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Post by Hida Tetsuko on Jun 25, 2017 14:50:27 GMT 10
I've been seeing a lot of activity online about the new game that's coming out. I haven't played the card game, just the RPG. What are people's thoughts on it? Has anything changed from the old? Good or bad?
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Post by Kasuga Naosuko on Jun 27, 2017 1:29:32 GMT 10
I dabbled in the CCG, nothing serious. The LCG seems to solve a few of the issues that I have with CCGs in general. Namely resource shortage due to bad draws and some of the snowball effects that can be caused by a good first hand.
From an RPG standpoint, I have some interest in it because they have this mono no aware mechanic. Characters do not die if they are defeated in conflicts, they leave play when their fate runs out. When you purchase a character, you can choose to pay extra resources to give that character more fate so they will stick around longer. I like that from a story standpoint, and from a game standpoint because everything is transitory. I may have powerful characters on the field, but they will fulfill their destiny and new characters will come in to take their place.
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Post by Shinwa on Jun 27, 2017 1:57:06 GMT 10
It is a whole new game. They managed to keep a lot of the look and feel, and many of the dynamics of it. But it's different.
List of random thoughts:
1) You generally will play the deck of one clan, and then 'splash' cards of one other clan into your deck. This splashing is what will give a range of decks. Especially at first, most people will be playing all the same cards for their primary clan. 2) Deck construction has a diminished role. Everyone will have the same cards, and there will be a more limited card set. But a great card played badly won't help you at all. 3) Luck has a diminished role. There is a very strong mulligan rule (discard up to all of your cards in your starting provinces and hands, remove them from the deck, refill, and then shuffle in the cards). And, with the mono no aware/fate mechanic, the best cards have a cost and will be removed from play pretty fast. This game will be all about skill, not that one great card you managed to get out early. 4) There are two types of conflicts: Political and Military. Provinces can be taken with either. Either are initiated. Only Crane and Lion have been previewed so far, but generally Crane wins by initiating and winning Political conflicts, and Lion wins by initiating and winning military conflicts. Even having the idea of the province-stomping political conflict will change things. 5) Honor and dishonor are (as currently previewed) a risk/reward axis. You can do things to make your game play easier/more successful, like draw more cards. Or bid high in a duel giving yourself more force. But if you make things easy for yourself, your opponent gains honor, which they also gain with victories. If you let your opponent gain too much honor, they win. We haven't seen much of dishonor yet, but it certainly slows the growth of honor, so you can have more cards in your hand safely, for example. 6) I like especially the 'you don't know what a province does until you start fighting there'. When you initiate a conflict at an enemy's province, they turn it face up and it is only then you know what might happen that impacts the conflict (changes in conflict type, rewards or punishments for victory, and so on). 7) Rings are pretty weird, but do impact every game all the time. More so than the Imperial favor, but similar. That is nice, in that all 5 rings really will be part of every game, not just a few janky enlightenment decks.
Random thoughts. Right now, it looks terrifyingly hard to play, but I've watched a proxied out game or two and I'm trying. It's awful boring to watch other people's games for me, but if it helps me not look like an idiot my first tournament (well, any more an idiot than usual) it'll be worth it.
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Post by Mirumoto Nanashi on Jun 28, 2017 7:59:16 GMT 10
I think once you learn to play it will move pretty quick. The first time you learn Netrunner it takes forever but watching the pros its like lightning. I love that they have made Honor important to everyone. Even the Crab. I'm going to miss taking half my turn on my opponents turn but...oh well.
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Post by Ikoma Tamiyo on Jul 7, 2017 15:40:04 GMT 10
It's looking really solid, and I very much enjoy what they're doing with the reboot of the story-line. L5R is alive and kicking, it seems!
As for the rpg, looking forward to that even more. Especially know that they have launched a generic system based on their Star Wars rpg I bet that's what they'll use as a base for the new L5R rpg. I know 'special' dice are not everyone's favorite, but I for one really enjoyed playing that version of Star Wars.
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Post by Kasuga Naosuko on Jul 8, 2017 2:46:37 GMT 10
I dunno, roll and keep is a L5R staple ya know? I've played the star wars system and it's fun, much easier to determine success or failure by pairing up dice. It'd change up the mechanics a lot too, rings and such.
I'd play it either way I think, but there would be a lot of push back in the community if they used their special dice.
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Post by M'thack-kir on Jul 8, 2017 8:38:12 GMT 10
Can't wait for the LCG, but won't even try the RPG. Have all the 4th Ed books and they work just fine for my local group. Don't see a need to change.
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Post by Hida Tetsuko on Jul 8, 2017 10:59:25 GMT 10
With no funny dice, it'll be easier to get a set of d10s in Jade or Obsidian.
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Post by Kasuga Naosuko on Aug 4, 2017 6:55:06 GMT 10
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Post by Ikoma Tamiyo on Aug 4, 2017 7:48:05 GMT 10
The LCG is really looking hot.
But never, ever I will understand the love for the roll and keep system! Obviously I always enjoyed roleplaying L5R, but the crunch never matched the wonderful fluff. Even back in the 90's our groups soon learned that the system was an imbalanced mess with a high degree of LFQW which utterly managed to misrepresent what truly mattered in Rokugan. We always had had much better experiences running it in another system, so yeah, this truly is a 'YMMV' thing :-p
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Post by M'thack-kir on Aug 4, 2017 18:27:04 GMT 10
Loving the rules! I'm going to print some of the Kolat Network's print and play decks this week to play with people :3
Yay~~
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Post by Hida Tetsuko on Aug 4, 2017 19:04:10 GMT 10
Our local game store is getting a kit. Steve and I may have to take turns in attending game nights.
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Post by M'thack-kir on Aug 8, 2017 13:56:46 GMT 10
Finally printed the available Kolat Network print and play decks yesterday. There are four people living in my apartment right now, and we tend to play games together, so we just did one big multiplayer game and homebrewed a few things to manage. A few hours later, only one person had been eliminated, and the rest of us had our strongholds wide open for the taking. Ended up calling a three-way tie due to the time. I loved getting to play it. I love the feel of it, can't wait for my own real decks and being able to customise the hell out of them. I'm not sure I love the cost of some characters, but I'll deal
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Post by M'thack-kir on Aug 14, 2017 13:46:16 GMT 10
...so I've printed off one copy of the Unicorn print/play Kolat network deck and honestly, I feel like I need to print three more for my apartment's four player game tonight lol. The shenanigans would be so worth!
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Post by Hida Tetsuko on Aug 14, 2017 15:39:31 GMT 10
Can you get those to me Phe? I'll be playing pony
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