Welcome to our discussion about playing l5r in this forum. Currently we are in the midst of gathering players and creating the environment that we're going to play in. So if you want to play, or just participate in the creation of the world to see if playing is something you want to do later don't hesitate to jump in and make a suggestion (it'll feel lame if me and Cos just do it all).
We're taking ques from the Fate Core RPG to help us create our world and populate it with interesting people. This involves the use of something called Traits to help define people and places and give us plot hooks to use during scenes and adventures. Anyone can add a Trait to something! It's encouraged that traits for the same place come from different sources so that we can have variety and all get something out of playing this game. Most things should have two or three traits, so if you see an empty slot on the master list, feel free to fill it. Each player is also allowed to add a location to our map, give it a name and some definition, but other players have to give it Traits.
All the Traits, Locations, and Characters we have listed so far are in this document: Dead Merchant's Crossing, Campaign Traits
If you need some help with Traits, I've written a short guide below.
Here's the map of our play-area. And current key. New locations can be added anywhere you like! Even in the same square that someone else has selected for their own location.
River - Drowned Merchant
Road (E1-I5) - Umanohaka Path (Horse Grave Path)
I6 - Burijji Mura (Bridge Town)
I2 - Kikori to Ono Pass (Woodcutter and Axe Pass)
E5 - Shiro Sentaro (Thousand Lantern Castle)
C9 - Okami Yama (Wolf Mountain)
We're taking ques from the Fate Core RPG to help us create our world and populate it with interesting people. This involves the use of something called Traits to help define people and places and give us plot hooks to use during scenes and adventures. Anyone can add a Trait to something! It's encouraged that traits for the same place come from different sources so that we can have variety and all get something out of playing this game. Most things should have two or three traits, so if you see an empty slot on the master list, feel free to fill it. Each player is also allowed to add a location to our map, give it a name and some definition, but other players have to give it Traits.
All the Traits, Locations, and Characters we have listed so far are in this document: Dead Merchant's Crossing, Campaign Traits
If you need some help with Traits, I've written a short guide below.
- Creating Traits:
- A Trait is a short phrase that chisels some definition into the mosaic that we're all creating together. By creating the world as a group and loosely defining it using Traits, the mental image for the game should be more solid for everyone. The best way to explain a Triat is just by example, so let me give a few to use as a jump off.
Traits for people could demonstrate how they act or what they want. "Kind but Desperate" is a good Trait for a farmer turned into an assassin for instance. "Easily Confused" is a good Trait for the village idiot. "Now that guy can get mean..." is a good Trait for a man who has an openly bad temper. Traits can range from pretty blunt, to more abstract; a good Trait leaves the thing in question kind of ambiguous, so that the Trait can apply to many different situations. "See a penny, pick it up" for instance could represent a character who is both superstitious, lucky, AND easily distracted by a wayward koku rolling across the floor...
Traits for locations can be the same but usually they represent potential for certain encounters when traveling to an area, or objects of importance in that place. "Yakuza Infestation" "Sharp Dropoffs" "Flash Floods" "Don't go up there at night!" and "Well Guarded" are all pretty simple Traits that you can add to locations.
When you add a Trait to something it should be because you think that dealing with that particular idea will make the game more exciting. If you come up with something cool, but don't think it could ever interact with the game it might be better to keep it in your pocket for later. Or you could just suggest it anyway, and force people to find a way to make it relevant! [:
Here's the map of our play-area. And current key. New locations can be added anywhere you like! Even in the same square that someone else has selected for their own location.
River - Drowned Merchant
Road (E1-I5) - Umanohaka Path (Horse Grave Path)
I6 - Burijji Mura (Bridge Town)
I2 - Kikori to Ono Pass (Woodcutter and Axe Pass)
E5 - Shiro Sentaro (Thousand Lantern Castle)
C9 - Okami Yama (Wolf Mountain)
- Map FAQ:
- Our little slice of Rokugan can be located on this map halfway between P12 and P8, where the river meets the mountains. As you can see it is a main thoroughfare for the Unicorn, but Lion, Dragon, and Scorpion also find it a lucrative place to occupy. Since the Lion are involved, the Crane almost certainly are, and since it is on a major river the Mantis and Crab may also be interesting in keeping holdings there. And, why the fuck not, Phoenix too.
- Rokugan Map:
- origional post:
- (moved over from second city tavern, lets just do it here)
So l5r in play by post might be hard, but we could still try it. I think it would be fun for us to just jump back into the samurai stuff again, and it’ll be easier for us to do in relay so that no one has to lay down any huge commitments to playing another actual game, but we need to lay down some ground rules and hammer out the details first just to make it a more smooth transition
What I was thinking was that we could set it up in a specific area, we could design or pick a small city with some outlying features (spooky bamboo forests, scary ogre hills, overrun iron mines, large open fields perfect for mass combat, a large river or two, and maybe even an ocean coastline), we’ll draw up a map and everything, and then the major parts of the adventure will take place entirely on that map; we can make it just large enough to offer a wealth of new locations when we need them, but keep it small enough that the adventures can all happen “locally” and it can be collaborative so that everyone gets a say in the development of the map’s features
characters would be standard, but the issue is game masters; we all want to play i’m sure, so i suggest that we work on implementing kind of a rotational GM thing, when you have an idea for a scene or a conflict, you can enact it, and play all the NPCs while letting other people react as their characters (but avoid having any characters you control participate in scenes that you are game mastering because i think that’s just bad conduct), you can run anything from dungeons, boss fights, large battles, mysteries, or social encounters, and any characters who want to be present can get involved, after a significant scene or adventure is over; where it feels like the characters should grow, the person running the scenes could award exp about equal to a single session of play (and shorter less significant scenes could award like a single exp to all participants)
so let me hear any suggestions you guys might have
Last edited by Number 12 on Thu Apr 10, 2014 5:51 am; edited 4 times in total