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This new samurai recently bought the core rulebook, thinking that he might try and GM hi's a very first RPG game in the L5R setting, using 5e rules. I fell in love with the idea of L5R after discovering The One Shot podcast lets-play of the 4th edition with Jim Mcclure . Now, after reading... Attempting to read the 5th edition rules... I kind of feel stuck. Like... Should-I-commit-seppuku stuck? I am looking at the rulebook, and I have no idea how to tackle this beast as a new GM who wants to try and play this game with hi's board game friends who have never even played an RPG. Can anyone experienced in L5R give me any tips? Is there a way how to streamline the game or enjoy the game despite its complicated rules? I probably should be asking more concrete questions, but I think that that is the problem... TL;DR = I am so overwhelmed I do not know where to even start with learning and playing the game as a GM based on the rulebook. Can anyone help me get whelmed?
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This new GM is overwhelmed, can you help him get whelmed?
Magnus Grendel replied to Hollow Bonfire's topic in Houserules
The easy answer is 'the beginner box', but that's kind of a cheap shot after you've bought the core rulebook! Nevertheless, the point still stands; if you can get the Topaz Championship adventure, it comes with premade characters and an adventure which deliberately adds in the mechanics one at a time. Plus it comes with dice, tokens and a cool poster map of the empire. Genuinely; do just that. The game is designed on the assumption a GM will fettle it to taste. If you have the core rulebook, the first thing I would do, especially as a new GM, is tell you to turn to Chapter 7: The Game Master. The rest of the book can go hang for the moment. This chapter contains a lot of simple, sound advice for a new GM, regardless of system. I would strongly encourage you to look at the 'Story-first groups' box on page 286. This way of play deliberately cuts out most of the complexity - the techniques chapter, for example, becomes narrative effects, whilst conflicts are simplified to single rolls. At least until you and you players are used to the idea of rings and approaches - subtly different to the usual RPG stats of strength/toughness/charisma and what have you, along with how you pick Target numbers and how opportunities work, keep things as simple as possible. This goes double if it's the setting, lore and characters that's drawn you in, rather than a desire for a mindless dungeon crawl. The basic mechanic - as in, the stuff in Chapter 1 - is simple and elegant; don't get blinded by techniques and conflict scene rules till you've got you head round that, along with a rough idea of how honour, glory and status works . It's perfectly possible to play an interesting intro session purely with narrative and downtime scenes. If you want some more specific examples of each, I can talk you through a few. Let me know if that'd be helpful. Above all: DON'T PANIC. THAT'S THE PLAYER CHARACTERS' JOB.
