I skimmed through my earlier post about HoR4 – Early Read.
Is there anything to add? In terms of how I feel about playing, no, not really.
So, what’s the point of posting a rehash? Let’s try to newhash as much as possible.
I’ve played CIT00 to CIT04, CIT06, CIT07, CIT10. I can’t recall any standout mod. Early on in HoR3, I thought some of the mods were way underdeveloped – SoB02 and SoB03, with SoB04 being suddenly over as well. But, I liked SoB00 quite a bit, SoB01 seemed like interesting things were afoot, like maybe the Phoenix would be relevant for a change. Then, SoB07 was one of my favorites, with all sorts of points for originality even if running it was not as good as playing it.
Then, there was SoB09. SoB09 was something I thought was really cool at first. As time wore on, probably because there wasn’t the payoff on Nothing in the series mattering, I grew less enamored with it. I also read the Fire side which I neither played nor ran and was less interested in that part. Even late in the campaign, though, it was memorable for having engaging combat, having the fantasy aspects I am more interested in, and just flowing well … like water or some liquid that flows well.
Playing HoR4/CIT, I now look back on SoB09 with much more fondness.
I’ve run at least four of the mods I’ve played – 02, 03, 06, 10. Maybe ran 00, but whatever.
02 and 03 are both okay. Neither 06 nor 10 appeal to me. Yet, 10 was precisely my sort of mod in HoR3.
I can reiterate how disconnected I feel towards CIT not just because I go months without playing or because I lack personal goals but also just because I have no concept as to what the campaign is even hinting at. SoB may have had themes that our group never felt were (properly) executed on, but, early on, at least there felt like themes. Balishnimpur, tension with Ivinda (not Ivindi, which is the language, or Invindi which is who knows what). Except, Balishnimpur as a setting hasn’t mattered at all, could just as easily substitute more common things and tension with peasant Ivinda feels just like tension with peasant Rokugani.
I hated the Second City Boxed Set, well, hated may be only slightly off, more felt was a waste of effort because it didn’t develop the setting into something that was “yeah, dude, Ivory Kingdoms safari, yo”. I feel like the point of having a setting is to explore that setting. L5R does an amazing job of developing its setting, well, its Rokugan setting, kind of terrible job of developing the other parts of the world or other worlds. Somehow, it would seem to me that more effort could be put into scoping out what the Ivory Kingdoms is really about for a five year campaign that theoretically is going to be spending half the time in it.
But, there’s more to whine about.
I realize I could write mods. I realize volunteers aren’t being paid to entertain me. I realize that Rob Hobart and his crew were fantastic at putting together HoR. I cut SoB some slack for being a first time for a lot of folks – the mods weren’t my major complaint or my second major complaint. Nightmare War, in my limited experience with it, actually was very cool, far far more interesting and coherent than I expected it to be.
I just feel like there’s too much similarity in mod structure. Where HoR3 had a huge advancement was in court mods. Sure, some of the mechanics didn’t hold together at all once you GMed the mod, but you could see what they were trying to do and provided a new spin on playing through social stuff. At some point during that campaign and in this campaign, I already feel like the same court well is over used. There are mechanics that never pay off that may seem like they matter when playing but are just tedious when GMing and become extremely repetitive for certain players.
In general, there just comes across a feeling of sameness to mods. Yes, HoR4 has had one mod that was very noticeably different, even if it may have had some similarities to a previous or two. By sameness, I don’t mean “oh, here’s another travel to a fight mod” or “is the mod just about talking down a god/crazy/recalcitrant kuge/etc.?”. I mean that within the half dozen or so common mod archetypes, there just feels like going through the motions.
Yes, earlier stuff has the advantage of coming earlier. Originality is going to generally fade. But, that can be fought. Engaging recurring NPCs like Daniel from HoR2 (not like cursed Toritaka) help. What else? I don’t know. I’d have to think more about it. I’m not saying it’s easy to be original and cool and cater to my tastes and whatever, though I thought some SoB mods that had way too much going on had some really cool things that I wish were expanded upon.
Oh, there is one thing. Have what each and every PC do matter more often. I’m tired of mods where, at the end, I realize that my efforts were pretty much irrelevant. I also really dislike having mods where the crucial stuff doesn’t feel like a significant part of the mod, having been burnt on that in HoR2 once and still being irritated by that mod both for that and for having the most obnoxious NPC I recall. Can’t have every mod be a “everyone is a special snowflake mod”, though Words and Deeds from HoR2 felt like that to me and I loved how that played for my character. But, I feel so much like I’m tagging along in CIT not so much in an adventure but in an exercise to gain more XP.
I can try to fight this on my end. I can try to finally figure out what to care about to where I can begin my character’s story arc. I can actually put together my Bushido Tenet Ratings for this character. What is going to be difficult, though, is being dedicated enough to complete a mod. It doesn’t help that when I ask about whether one of my ideas should be followed up on, I don’t get any response.