Contents Credits. Writing:,. Editors: Rob Hobart,.
Proofreaders: Eoin Burke, Jim Chatham, Mason Crawford, Daniel Dineen, Erykah Fassett, Laura Harvey, Daniel Jacobsen, John Merholtz, Jen Oney-Hooven, Todd Stites, Ralph Tropeano. RPG Rules Team: Dace, Mason Crawford, Aaron Rubman.
Art Director: Todd Rowland. Cover Design: David Ardila.
Graphix Design: David Ardila. Layout: Edge Studio. Artists: Christopher Appel, Steve Argyle, Gonzalo Ordonez Arias, Mathew S.
I got invited to a game of L5R (the role-playing game, not the card game) and I want to know enough about the game to be able to contribute instead of being hauled along. The biggest problem for me is I don't know what it is I don't know. Now I've never played an RPG before (at least not one that didn't require a computer and further stipulated minimum specifications), but I did attempt to do some research and I even went so far as to acquiring a 4th Edition Rule Book (after first determining this was the correct edition). Now I sort of understand the rules for their combat system, I get what they mean by keeping dice and exploding dice, and I sort of understand you have Warriors and Mages, but there are a lot of things that are very alien to me. For example:.
The Role of Honor: How it's used, how it's gained, how I should treat it. The Role of Courtiers: Both inside and outside of combat (especially outside). The Role of Clans: I can tell there is a lot of emphasis here, but I don't really understand its purpose. The Role of Artisans and Geisha: Are these 'classes'? How do they fit in the game?. The Different Archetypes which are germane to the setting I'm even more concerned about everything I should have on this list that I don't even know enough to know I'm missing. The Role of Honor: How it's used, how it's gained, how I should treat it.
It's a measure of doing what is right. If you're losing it, you're being a villain.
If you're gaining it, a righteous samurai. As a player, you don't use it, per se.
As a GM, you inform players of whether they are living up to samurai morals with it. The Role of Courtiers: Both inside and outside of combat (especially outside). In combat: survive. Some may also be combat capable, but it's neither their giri (duty) nor their role. A few (Magistrates) might be combatants, but they are the exception.
Outside of combat: some are the face-men (talkers, con artists, negotiators, diplomats), some are artisans (which is good for duels of art), and some are information gatherers (magistrates, spies). The Role of Clans: I can tell there is a lot of emphasis here, but I don't really understand its purpose. You are part of larger groups. The family (more properly, sept, a division of a clan) is a sub-clan. You have multiple duties as a samurai: To the Emperor (The Daimyō of all), To your Clan's Daimyō, your Family's Daimyō, Your local Daimyō, your wife, your parents & siblings, your family members, and your clan mates. What ranking you put those into defines, in many ways, how to play the character.
Mechanically, Clan determines what schools are available to you, and what families. Socially, Outside your clan, you're pretty much interchangeable with any other non-daimyo non-magistrate of your clan. Only within is your personal identity valued. And likewise, unless duty demands it, you should avoid members of other clans; they are not allies, per se. Except when it comes to fighting Oni. Some GM's ignore this aspect, tho'. The Clans can, in many ways, be thought of as nations within the Union of Rokugan.
They often have fought wars with each other. The Role of Artisans and Geisha: Are these 'classes'? How do they fit in the game? Artisans are there to win duels of Art. See Way of the Courtesan for more details on that. Geisha are non-people. They are there to entertain samurai and to be spies, and as romantic plot objects.
They are not, generally, suitable as PC's. (Historically, they bordered on indentured slaves.). The Different Archetypes which are germane to the setting The big archetypes of the Samurai Genre. The Bushi's Bushi: the combat monster.
Big, strong, tough, often not too bright. Honorable, but manipulated. If you phrase something as dishonorable, he won't do it; if you convince him Honor demands it, you won't stop him without killing him. High earth ring, high willpower. The Thinking Bushi: A less combat capable bushi, but still quite lethal, he tends to avoid combats, but can hold his own. Experienced bushi of this type are often excellent captains and generals.
The sneaky bushi: not a skulker and hider, but a political creature. Gets others to do his handiwork.
Often a courtier, but not always. The Yojinbo: the devoted bodyguard. Once assigned a charge, nothing, not even his own dishonor, will cause him to willingly let harm befall his charge. Often, this also involves thwarting the will of the charge. The Wise Warrior Monk: dispenser of advice and, when needed, but-kicking. Often possessed of quite the temper, but it's long, slow, and when riled, unstoppable. Usually a retired samurai.
The Silly Monk: usually a young monk, who does stupid things, but learns from the experiences. Often comic relief, and often shares bits of wisdom without realizing it. The quiet master of the Monastery: ancient, withered, and wise beyond reason. Not usually suitable for PC's. Basically, a living encyclopedia, but also one which, being retired samurai, is capable of delivery of rather surprising violence when absolutely needed. The Magistrate: Tasked to keep the peace, and to investigate crimes.
Half courtier, half warrior, and half spy. Subtypes include the Honest Magistrate (often played the fool), the detective (who has to then coerce confessions and witnesses), and the slayer (who figures out the guilty, then kills them while they 'resist arrest'). The Geisha: usually a love interest. Always duplicitous in some way.
And one who falls in love with her is doomed. The Rōnin: Masterless, and honorless, he's either to be pittied, abused, or paid to be sacrificed in battle.
The best are incredible, but often treachery or cowardice is how a Rōnin makes it to old age. The Shinobu: the spy, the assassin. Hides in plain sight, pretending to be one of the above, or a servant of one of the above. Usually killed when exposed. Fantasy Samurai Archetypes The Shugenja: Healer, priest and wizard.
Makes children nervous, and worries bushi. Unless, of course, he's YOUR clan's Shugenja. Then he just creeps you out until he blasts the goo out of that there oni, or glues you back together after a battle. The Chanbara Monk: The guy making the 20m leaps and throwing monsters. Physics went out the window when he entered the room. Naruto, were he not a ninja.
In game, there have been a few schools that can support this. Demon Hunters: usually in the game, these are magistrates or members of the Crab Clan. In the broader samurai literature, they are often monks or priests, often madmen. You will have two very important choices during character creation - what clan do you belong to? Do you use magic?
As a new L5R player, these will shape the rest of your experience. It will be simpler if you make a character who doesn't use magic. This magic system involves a certain learning curve; it's not hideously complicated, but it's more than point-and-click spellcasting, and you'll have plenty of other things to think about at the table. Things like clans. Which clan you belong to will have a major impact on how your character fits into the fairly rigid social structure of a typical L5R game.
In a sense, clans are like character classes - people (players, NPCs, GMs) will make assumptions based on what you pick. If you're a Crane, you'll probably be seen as aristocratic and clever. A Lion is from the old school. A Crab brawls, yells, and has no patience with 'true' culture. Talk to your GM and see if they have suggestions.
Maybe it would be good to play a Unicorn, with your outlander's ways and your detachment from the game's mainstream culture. Most important - have fun! If you think something will be cool or entertaining to everyone, do it. L5R clans, like character classes, are a way to say 'this is how I intend to play the game.' They aren't as restrictive as classes, exactly, but they set up certain expectations.
Again, your Crane character is probably snooty, rich, and annoyingly good at things - whether a samurai or a shugenja, a Crane will be expected/assumed to act certain ways. Jai maa durga translation. Similarly, a Scorpion will presumably wear a mask, skulk around, and act shifty. That doesn't mean you have to do that, any more than a sword-n-sorcery fighter has to wield a big weapon and hit stuff, but it's the expectation folks will have.
– Nov 23 '10 at 20:18. I can't give you much rules advice, having not played L5R specifically. However, here's a bit of advice that should be generally applicable (especially if L5R is somewhat like it's cousin, 7th Sea): Familiarize yourself with the setting enough that you can come up with one or two top-down character concepts that sound interesting.
By top-down, I mean create them from story concepts rather than mechanics and points (as though you were writing a character for a short story in the game's setting). This will speed up character generation tremendously if you have a bit of help from a more experienced player, because they can narrow down your mechanical choices before you begin. Alternatively, choose a focus area or two from within the mechanics ('I want to use this kind of magic; I want to be a two weapon melee fighter; etc.). This will also help speed up character creation, although it's bound a bit more tightly to your understanding of the system.
Clans The main reason for clans — and other subgroups like them you'll find — is to give an idea of what kinds of characters are likely to be found in a typical game, and give you some inspiration for what kind of character you'd like to make. They offer some easy-entry stereotypes, some starting conflicts (Lion are rivals with Crane; Crab think the Scorpion are sneaky and untrustworthy while the Scorpion think the Crab are boorish thugs), and access to mechanics that are exclusive to the clans — a Dragon spellcaster will feel different in play than a Phoenix one.
Artisans and Geisha They're not 'classes' like character classes; they're social classes. You might enjoy playing one, but they're included as alternates to things like shugenja and samurai, which are more typical character types.
Martial fights are not central to L5R; The game is about conflicting social obligations. In many Computer RPGs (and also in some tabletop RPGs), combat is the central theme, while social interactions, investigation, and being a member of society play only a minor role.
In particular, CRPG dialogue is often option-based and the options are nearly independent of your character's attributes. This is different in tabletop RPGs, even more so in Legends of the five Rings. The game draws heavily on the narrative tropes of the Samurai genre, which goes far beyond the good use of various tactics in fights and picking the right dialogue options to progress to one particular pre-written ending scene.
The genre is not concerned with hard fights and choices with obvious context, and there are rarely very linear story lines. The game is about conflicting social obligations, not about fights to incapacitate enemies, and all the things that confuse you should make much more sense when you keep that in mind. The character “schools” – Samurai/Bushi, Shugenja (somewhere between priest and mage), Courtiers and Monks – are all members of the nobility of an empire. As such, they are bound by expectations and codes of conduct that govern their behaviour, and they have loyalities to different people – protect the weak, honour their ancestors, love their partners, educate their children, obey their various lords.
The Samurai genre draws on the conflict between these different codes and loyalities, so the rules of L5R try to model them through various means. One of the core conflicts in the genre is between doing what is best for you/your closest loyalities (winning battles, exposing traitors, gaining political power, surviving) and what the world expects from you (fight honorably, don't act secretly, own up to problems people higher in the command chain make you responsible for). The second bit is what honour measures. Unless you are playing a character who is explicitly put in place as a low-honour pawn of higher-ups who want to sacrifice him to protect their own honour (Scorpion clan essentially does this for the whole empire, but many other clans have people like this), you should care about your Honour value. It affects how you will be treated, whether you can expect others to listen to you, what will happen to you if you get caught doing something bad and so on.
The other big conflict is choosing between different honorable actions, or, more often, different dishonorable actions. What do you do if you find out that a high imperial figure has dealings with Evil? You cannot expose a high imperial, but you also can't let Evil be supported. Both options would be dishonourable.
Solving the problem yourself would be even more dishonourable if it came out. Another instance of this type of conflict is between obviously honourable loyalties to different people, like if your clan daimyo requires you to act against the will of the Emperor or against the defenseless peasants. Both options are dishonourable, what will you do? This is where the Clans come in: A clan is a large group of politically and philosophically somewhat unified nobility. Clans have power, often about as much as the Emperor in their domain, and relatively unified interests, so the conflicts between clans drive much of imperial politics, and the loyality to clan vs. Empire is a strong theme. Often a group of player characters will either come from the same clan and try to further their clan's interests, conflicting with honour, other clans and the imperial nobles; or player characters will all come from different clans, and the philosophical differences between the clans (how important are honour, fighting, ancestors, secrecy, loyality, etc.) will drive the conflicts.
This is where Courtiers come in: The usual samurai knows basic etiquette, but is not well-trained representing himself in front of the higher nobility. Courtiers are. They know how to tell a superior that things have gone badly without losing face and honour. They know how to phrase a request for aid without revealing the weakness and dishonour of the asker. They know how to move around in court without offending anyone.
They know how to tell the family daimyo that you need to be relinquished from your duties to work for the clan daimyo. Courtiers may even be hardly able to fight, but often a fight will either be between samurai and badly trained dishonourable people, putting even a courtier at advantage, or between different honourable samurai (maybe even a duel), such that the courtiers would not be in danger – and often, fights make out less than half the focus of the game.
Other archetypes (you mention artisans and geisha; monks, ronin – clanless samurai –, ninja, and magistrates are other important archetypes) fall somewhere into this spectrum, as well. They all gain their place from the conflicts between various honourable, dutyful or loyal deeds. They may not be able to fight, but they are able to give other people incentives to act honourably or dishonourably and are therefore important to the setting. There are already a lot of great answers, so I will try to include what I didn't see here instead of being redundant.
I would talk to your GM as a starter If you GM has requirements or restrictions, that can at least narrow things down to what you need to know at your first session. Plus, no matter how much RAW you read, I haven't sat at the same era/setting of Rokugan twice. Generic First Time Advice The 4e core book has some great advice in it, and that's to take Etiquette, Defense, Lore: Bushido, and Investigation at character creation. If your school doesn't have them, then tack them on, it's the cheapest way to spend points to buy a new skill.
L5r 4th Edition Torrent
I would take special notice of how aramis mentioned that you don't have to play a min/maxing stat cruncher, specifically the 'thinking bushi'. For the first venture into a new system, it is a personal recommendation that you make your character an intellectual. Buy advantages like 'Sage' and 'Perfect Memory', maybe even Blessing of the Seven Fortunes (Benten), because anything you as a player don't know to do, you have a safety net installed by your dice. Your GM should be willing to work with you in game. For example, I still have new players that say things like 'I do the proper greeting and titles for everyone', because they are still getting used to what they actually are.
When they roll Awareness+Etiquette, I describe the actions as I expect them - the depth of bows, the suffixes/titles, etc. As an in character narrative so they can start adding it reflexively. Which brings me to my next point. Take Notes In Game You're learning a new system so it always helps to take notes on the way the GM describes things. You don't need to take super detailed notes, but try to notice mannerisms of characters.
The funny thing about RPGs like L5R, is that for as varied as an individual person may be, the stereotypes hold in most cases. When the school gives a character bonuses for doing things a certain way, they aren't going out of their way just to be special most of the time.
And one last segue. GM Assisted Creation When I help new players make a character, I work with a funnel method. Instead of how the book says you should start with your Clan, then your family, then your school, I would start narrowing it down by how you want to get things done. If you say 'I want to be a Columbo style detective', or 'I want to be a healer', or 'I want to be conniving but comfortable with a blade', a knowledgeable GM should be able to give you a couple of candidate builds to get you started. Just make sure you come to the table with at least an idea of how your character would solve their problems.
A place to discuss the Legend of the Five Rings Roleplaying Game. Rokugan, which meant Emerald Land in the language of the Celestial Heavens, is the central location of the Legend of the Five Rings universe and its ruling Rokugani Empire's culture is similar to that of feudal Japan. Rokugan is sometimes referred to as the Emerald Empire. Rokugani society is also based on aspects of other Asian cultures such as China and India, as well as their magical systems and mythical beasts. Rules.
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A good resource for lore about Rokugan. a community for the Legend of the Five Rings card games (CCG and LCG). General tabletop RPG discussion.
Legend of the Five Rings Roleplaying Game, Publisher(s) Publication date 1997 ( 1st edition) 2000 ( 2nd edition) 2005 ( 3rd edition) 2010 ( 4th edition) Genre(s) System(s) The Legend of the Five Rings Roleplaying Game is a originally written by and published by, under license from, in 1997. The game uses the setting, and primarily the nation of, which is based on with influences from other East Asian cultures. Like most role-playing games, Legend of the Five Rings is played by one or more players and a, who controls the events that happen during the game as well as the (NPCs). Legend of the Five Rings features many and other character types as valid player characters.
In 1998, Legend of the Five Rings won the for Best Roleplaying Game of 1997. In 2008 the L5R RPG 3rd Edition sourcebook Emerald Empire won the Scrye Players Choice Award. In September 2015, AEG and jointly announced that the intellectual property had been sold to FFG. A fifth edition of the role-playing game is currently in open beta testing. Main article: The of Legend of the Five Rings is similar to, though it also includes aspects of other cultures, as well as and beasts. There is no given name for the entire world which the setting describes, so 'Rokugan' is used alternately to refer to the specific nation within the setting or to refer to the entire world.
Rokugani society is based on a structure, with seven (and later eight) so-called 'Great Clans', as well as a number of minor clans. Great Clans are made up of several family lines, each with their own general purpose within the clan. Minor clans generally only have one family. Each clan also has areas of land bequeathed by the emperor under their control. The emperor retains ownership of all lands, however, and the clans essentially rent the lands by paying annual taxes. System The of Legend of the Five Rings uses exclusively.
Usually, when a die is rolled and the result is 10 (normally marked '0' on the die), the die is said to 'explode'. In this situation, the player rolls again and the new result is added to the original result. If this second result is a 10, the player rolls a third time, totaling all three results.
This process is repeated until the player rolls something other than 10. The second edition and most books made for it were written to work both with this system and with as presented in the; this was discontinued after 3rd edition was published. Roll & Keep The mechanic for which the game is most widely known is the 'Roll & Keep' system, designed by Dave Williams and.
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When dice are rolled, there are two quantities given: a number of dice to be rolled and a number of dice to be 'kept'. The totals of the kept dice are added together, giving the player the total sum for his or her roll. For example, if a roll called for five dice to be rolled and three kept (said simply 'five keep three' or written '5k3'), five dice would be rolled. Out of those five, the player would choose three (generally, but not necessarily, the player would choose the three with the highest values) whose values would be added together for the total value of the roll. Rings Legend of the Five Rings uses eight:, and.
The Traits are grouped into pairs associated with four elemental 'Rings' (respectively to above):, and. The four Rings represent a limitation in character development, because in order for a character to advance, the level of his Rings must increase, and to increase a character’s Rings, both of the Ring’s associated Traits must increase. There is a fifth Ring, called. This ring, like the other four, is taken from 's, although 'Nothingness' is a better translation of the text.
In the game, Void represents a character’s inner strength, and its use allows a character to perform extraordinary actions, or to perform normal actions more efficiently. Character creation There are primarily two methods of creating characters in role-playing games: to roll dice to randomly generate attributes or to begin with a set number of points and a formula by which attributes can be purchased with these points. Legend of the Five Rings uses the latter method. Each new character begins with 40 'Character Points' to spend to create the character (except for characters, which begin with 55).
These points are spent to raise the level of the character’s, to raise the level of the character’s skills, and to purchase new skills. In previous versions of the game, characters started with 30 points, or 45 for ronin. These points may also be used to purchase Advantages, which give the character some extra bonus or ability that is designed to help in certain situations (such as 'Large', which increases the damage a character can inflict, or 'Social Position', which increases that character’s standing in the courts of the land). Conversely, if a player so chooses, he can select a number of Disadvantages for his character, which give extra Character Points to spend in other areas, but imposes some penalty on the character during play (such as 'Small', which decreases the damage the character can inflict with certain weapons, or 'Bad Reputation', which causes a great number of NPCs to dislike the character). Lethality The Legend of the Five Rings Role-Playing Game is renowned for its lethality.
Players who charge into combat unaware will often find their characters killed in the first session. Proper role-playing is encouraged to avoid combat when unnecessary, but the characters do have requisite abilities to survive if combat is forced in the early stages. Oriental Adventures was published originally in 1985 by as an expansion for and was set in a land called.
In 2001, released a new edition of Oriental Adventures as an expansion for the third edition of. It was decided to make this new version of Oriental Adventures a showcase for their recently acquired Legend of the Five Rings. An official (but not 100% comprehensive) update of Oriental Adventures to the v.3.5 rules can be found in Dragon Magazine #318 (April 2004), pp. For the entirety of its Second Edition, with the exception of the Player's Guide, Game Master's Guide, Way of the Shadowlands, Winter Court: Kyuden Asako, and Time of the Void, books published for the Legend of the Five Rings RPG had two different sets of game mechanics: the mechanics from the Legend of the Five Rings Second Edition Player's Guide and corresponding mechanics for, such as those presented in Oriental Adventures.
Beginning with the Third Edition of the Legend of the Five Rings Role-Playing Game, and because of the lack of availability of the now out of print Oriental Adventures, the d20 System rules have been dropped from current Legend of the Five Rings Role-Playing Game books.
Apt-get install python-sip python-qt4 Windows users can download PyQt4 binaries from here: Note for Windows users You will need a basic compiler in order to build some of the dependencies (mainly lxml). I recommend getting this one: You will also need to install Python 2.7.x from here: Note for Linux users You will need to download one more dependency, the pdf toolkit, needed to export the character sheets. Use you package manager to install the pdftk package. On debian systems run: apt-get install pdftk or aptitude install pdftk Note for MacOSX users I don't actually own a Mac, so I cannot test it, however these instruction should work also on OSX. You might need to manually download the pdf toolkit from here: then place the executable in the system path. Finally you launch the program cd l5r python main.py Getting the Datapacks The software alone is not useful. You need game data in order to create and manage your characters.
Game data is provided through packages named 'datapacks' that are downloadable from the project website: however you might want to compile the datapack yourself; in order to do so follow these simple instructions. Clone the datapack repository The data pack sources are hosted in a different repo, to get them run: git clone git checkout develop Build the datapacks In the repo there is a convenience script that builds all the datapacks cd scripts python makeallpacks.py Installing the datapacks The preferred way to install datapacks is from the application menu. Click on Gear menu - Import datapack. And select the files to import.
Tipically datapacks have the.l5rcmpack extension. This operation is only needed the first time and on each datapack update. If the program was installed using the setup and/or debian file then you can also doubleclick the datapack files. CONTRIBUITE If you make a modification to the software or datapack that add value to the application don't esitate to share it! Please submit a pull request to the relative repository:).
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