the positive"! See the good in your fellow players and don't judge people by their clan. In the end, we're all players of the same game enjoying the same world.
  9. An important thing to consider as well - an Argument From Silence can be infuriating. It is really hard to keep your cool in the face of a "pics or it didn't happen" response. It's disrespectful to the person's position, dismissive of the person and their experiences, and it can basically cut off communication by calling the person an outright liar. And it's so easy to do in an online setting. This can happen a lot around things that are spoken, especially when they're offensive. Person A calls Person B something awful. Person B objects to the audience at large, which was not present. Person C tells Person B to produce proof that he was insulted, or to stop claiming that it happened - that's an Argument From Silence. There are a few really poorly-informed websites that do nothing but traffic in these arguments, and they're really disheartening. It's important to also note that an Argument From Silence is different from simply requesting proof. It's always good to request proof. Where you can go wrong, however, is when the proof requested either isn't enough (Argument From Silence via Moving the Goalposts) or doesn't satisfy the audience regardless of its level of proof (your quintessential Argument From Silence).
  10. You, sir, have done some great work. Thanks for the templates!
  11. http://imperialassembly.com/oracle/#cardid=6572,#hashid=2e440eb04d33472aeb474de90ca460a3,#cardcount=0
  12. So glad they cleared up the "honor/drawing" mechanic.
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