Monday, July 29, 2024

Legend of the Five Rings 5e Review


 Before I review Rokugan, I thought I should review something a little more current.  Like the current Legend of the Five Rings Roleplaying Game by Fantasy Flight Games (now Asmodee North America). Like in my review of Oriental Adventures 3e, this roleplaying game is set in the land of the Legend of the Five Rings, Rokugan.  Legend of the Five Rings (L5R) is a colorful book that promises to deliver a good game to the masses.  Now I haven't been able to run a game in the lands of L5R, so I can't give you a review on how it plays.  But I did have some opinions on the game as well as the company itself.  I'm here to tell you that I was wrong with some or most of those opinions.  Most of my criticisms go to how the game is played now, rather than anything else.  The game was mainly written by Max Brooke and Katrina Ostrander.

Expectations

Like most games I bought on my budget, the new Legend of the Five Rings Roleplaying Game aims to be a skill based system.  Unlike Dungeons and Dragons, the L5R RPG is not a heroic roleplaying game.  This is because it retains the roll and keep system from earlier editions, and combat promises to be quite deadly.  I don't know if players of this game try to avoid combat, but I'm running an L5R game on Paizo as a play-by-post using the previous 4th edition rules by Alderac Entertainment Group.  So far, my group has avoided combat except when it's necessary.  Unlike Dungeons and Dragons (and OSR clones), where players can take more risks in combat, the new L5R RPG promises to be mainly a social game.  Don't worry, you will be able to see many roleplaying opportunities in playing the game.  One thing to keep in mind is that Rokugan is a High Fantasy land inspired by the culture of Sengoku Japan, especially the writings of Miyamoto Musashi, and his book the Book of Five Rings.

Miyamoto Musashi in his prime, wielding two bokken.

 

No Elves?!

No, there are no elves in Rokugan.  Most of the races in Rokugan are human or ratling, although there were a group of feline humanoids called Kitsu, who were changed into humans and founded the Kitsu family of Shugenja for the Lion Clan.  However, there is magic, monsters, and wonder in Rokugan that makes it the equal of any thing like Lord of the Rings has to offer.

There are seven great clans, each embodying one tenant of Bushido.  Take for instance the Scorpion clan, who embody the tenant of Loyalty.  They make up the clan you love to hate. The scorpions play the villains, even though they are in the business of protecting the Empire.

Miyamoto Musashi killing a giant creature, from The Book of Five Rings

Playing the Game

The first chapter is probably the most important.  This chapter deals with playing the game.  And there are some different aspects from the AEG versions of the game.  For instance, you are expected to use different dice.  This probably my most warranted criticism of the game.  I don't like that you have to use different dice to play the game.  I just want to use my traditional six sided dice and my traditional icosohedric (20 sided) dice to play the game.  However, how the different dice are there to help you roleplay your character. I almost got a set myself, though, then I remembered I can't run a tabletop game right now.

Before you play the game, you create a character.  Character creation goes by twenty questions.  However, if there is one fault to this game, it's that all the schools of the various clans are listed -- along with skill bonuses for your character learning in that particular school is remunerated. What sucks, and yes, it is a problem, many of the schools could have been reserved for Clan Sourcebooks (like the Way of the Lion or Secrets of the Phoenix).  Players of the new system could fork over the cash on a certain clan sourcebook they'd enjoy.  That sourcebook could contain new rules and ways of looking at your clan.  This is true when I picked up and read Way of the Crane.

However, reading through this chapter a second time, it seems that Asmodee North America has kept the high fantasy feel of Rokugan.  After that, the rest of the game deals with skills, techniques -- including magic -- and playing the game.

Contemporaneous portrait of Miyamoto Musashi (Edo period) 

Critical Hits

You should know that at first, I thought this game didn't capture the feel of the original game I was used to.  However, like I said, the current L5R RPG isn't a heroic fantasy game.  I don't think it was meant to be a heroic fantasy game.  Of course you can run a campaign where the PCs go out on adventure and slay monsters.  And of course, you can probably run an all ninja campaign.  The rules do let you do that.  However, in keeping with previous editions, I feel that the game is more suited to social roleplaying rather than combat.  I didn't get any of the adventures for the new game to see how they interpret the RPG as they meant it to be played, though.

The art, however, is certainly colorful. The book contains examples of art from traditional Japanese Samurai art to realistic colorful art to bring Rokugan to life in the imaginations of the players or readers.  The art gives the book a five star rating for art direction.

Critical Misses

Where the game fails is that you are expected to buy a new set of dice to play the game.  This was a feature that I didn't like -- but was introduced in all the games from Fantasy Flight Games of the period. If you are like me, and run most of your games online, you would hopefully not find this to be a barrier from purchasing the game. If you are considering a new roleplaying game to give to the gamer in your family, you should get this game.

A word about Asmodee North America

If you are Christian, and are looking for a gaming company to support.  You can't do better than Asmodee North America.  The company -- and thankfully is not Wizards of the Coast -- is certainly doing its best to maintain an atmosphere of honesty and integrity.  As far as I know, the company has been supporting Christian values.  If you care about supporting a good company that you will feel good about, then Asmodee North America is that company.

Thursday, July 18, 2024

Oriental Adventures (3e) Review


 Welcome to the third edition of Oriental Adventures (OA)OA 3e contains all the stuff necessary to play a campaign centered on the Orient (again, Japanese culture is ascendant in OA 3e, but there is a reason for this).  Oriental Adventures introduces a new campaign setting for use with Oriental play, Rokugan.  Now the reason why OA was produced is because Wizards of the Coast sold the Legend of the Five Rings (L5R) card game to Alderac Entertainment Group (AEG).  However, when they put up L5R for sale, I wanted to buy it.  However, I lacked the resources to buy it -- even the resources to consistently support it.  However, AEG was a good steward of L5R for upward to 2017, when they sold L5R to Fantasy Flight Games. 

Despite that, I desired the rights to L5R, and I'm waiting for my time to buy them.  Since I have the resources right now to purchase the rights to L5R.  Plus, Fantasy Flight Games is not doing a good job supporting L5R, despite the beauty of their books.

OA brings Rokugan (L5R's fantasy land) into the d20 System.  At first, I thought that the d20 System would not be a good fit for Rokugan, however when AEG put out Rokugan later, they did a good job making the setting of Rokugan fit the d20 System.  The book was published over twenty years ago.  The writer is James Wyatt.  The book came out in 2001.

Overview

OA is a book trying to play the kid who wants to be a friend to everyone.  OA includes the setting of the Legend of the Five Rings into it's framework, but at the same time it's trying to be an update of the Original OA (reviewed here earlier).  The book tries to be all things L5R and all things Kara-Tur (in the Forgotten Realms).  Still, it's a beautiful book -- printed in full color -- the art in the book brings Rokugan, and other realms in the Orient, to life.

The book starts with an introduction, and James Wyatt did a good job of writing it.  Adventures in the Orient (although L5R takes it's primary inspiration from the Sengoku era of Japan, there is some Chinese and Indian influence).  The idea is to have adventure in an exotic land.  And Rokugan is certainly exotic.

The next chapter goes over character creation, and the players should ask their DM about the setting and rules to play in.  Then races are introduced, including humans and Nezumi (which are found in Rokugan).  Spirit folk, Koboruku (asian dwarves), Vanaras (based on Hamuman from the Ramayana) and Hengeyokai.  The last fit in a campaign that is not Rokugan.

 


Then classes are introduced.  There are few classes from the Dungeons and Dragons Player's Handbook that are introduced as a way to fit the Asiatic concepts of Rokugan and Kara-Tur.  But the book introduces two new classes: Samurai and Shugenja.  The Samurai class in the original OA is suprisingly very adaptable and flexible.  Player characters would be able to customize their Samurai character in a number of ways.  The shugenja class is the same way, although presented as a variant of the sorcerer class.  Another new class introduced is the Shaman class, which is a variant of the cleric class in the PHB.  Finally, the Sohei and Wu Jen are introduced, which are classes updated from the original Oriental Adventures.  If one is running a Rokugan campaign, then only the samurai and shugenja are the new classes to include in that setting.  After that, there are a few banned classes that don't fit in the world of Oriental Adventures.  But the NPC classes are discussed.  One, the Aristocrat, is included in Rokugan as a courtier.  However, Rokugan introduces the courtier class, which will be discussed in the next review.

After the character classes are introduced, then the prestige classes are talked about.  Of note is the Ninja Spy prestige class.  While not worked as a full class, the idea behind the Ninja spy prestige class is that a group of player ninja start out as another class, and then takes the ninja spy prestige class  when they are ready for it.  This graduates them into full ninja.

Another prestige class of note is the Yakuza, which is good for rogues, apparently.  The yakuza prestige class in Rokugan makes a perfect fit for the Kolat and other organized crime families in Rokugan. There are other prestige classes.  Some of them fit the monk class.

By Aaron Lovett

 

After that, character options: skills and feats -- are discussed.  The skill section includes on how the skills fit the Rokugan campaign setting.  Of course, new skills are introduced in the Rokugan book.  Then a number of feats are introduced.  Most of these feats are ancestor feats, where the characters in a Rokugan campaign takes an ancestor feat for their human bonus feat.  However, Rokugan has a different feat option.  And there are a few feats in OA that are regular feats.

After that there is a chapter on alignment, honor, and equipment.  In an oriental campaign, honor is better to use than alignment.  However, Alignment is discussed anyhow.  In some oriental campaigns, alignment might still be used.  In Rokugan, honor takes precedence over alignment.  Though this still discussed.  Then a number of equipment is also discussed.  After that, combat is covered in another chapter.

After that, magic is discussed.  This is an important chapter, since it goes through the Shugenja spells that are available to certain Rokugani Shugenja schools.  The new spells also update the spells from OA 1e, allowing wu jen and other spellcasters of Oriental campaigns have their magic.  The only schools missing are the schools for the Isawa family of the Phoenix clan.  This was, sort of, rectified in the Rokugan book.  After that comes a chapter on magic items.

Then comes a chapter on monsters.  While the chapter on monsters discusses which monsters from the Monster Manual fit in Rokugan, many more monsters -- such as seven varieties of oriental dragons -- are introduced.  Some of the monsters are introduced fit in Rokugan, but many do not.  After the book on monsters comes a chapter on campaign design.  Which is a good chapter, to say the least.  This next chapter provides options with which the GM/DM can design a campaign.

After this chapter comes an overview of the land of Rokugan.  Plus the setting begins the Four Winds saga (the emperor is killed, and without a designated heir, his four children try to take the throne). Also, the land of Rokugan is described in some detail, with some prestige classes compatible to each great clan.  After that, was a chapter on the Shadowlands.  Taint rules are introduced here, along with the Maho-Tsukai prestige class and a monster template.


 

Hits and Misses

Again, Oriental Adventures tries to be something of a child that wants to be your friend.  While the focus is still on Rokugan as a setting, other options fit other settings. This is a strength, although a weakness at the same time.  Some people still think that the d20 system wasn't a good fit for Rokugan, I beg to differ.  OA does a good job, and Rokugan does a better job, of fitting the setting of Legend of the Five Rings to the d20 system.

Conclusion

I do believe this book is a good book to get if you are planning a game in Legend of the Five Rings, and find the EDGE Studio's version of Rokugan to be unlikable. While the EDGE Studio does a good job (and I was reading the book for purposes of review), I think both AEG and Wizards of the Coast did a finer job of fitting the world of L5R to the d20 system.

Wednesday, July 17, 2024

Oriental Adventures (1e) Review


 Oriental Adventures, for Advanced Dungeons and Dragons (1e) is one of the best books for AD&D.  I wanted this book since it came out, and I managed to lay my hands on a copy during the late nineties.  My copy shows it's age, but it's my favorite AD&D book.  For it talks about the Orient in a gaming context.  It was because of this book that I wanted to learn all I can about culture in Japan, and it's the main reason why I picked up the Sengoku RPG in the early 2000's.  Oriental Adventures is credited to Gary Gygax, but David "Zeb"Cook did the writing.  It was this book that helped inspire the game Legend of the Five Rings. Without this book coming in the market during 1985, I don't think Legend of the Five Rings would have been possible.  This book is available on Drivethru.

Overview

by Hokusai

The book, Oriental Adventures (OA) allows several players to create characters in an Oriental context.  You first generate your scores, then you choose your race, and then your class.  It introduces some new races including:

  • Korobokuru: an oriental dwarf.
  • Hengeyokai: shape changing animals who can take human form, of which there are several types.
  • Spirit Folk: the oriental equivalent of elves, of which there are three kinds.
     

The book also introduces a few classes.  Including the Samurai, which is a type of the Cavalier; the Shukenja, an Oriental Cleric; Sohei, a type of monk; Kensai, a person devoted to perfection of their weapon.  Bushi, a fighter variant in oriental worlds; Barbarian, a foriegner taught in the ways of weapons; Wu Jen, a magic user based on Chinese mythology; Monk, a martial artist class; Ninja, a class for spies and assassins; and Yakuza, a class for organized crime.

Of the new classes, the Samurai and Ninja was what was shown on the cover.  Plus, the whole book is nuanced for Japanese culture except for the wu jen, which was from Chinese mythology.  The idea of the book was for AD&D players could explore the realms of the Orient in their worlds.  The book includes caste and family rules, along with rules for honor, and money and equipment.  Weapons are talked about, including proficiencies -- which are skills.

After that, the spells are discussed.  Starting with shukenja spells -- which are divine spells.  And then wu jen spells, which are arcane spells. After that, they discuss combat rules and martial arts.  Then they discuss a number of monsters that exist in the orient.  Then Kara-Tur, a setting for  Oriental Adventures, is introduced.

By Yoshitoshi

 

Hits

This book was a revolution for AD&D.  It expanded the realms of AD&D from the Occidental to the Oriental.  The mysteries of the East was revealed for fantasy roleplaying and players could visit the East.  Although the book was designed with Japanese culture in mind, especially the Warring States Period (Sengoku) of Japan, the book has a few Chinese influences.  A first for the Roleplaying games, eventually after this book is published, Steve Jackson Games would come out with GURPS China,  and GURPS Japan, both of which would have Sengoku by Gold Rush Games following in their footsteps.  As for Legend of the Five Rings, which is now owned by Fantasy Flight Games -- I think OA inspired the legends of Rokugan in the first place.  OA was a revolutionary book in that it would inspire books that came after it.

Misses

I wasn't too impressed with the Martial Arts rules in the book.  This is because I'm a martial artist myself and I felt that the book didn't capture the martial arts.  I felt more could have been done with the Martial Arts rules in the book.  Especially with designing your own martial arts (which was followed in The Complete Ninja Handbook).  Also, I felt that Chinese mythology could have been represented more in the book.  Although all the monsters came from several oriental sources, the book is certainly lacking in several aspects.

Conclusion

Several of the classes could have been worked on more.  The Ninja class, for instance, didn't work until you had a disguise (multi-classed).  The Samurai class was good, but they could have done more with it.  Of course, when Oriental Adventures came out for 3rd edition, we would see an update to the original OA in several respects.  Done for the 3rd edition of Dungeons and Dragons, we would see a better treatment for Oriental Adventures as well as a new setting: Rokugan.

Tuesday, July 16, 2024

Way of the Ninja Review


 

The Way of the Ninja book is a sourcebook on the ninja and shinobi of Rokugan.  It was published containing mechanics for both Legend of the Five Rings second edition by Alderac Entertainment Group (AEG) and the d20 system by Wizards of the Coast (WotC).  It was published by AEG.  It was written by Shawn Carmen, Rich Wulf, Seth Mason, and Aaron Medwin.  This book is no longer available on Drivethru, and must be downloaded via torrent.

What Way of the Ninja is

It's a book describing how the ninja work in Rokugan, the land of Legend of the Five Rings. If you were expecting something like Kishimoto's Naruto, you're mistaken.  There are no mystical ninja clans with Genjutsu or even Taijutsu; just ninjutsu.  However, the ninja in Rokugan are treated as a myth and fairy tale around Rokugan, which helps the ninja of Rokugan immensely. Unlike the lands of Naruto, where the ninja operate fairly in the open, the ninja of Rokugan operate in the shadows.  However, like the ninja of Naruto, the ninja of Rokugan fulfill various contracts -- which can be anything from espionage to assassinations.

Way of the Ninja also goes into the history of the ninja and how Hantei I, Rokugan's first Emperor, was the first person to give the ninja a job.  He told his brother Bayushi to watch, and thus from this order, the ninja were born.  Of course, the Bayushi and Shosuro ninja first gathered intelligence on each of the Great Clans, and then started to strike on opportune moments to prevent terrible things to happen.  When one of the later Hantei learned of the ninja and their dishonorable acts, he called the then Scorpion champion to explain himself.  His brother, who was daimyo of the Bayushi ninja, was executed. This forced the ninja to work underground.  Splitting up into various factions and ninja families.  And they continued their tasks to watch over the Empire.  For the Hantei never rescinded his order, which was to "Watch!"

Overview 

The book begins describing what a ninja is, and of course they are more than just men and women wearing black and a mask committing the most heinous dishonorable acts.  Some of them do have access to Magic (the Shosuro), some of them work for the shadowlands (the Goju), some for the nefarious Kolat (the Kolat).  Still the book goes into other clans that might have ninja operations.  The Crane Clan, for instance, have the Daidoji harriers -- which act a lot like the ninja -- so they are included.

The book also goes into possible Ninja types that can be played, and a few contracts. Like sabotage and of course, assassinations.  This book also has various information on the dojo of the ninja families, which the Scorpion has two (two different families of ninjutsu is controlled and maintained by the Scorpion).  And also the Kolat has several ninja families working for them.  However, the book doesn't get into genjutsu or taijutsu.  But, it has suggested character classes and prestige classes that are trained in the book.

After the major ninja families are explained, minor ninja clans are covered.  Including a whole village of peasants that operate as ninja.  After this, the enemies of the ninja are explained.  Yes, in Rokugan, the ninja do have enemies.  While in Naruto the ninja war was conducted against another ninja faction, Rokugani ninja face enemies who are investigating their shadowy and criminal acts.  After this, the ninja's equipment, in Rokugan, is given.  Then new treatment on d20 skills and feats are given at the end of the book.

Critical Hits

This book is a valuable book for GMs as well as players.  The first, for information on conducting a ninja campaign within Rokugan.  The second, because it expands on the information given in Rokugan, which will be reviewed later.  While the ninja is given a full class in Rokugan, before that was the ninja spy prestige class given in WotC's Oriental Adventures (which will also be reviewed later). Much of the mystery of the Ninja of Rokugan is explained in this book.  Although to add mystery to an all Ninja campaign, the GM should read the Ninja and their Secret Techniques by Stephen K. Hayes.  Watching Naruto might give the GM some ideas on how to run a ninja campaign, but there are some high fantasy elements in Naruto that won't work in a Legend of the Five Rings campaign.

Critical Misses

The book doesn't go into Taijutsu or Genjutsu, which would frustrate a lot of Naruto fans.  However, it does what it does.  It describes how the ninja work in Rokugan and how they employ their secret arts in the world of Legend of the Five Rings.

Conclusion

You should get this book if you are planning a ninja campaign in your Rokugan game.  Although EDGE Studio hasn't put out a ninja book yet for Legend of the Five Rings 5th edition, they should because there are a lot of ninja fans out there.  Of course, you can get this book and use the information therein to convert to the current edition of Legend of the Five Rings. I would say that the EDGE Studio is missing out on an opportunity to put out a ninja book for their version of the game.  This book is useful, however, if you are running a d20 campaign based in Legend of the Five Rings.

Legend of the Five Rings 5e Review

 Before I review Rokugan , I thought I should review something a little more current.  Like the current Legend of the Five Rings Roleplaying...