Anomaly Log

March 17, 2018

I could rehash about no snakes in Ireland [did I ever hash?], how boring my day has been, and whatnot, but I can blog about gaming.

For, you see, I was in Virginia for a while.  And, North Carolina.  And, Maryland.

I got into VA on a weekend, did a family brunch on Sunday, but two brothers were out of town and other siblings had stuff to do so there wasn’t much group activity after brunch.  Monday, I drove to Raleigh … and back.  That was another clear instance of low life wisdom.

Why Raleigh?  To pick up True Dungeon tokens from someone I had never met.  Because … I have a game blog for a reason.

I showed him Traveller, briefly.

Tuesday was more normal for me and the scene and I had a lunch in Glen Echo with my mother’s cousins.  Cuz, there’s no shortage of people I know in the DC area.  I displayed to people who aren’t gamers our two-player starter set box and some of the cards.

Wednesday, I caught up on sleep until the point that three of my brothers came over to learn Traveller.  Now, a four-player game is not the best way to teach something as intricate as a customizable card game, especially not to people who aren’t card floppers.  But, we tried, and one brother got out to a lead, another felt like he was learning the game when we called it, and the third was the one who was interested in learning.

Thursday, was Steve’s demo of Traveller at Huzzah Hobbies in Ashburn.  I did not really expect to do a lot of driving on the trip outside of the casual run from Fairfax to Raleigh and back.  But, that’s because I wasn’t thinking through what I was committed to.  Steve’s demo went fine, with one person being completely new, the others having been shown before, and two people being interested in another demo who didn’t demo the game.

I got rid of our sample playmats.  We expect our cut when those things go on eBay for $1000+.  I figured that mound of playmats would just get replaced with tokens and one suitcase would work well.  Foresh-, um, foretelling – no, it did not work well to carry 40 pounds of tokens back with one suitcase, a gamebag, decks of cards, books, and a laptop + accessories.

Friday, I got together with people I knew due to V:TES.  I showed Traveller – three straight nights of demoing.  We played other games.

We played Shadow Hunters.  It was amusing how Pete kept getting attacked by his fellow hunter.  It was down to two of us and the other hunter fully healed while I didn’t.  Then, we played again, and the same two players won, this time as shadows as the neutral sprayed machine gun fire all around killing most of us, though I thought maybe he could win playing the steal equipment dude as there was enough equipment in play to steal, but he couldn’t steal all of it in one shot.

Then, down to four people, we played Star Trek: Five-Year Mission.  Not to be confused with other Star Trek dice game?  The owner discovered they had been playing stuff wrong and the game was not too easy.  We failed.

Saturday, I slept in.  Finally getting moving, I drove some more.  To Occoquan.  Because, who doesn’t casually drive to Occoquan when the need to buy birthday presents is afoot.  It was reasonably pleasant, with my not realizing George Mason’s main campus was just South of the house.  This has to do with gaming, how?

I drove to Occoquan to buy jigsaw puzzles, as we are all wont to do.  Now, I don’t recall how many decades ago I worked on a jigsaw puzzle.  But, it was something my sister mentioned for presents and, since the birthday celebrating early thing was not well known to everyone ahead of time, this seemed fortuitous.

Sunday, dim sum followed by birthday and unbirthday stuff.  Then, played a movie game that one or more of the siblings came up with.  It was enjoyable, but, since I don’t watch hardly any movies, it was hardly a surprise when I came well in last.

My youngest brother got in Saturday and did not have to go to work Monday, so we did what I do all of the time – we went and saw a movie.  I didn’t realize Red Sparrow had such mediocre reviews until after I saw it and read some, er, reviews.  Doesn’t really matter to me, since it’s not even the sort of movie I make some effort to see (Star Wars, …, …).  It would have done well in the movie game if the right categories came up.

Speaking of reviewing things that don’t have to do with gaming, I did not find Flash:Flashtime remotely comicbooklike nor remotely good.  To me, it was very TVepisodelike.  I got to trying to think of what TV episodes feel like comic book stories and I couldn’t think of anything off the top of my head besides the crossovers even though the Arrowverse does have normal episodes that likely qualify.

No V:TES.  No L5R (talked about it some with game store guy demoing Traveller).  No Shadowfist (didn’t make any effort).  No mahjong (Traveller instead, possibly to the regret of some).  Only a bit of solitaire at the airports.

Well, that was …  Why the title of this post?  Well, if you played Traveller, you might know how Stellar Anomaly Log is goodsome for Type S Scout Survey decks.  Survey.  Like as in travel around and explore.  Because I had never been to North Carolina and Optimist Park (yup, I went there … the place I was meant to be), Ashburn, Glen Echo, Occoquan.  See, my titles are superduperclever.  So clever.  And, not remotely obscure with injokes that only like one person in the history of the human race gets.


DunDraCon 2018

February 20, 2018

Do I just keep saying the same things as if we are in a chronic hysteresis?

I don’t think I’m going to come across as chipper in this post.  I can’t be mister positivity 100% of the time [… uh …].

I’m not as engaged with local cons.  When you ponder which DDC’s were more memorable out of 20+, it’s not like there isn’t a been there, done that aspect to it.  Why don’t I feel the same way about Gen Con when I play HoR a lot and may end up playing the same systems over and over, like Four Colours Al Fresco for a while or Feng Shui or whatever?

Because in person play of HoR locally is very different from in person play of HoR at Gen Con, for instance.  At GC, you get the core players and people who put thought into metagaming the campaign, even if it’s just deciding how to form Battle Interactive tables.  I’ve never played any 4CAF outside of GC, nor any Babylon RPG, etc.

KublaCon is more interesting to me from a gaming standpoint because I get to play card game events that don’t exist outside of the con, e.g. Shadowfist tournaments.  Have to defend my title as Classic Champion for the sixth largest economy in the world this year, for instance.

But, let’s get back to DDC.

No hotel this year.  While I didn’t mind driving back and forth in the moment, I needed a break and DDC wasn’t much of a vacation.  Now, my first vacation of the year is coming up soon …  At some point, get on topic.

I skipped Friday because, sincerely, I’m not in the mood to game Friday nights at cons after being at work much of the day.  It’s just a desire for a mental break.  Now, I’m willing to game if there’s something I’m particularly interested in playing, but there are few things I’m particularly interested in playing.  Again, RPG events may sound good, but I’ve had the spectrum from amazing to atrocious, from excellent to bad, from solid to mediocre, unforgettable to forgettable.  I am more likely to enjoy playing than thinking about the possibility of playing.  It’s like how I have no problem working out but hate thinking about working out so I hardly ever initiate the exercise.

Also, I don’t think my friends and gaming associates realize how little I have always been interested in quick games or pick up games or whatever.  I invest in certain games (or types of games) and want to play those a lot, and I play what other people want to play that doesn’t feel like it will be a drag.  I’ll demo games I haven’t played, but I don’t go out of my way to do so unless they have a hook that is extra hooky for me.  I’d much rather talk about a game that interests me or even hear someone’s review of a game that doesn’t interest me than play filler games.

Saturday, I get in a bit after 7:30AM and find ample parking at the hotel.  I get my usual breakfast from Bagel Street Cafe of pastrami and swiss on a poppy seed bagel (because they don’t have the bread rolls baked yet) with a large peach smoothie with whip cream.

Bagel Street Cafe.  It’s a chain.  I don’t think I’ve ever been to one other than in San Ramon.  There’s one in the shopping center where I get my hair cut and I’m not entirely sure where it is.  Yet, conwise, I’d be happy to eat twice a day at the place with the occasional dinner somewhere outside of the adjacent shopping center where I can get a burger or fish and chips or whatever.

I show up like 8:30AM for my 10AM Traveller demo.  Try to work on my piracy deck for a Developer’s Corner article on and fail to make much progress as people are already showing up to demo the game.  Demoing happens, with Jeff leading.  It’s only 2 hours for the event, but we continue demoing for another 2 hours.  Then, food, or, as I like to call it, smoothie number two, berry [blackberry?] smoothie this time.

Saturday night is V:TES, which is a couple of games.  We call the second game after my Hermana Mayor deck has gotten a VP from my prey’s Anarch Revolts and ousts a second player, while my grandpredator finally stealth bleeds out my predator.  The first game was a spin on Hatchling.dec where I had .5 VPs at time and 3 VPs playing the game out with Arika as my predator and my Aus/Pre/Vic bruise bleed deck as prey.  Sucked up a bunch of Starvations of Marena, but my prey decked.

Not home too late … if I wasn’t old and decrepit.

Sunday, roll in an hour later as I didn’t get out of bed at 5:20AM to build decks, like I did on Saturday.  Get the strawberry smoothie and am pleased with it, as well.  Which to get Monday?  Which?

Demo, similar structure, different people, at 10AM.  Then, tournament time.  Time for ruthless beats.  Time for glory, honor, status, and swag.  Except, I’m one of the guys who made the game, so like none of those apply.

Match 1:

I’m playing against a precon.  I’m not winning.  I then have a crazy complicated turn after having relatively straightforward turns earlier.  Oh, I’m playing my Prepared Scout deck from my website article, with a few adjustments to the crew and maybe one or two other cards.

I have a Body Pistol in play and shoot Rika Honami.  I Freelancer Flint into play and jettison her.  I have played a SureShot Missile Turret and Just a Little Longer … another SureShot Missile Turret and I Glitch one of my Turrets to reuse it so that I do 6 or whatever damage as a pirate to bankrupt my opponent.  May not sound that intense, but I think also Freelancered another crew in play for some reason and used my Starship Graveyard to get back one of those Turrets.

As usual, I was virtually bankrupt myself.  A Scout may always be prepared, but this Scout is always poor.

If I hadn’t taken out Rika, he might have completed his contract and won.

Now, I think I only won – not because my constructed deck was the wasp’s elbows – because I understood the game far better than someone who just started playing in the Sunday demo.

Match 2:

Paired off with another 1-0 player, some guy named Jeff who has played the game before.  This was a very casual event due to people kind of getting in late and not being quite sure who was playing.  He got out to a lead.  At a certain point, he was up 13-11 in VPs.  Then, his friend showed up who was planning on playing and took over.

On the penultimate round, I went for a big contract to try to get 6 VPs and win.  I got 5.  I had numerous ways to get 6, but I had two cards left in my hand and none in my deck and didn’t have the money to play both cards or play one and use my Luxury Suite for the 20th VP.  I was ready to concede as I thought that round was my only chance, as bankruptcy or my opponent getting to 20 seemed inevitable.  With one card left, we went to the next round.  I used my last card to jump to a cheap survey contract.  With zero cards in hand or deck, with two crew who would have been jettisoned if my opponent had not healed each for one damage for amusement value, I scored three more VPs and my opponent got stopped by my deck that doesn’t actually interact hardly at all with my opponent (except when I can pirate on the last round for the kill) because he didn’t choose to gain Survey with the Empress Marava Far Trader during the resource phase and my last complication play was Electro-Magnetic Interference.  Of course, if he had pirated me, I was dead.

In other words, if Jeff had played the game out entirely, he would have been 2-0 instead of me.

At this point can make a point by pointing out that knowledge of games is really helpful in games that aren’t luckfests of lucksackiness.  Many, many plays could have prevented me from winning, but, when you get dumped into the middle of a game that you aren’t particularly familiar with and are playing against someone who helped create the game, sometimes you don’t win.

Match 3:

During the second round, I had more than 30 cards in my discard pile.  In two rounds, I played or used about two-thirds of my deck.  That’s some two legit two spit right there.

I outraced my opponent who didn’t have enough ways to stop me from gaining VPs.  He had a slow start and was way behind and only because I do a great job of getting close to bankruptcy did I manage to get to 21 VPs with only a couple of cards left.

My intention is to write a “takeaways” article for our website.  An obvious takeaway is that knowledge of the game matters.  And, this is good.  It shows we came up with a game that rewards things that should be rewarded.

Another takeaway is that the precons are fairly playable.  Only one other player built a deck and he was 0-2 after two rounds of playing against precons, finally getting his piracy deck to work in the third round.

Went to dinner at a Cajun place and I got boring Cajun Burger since I was in the mood for a burger.

At one point, Brad and I were talking about FCGs versus VCGs.  We are VCG fans.  Do I go into a rant now?

I guess.  It seems gratuitous to rant in a separate post.

VCGs are better.  Here’s why.

Complaint number one:  I don’t get all of the cards when I buy random packs.  If you want to get complete sets, go to eBay to get complete sets.  If eBay doesn’t have them, reach out to the publisher or the player base and offer to buy complete sets.  Meanwhile, without randomness, you lose sealed play outside of “duplicate”, draft play that is remotely interesting, and you even lose any interest in opening up any product since you know exactly what will be in there when you do.  Well, okay, *I* lose interest in opening any product.  As much as I often feel bad opening up boosters for games where I need copious numbers of certain cards, I also find it interesting to occasionally crack a booster, though more so with Magic where I don’t own all of the cards already.

Complaint number two:  VCGs are too expensive compared to FCGs.  If you are the type to buy three core sets of L5R and be satisfied, you aren’t playing a CCG, you are playing a boardgame with customization.  You may feel differently, but that’s the way I feel.  I consider the correct number of L5R core sets to be minimum 18.  Every three core sets allows for two decks (with extras, of course).  So, 18 core sets is 12 decks at once (in truth, slightly more because you will avoid splashing too much of the same thing because you crave variety).  I’m a card flopper, 12 decks is a norm.  I range from 7 decks to 22 decks built at once for most card games I play.  I think I have around 20 Shadowfist decks built at the moment, about 12 V:TES decks (not counting decks for my limited collection experiment and the like), and only 4-5 L5R decks because I’m not taking L5R seriously yet.  Not that it’s a fair comparison because my Magic decks are almost all Type P decks, but I have about a hundred of those built.  Amazingly enough, 18 core sets is like $600-$700 plus getting like three copies of each expansion pack so that you have nine copies of every expansion card costs more money, though only nine copies of cards sounds rather low to me as some of those cards may go in every deck.  Then, if you really aren’t into being able to build every deck possible for a game, like I am, pretty easy to play CCGs for free.  Want to play Magic for free?  Just ask people for their extra commons.  Want to play V:TES for free, find me and I can hand over a thousand cards.  Will you have exactly three copies of every card for a three card limit game?  No.  But, I imagine the only need to have such a collection is for tournament play, in which case can just borrow a deck.  CCGs are about infinite variety.  I embrace that.  Hard for me to get into the mindset of only wanting to have like a thousand cards for a game, even if I’m also willing to play card games with only like a thousand card collection … up until the point that I end up with 20,000-40,000 cards.

Now, obviously, not everyone approaches gaming like I do, which is probably why I have this blog and not everyone who plays games has this same blog.  I mean, look at the market – we never considered putting out Traveller as a VCG because I’m in some sort of minority based on visible opinion.

Get home early, watch some Olympics because freestyle skiing halfpipe qualification is interesting.  Land high – ooh, not that high.

Monday is the key day.  The day that doesn’t involve showing people how to play the greatest card game, no, the greatest game ever possibly thought of in all of the multiverses in all of time, even the funky nonlinear time(s).  Monday is the day I decide to go with the berry smoothie again.  Monday is the day I fail forwards …

Brad is running 2d20 Conan.  For most of us, this is the first attack, the Pictish Frontier of Conan play, the day that ole Ian forgets to bring the character sheets he has been carrying around all weekend.

Character creation is involved.  Already, the suffering.  Plus, certain people, who shall remain nameless until I out him, did not back the Kickstarter and, thus, we are trying to learn how to play with four players and two core books.

Spoiler:  we didn’t like the system.  Now, we (most of us) played Conan d20 for like 9 years.  Sure, it wasn’t perfect [see blog posts for mini rants], but it wasn’t hard to jump into.  This was just hard.  For some, the dicerolling wasn’t clear.

For me:


I read a long thread on about Conan after I got home.  There were posters who talked about how antagonistic the game feels with Doom Pool uses.  I felt that in my half a session.  Em, we didn’t finish an adventure because Brad got tired of trying to run the system and it was close to the end of the con.  Now, I can’t say I’ve never felt like a GM was shutting me down when I wanted to do something, and maybe the adventure in the book just sucks, but I felt like there was way too much preventing us from doing things, which seems like the opposite of what narrative mechanics are intended for.


I grew so tired of these right quick.  Because geniusness also can include overlooktheobviousness, I didn’t realize until our postgame analysis that the reason rolling 20’s comes up so much more often than d20 is because … er, 2d20 is twice as much as d20, while 3d20 is like more than twice as much as d20.

Fail forward, “yes, but”, complications – all of these strike me as actually getting in the way of just playing a game.  They put more pressure on GMs and players to justify mechanics rather than just ad hocing on the fly as you are freewheeling … okay, okay, I’ll hinder myself.

Gamistier Than Thou

I’m going to pummel this live donkey in another classic gaming rant.

Narrativist mechanics aren’t narrativist – they are gamist.  Because, pssst, let you in on a secret that nobody else can possibly derive – mechanics are gamist.  “But, old, decrepit, get off my AD&D 1e lawn dude.  You don’t understand gamist/simulationist/narrativist.  You are going to be defeated once I enlighten you to the true RPG metaparadigm whatsit.”

The more you mechanize a game, the more the focus of the game shifts from story to mechanics.  This is why I don’t like crunchy systems.

Before I forget, let me tell a story, like old, cranky people are wont to do.  When Origins was in San Jose, I attended and I was introduced to Immortal: The Invisible War.

I played two sessions run by Ran Ackels, who some of you may know as the guy who created Immortal.  I retain, in my feeble memory, a recollection that the way he ran these games was “Roll a die [d10], and I’ll tell you what happens.”  That is narrativist play.  Dice exist to give some level of randomness to short term results; as the party succeeds or fails at things in the short term, the long term is adjusted.

They don’t exist to be an economic engine.  Momentum, Doom Points, Fortune, Complications are all mechanisms for having players and GM focus on and manipulate mechanics.

Do I hate Fortune?  No.  It’s obviously related to Bennies in Savage Worlds which I do pretty much hate (slightly).  It reminds me of Fate Points in d20 Conan, Hero Points, and their ilk, which I actually like.

You know what else I like?  When we played oConan, we got ladybugs (reroll for you) for writing fictions/session reports, spiders (+2 to roll) for bringing food, arrowheads (reroll for anyone, including NPCs and antagonists) for extra effort.  Are these gamist in the way trying to maximize Momentum or trying to build Fortune is?


They are modifications to existing rules, whereas Momentum is a subgame.  This was my problem when I was exposed to Fate.  I felt like Fate was far more gamey than d20.  You do things not because you want to but because the *mechanics* of the game reward you for doing them.  I’m now playing a game of manipulating mechanics rather than playing a game of seducing the immortal witch (“failed Diplomacy, reroll, reroll”).

Do I hate Doom/Momentum?  *shrug*  Maybe.


Fail forward is, in other words, succeeding.  If you can’t actually fail at whatever the adventure is supposed to be about, what sense of accomplishment do you get?

This is a tricky topic that I’ve touched on before – the topic of players feeling a sense of accomplishment.  I worry about this when running systems where you either succeed at die rolls or fail at die rolls.  Because I can’t escape the epiphany that what I enjoy as a player is feeling like failure was possible but not actually failing, so accomplishment is an illusion of perceived ability to be disaccomplishmentary.

In oConan, we failed.  Oh, we succeeded fairly often, at times because of pulling a reroll out of our gamebags, at times probably because we weren’t doing something all that difficult, it just seemed difficult.  But, we also straight up failed.  We ran away from demons loosened.  We ran away from Pict harriers.  We Fate Pointed to be found on some island beach or in wreckage at sea or whatever that I no longer remember.

And, in seven years of one campaign, things moved forward and stories were told and retold.  This is what the intent of these narrative mechanics is – stories move forward with setbacks until you climax [sic].  But, you don’t need that in any given session.  You can get that across sessions to where a campaign isn’t some exercise of fudging [ha] results.

Why give power to the dice?  They already hold players’ pathetic little minds within their sway.  “These dice suck, I’ll go get other ones.”  “Don’t roll the GM’s dice.  They will curse you.”  “Look at how sparkly my dice are.”  “I always fail Honor Rolls.”


I don’t dislike the system (the part of the system that doesn’t involve Momentum, Doom, or Complications).  Though, I’m trying to figure out how you can build a functional sorcerer in the beginning, which I guess I could go to the forums and read about.  I just find it incredibly clunky and extremely gamey.  Just the fact that PCs get to decide what order to take actions in is itself gamier than rolling initiative.  Yes, it is.  It becomes a subgame, and the more subgames you have, the more game you have.

There’s also way too much emphasis on equipment, with a lot of equipment being obscenely expensive.  I bought a bow and that used up all but one of my gold.  A crappy bow, by the way.  This was something d20 did really well – outside of primary weapon, equipment was something you hardly paid any attention to.  Sure, armor could be good, but armor could also suck.

I might get used to the economics of the subsystems of Momentum and Doom that are built into the system.  I’m not sure I’ll ever think they add value to playing, but rewriting the game to take them out is a waste of time, when we could just go back to playing d20 or I could homebrew another Roll & Keep variant.

So, yeah, DunDraCon.  It was good.  Traveller isn’t perfect but playing Traveller gets me thinking more like a player of the game rather than being in developer/designer mode.  I think about how the game has all of these cards that you want to play but can’t at the same time, which seems positive.  Conan was something worth doing even if it wasn’t nearly as fun as our old convention sessions tended to be.  I got to talk to people.  I had four smoothies in three days, though the waistline impact is not a victory.

If only we could get more Traveller cards to the people who are enthused about playing.  If only I was a beam of sunlight reflecting off of a unicorn’s horn during a musical on Christmas Eve.  If only I remembered to pass the character sheets to Brad before Monday.  If only I could remember what else I wanted to write about so that I could get to 4000 words in this post.

1600 House Rules

February 15, 2018

So, besides becoming fired up to run Rokugan 1600, I happened to have been reading some L5R forum posts wherein I was:

Surprised to see so much love for 3e/3r.  Where were all of these people before?

Unsurprised but heartened to see the criticisms of the fine 3e/3r/4e games include such things as how contested rolls suck.  I might steal the TN 15 idea someone posted.

On a related note, I continue to be bewildered by the attraction to narrative mechanics – the fail forwards of the world, the “yes, but”, the whatever plus extra.  Maybe it’s having played plenty of great RPG sessions where success/failure was the norm where I see that narrative elements are something you always add to games as a GM and leave dice as a resolution mechanic rather than trying to get dice to tell you a story.

Anyway, got me to focusing or assessing or striking on what house rules to use in a home game of L5R.


First of all, going to use 4e.  Not only is it far more familiar to players, but it’s more familiar to me at this point, as I’ve played more 4e and have run way more 4e than 3r.

So, let’s ponywhip for a while on what sucks about 4e.

Grappling, Void, stance declaration, wound chart, Feint, mastery abilities, Medicine doesn’t heal enough, Defense skill, numerous vants, dullness of school techniques, Glory does nothing, Honor Rolls, armor, Reflexes.

Okay, I don’t want an extensive list of house rules nor do I want ones that are hard to remember.  So, have to suck up some of the crap and just accept that not everything is going to be optimal.


Grappling just takes you out of playing L5R and makes you think you are playing some POS system.  Could just ban it, but I think I have in mind what would make it not obnoxious (and really not that good for PCs).

Fix:  Your ATN is not affected by grappling.

I suppose could say your ATN is reduced by 5 when in a grapple, but screw it – let’s go simple to remember.


There are several problems with Void in 4e.  Where do I want to draw the line?

Fix1:  You may spend any number of VPs in a round.  You may reduce incoming wounds multiple times if you wish.

Does this impact certain school/path abilities?  Who cares?

Fix2:  You may spend 2 VPs to ignore Wound Penalties, including Down and Out, for the round (kipping up as desired for free).

So, you may be thinking “This could be horrible for PCs as suddenly big bad just wrecks.”  Except, not all enemies have Void Points, one, and, two, PCs should have more VPs and manage them better.

Fix3:  Void costs 5x next rank to increase.

What about limiting max raises by higher of Void or Skill?  Well, that works fine for side skills, but it strikes me as dangerous as hell with attack skills.  I don’t want to completely redo skills in the game.

Stance Declaration

Why is it undefined?  This isn’t difficult, people.

Fix:  Everyone rolls initiative.  Then, everyone declares stances in reverse initiative order if anyone gives a crap who is in what stance.

Wound Chart

Leaving it alone.  To change it may have unintended consequences and veteran players are used to it the way it is.

Feint/Increased Damage

Feint is gone.  3e Feint was overly complicated for little benefit (why don’t I just kill my enemy with my first attack?).  I think the potential for abuse of +0k1 damage increases exists in 4e, but I’m playing a character who can increase damage by +1k2 in HoR play, and I don’t find it all that.  So, back to “2 Raises, +0k1 damage”, which is important for making Nk1 weapons remotely viable (well, in a world without Feint).

Bayushi get FR to damage.  Usagi ability was beyond dumb to begin with and will become something that matters.  HoR4 ditched Feint and maybe I use its ideas.

Honor Roll

Fix:  Reroll your original dice pool.  Add your Honor rank as a static bonus to the roll.  While not what I want mechanically as it doesn’t differentiate Honor ranks enough, it’s simple to remember.


Fix:  If someone knows who you are, you add your Glory rank to social rolls.  Straight out of 3e.

Fix2:  If someone knows your Status, they get +/- the difference in Status to social rolls.  Yes, this means 2x the difference when there are opposing rolls.  Only matters for those who care about Status, of course.

Why create a Status rule?  Because, as I’ve mentioned, Status doesn’t really work in L5R play.  While it can just be a mark of achievement and I’ve actually written that down in my notes for the campaign, let’s keep adding house rules no one will remember to at least try to get L5R to respect what makes L5R different from other RPGs.

Fix3:  You don’t gain a rank of Glory when you go up in Insight Rank.  You don’t gain Glory from Status gains.

The first is an important rein in factor to keep Glory from ten-ing.  The latter is an idea for trying to rein in some of the ten-ing of Glory.  HoR4 has done a job to keep Glory from automaxing, but it’s way too much bookkeeping for something that doesn’t matter.

School Techniques

Not going to go with my “Once per day, any rank technique.” idea as it isn’t simple and may be broken.

Tamori has to change.  Maybe to make it the same as Agasha.  I don’t know.  But, no potion magic.  That’s not L5R.  I’m not excited by the 3e Tamori technique from a flavor standpoint.

Possible changes to correct bad editing/utter nonsense.  Like clarify how Badger R-3 works.  But, this is low priority.

Mastery Abilities/Skills

Fix:  If a skill has no R-3 mastery ability, then it gets “R-3:  Gain +2 Insight”.  If a skill has no R-5 mastery ability, then it gets “R-5:  Free Raise”.  I don’t really care about skills above 5 for things in 4e that lack mastery abilities, as no one would take that many ranks anyway.

Fix2:  Each raise with Medicine increases wounds healed by +1k1.

I’d like to completely fix Medicine but this is simple.

Fix3:  Defense rank is added to ATN at all times.  Yes, this means Defense Stance doubles the benefit of Defense skill.

See Reflexes fix for preventing ATNs from getting out of hand.

Fix4:  Jiujutsu and weapon skills gain “R-7:  Your damage dice explode on 9’s”.  Yes, this means No-Dachi-7 and Tetsubo-7 don’t change, but everything else is less irrelevant.  Note that this includes Kyujutsu for the sake of simplicity if, maybe, not balance.

Fix5:  Mastery abilities that remove/reduce offhand penalties actually remove offhand penalties not produce some goofy left-handed attack incentive.


Fix:  Luck costs 7 points per rank.

Simpler than the better costing scheme of 8/6/4 or whatever.

Fix2:  Magic Resistance only affects hostile magic and does affect Maho, gaijin magic, et al.

Because anything else is moronic.

Sage should be changed, but I don’t care enough.  Servant is dumb in how it works, but nobody will have servants (who in a war campaign would die immediately), so it doesn’t matter.  Touch of Yomi can remain irrelevant to play for all I care.

For disads, just going to police character creation to keep disads to a minimum rather than worry about ones nobody would want to take or ones I find annoying to play.


Fix:  Fires of Purity does 1k1, not 2k2.  Back to 3e damage (basically).

I know, Fire sucks relative to the other rings, which makes me open to the idea of making it somehow better in other ways with its spells, but I’m so tired of Fires of Purity.  Tempest of Air is broken because GMs allow it to be.  Jade Strike is necessary (well, maybe multiple targets can be reined in).  Be the Mountain is not all upside.  Plus, I’m not against defensive or survival spells being good.  FoP is just broken.


No changes because this is a war campaign and armor is likely to be more of a PC survival aid than a NPC thing.


Fix:  ATN = 5x Reflexes + Defense Rank.

On the other hand, ATNs do get unhappinesses in 4e play.  As much as combat gets vicious at SR-3, it’s also possible to get out of control with ATNs, especially as a shugenja.  To rein in the “Every PC has to have Reflexes 5.” problem in the game, well, maybe this will do that.

Theoretical lower ATNs (because I don’t see giving chumps Defense 5+) should mean that Agility gets somewhat better, as well.  Spells only get better the harder it is to hit things due to autohitting, so maybe there’s some magic reining in with this change.


This is about 20 house rules.  Some are intuitive, like declaring stances after rolling initiative and knowing where every combatant stands.  Some are specific to certain schools and may not be made if no one bothers playing Tamori Shugenja.

A few are big deals.  Reducing the cost to increase Void might be one of them.

Some, unfortunately, are going to be hard to remember, the Glory/Status in particular, but Glory has to do something and Status logically follows.  In reality, Status difference shouldn’t be so minor a bonus/penalty.  Should be like “Each rank of Status above opposing character grants a Free Raise.” if you want to make the thematics matter more.

All About Miya

February 5, 2018

Played a couple of HoR4 mods recently to where I’m almost entirely caught up.

On the plus side, these mods felt more … normal, even if the second mod had crazy things going on.  The absence of Ivory Kingdoms as a setting was not noticeable largely because the Ivory Kingdoms haven’t really added anything to the campaign.

On the neutral side, I am getting close to needing to make a decision about character advancement.  Since there’s nothing more interesting than hearing about how someone else will advance a character, you are in for a treat.

I wrote up advancement plans through around 250xp.  I’m on track, about to hit another endgame achievement.  But, I’m bored.  See, the problem with planning these things is that almost all of the buys are large XP expenditures.  Large XP expenditures are boring.  Sure, I like having Agility 5.  Agility 5 is fun.  Agility 5 can continue to be fun.  But, work on Earth 4, like the plan?  So, so boring.

I want to spend 2xp at a time on things.  I want winners … at Horsemanship (Pony) rolls, at Stealth (Sneaking) rolls, at Athletics (Throwing) rolls.  I don’t want to make a buy every four sessions.

I thought about my HoR2 characters and how much more charactery they were and how much more fun advancement was.  It was simple – I hadn’t planned ludicrously far into the future.  I didn’t know what an IR-2 version was going to look like, nevermind IR-4.  I bought stuff that interested me at the time.  Some of those buys made my characters more effective … and some didn’t.

That’s the thing.  Our approach to HoR is completely different from my approach back when it was a casual affair.  Back then, it was about having a character who advanced.  Now, it’s about hitting certain milestones at certain points in the future.  “When everyone else is IR-3, I need to have Earth 4, 10k6 attack roll, explode 9’s on damage just to keep up.”  It’s just trying to keep up with some theoretical threshold of competitiveness with other PCs and/or mod difficulties.

And, that’s boring.  I want to be able to play mods with people I know, sure.  I don’t really care if I get any kills.  After all, the Miya have no heroes.  Of course, the thing is to stop worrying about effectiveness, get murdered by a peasant girl, then play a shugenja so that my godlike power is useful to any group.

Speaking of shugenja, while I played one of those two mods with four shugenja and life was sustained, our usual groups are godless.  It gets really annoying.  Not having Path to Inner Peace means PCs might actually have wounds after combats.  That’s horrendous.  It’s incredibly narratively disruptive.  I had to figure out a way, as I GMed one of those mods, to get things back to how the mod is supposed to play where you don’t have PCs hanging around Injured the day after they get Crippled.

As much as the most broken thing about shugenja is Commune, the most necessary thing is Path.  Wound Penalties outside of combat just make playing dumb.

Even in miya case, while I routinely called raises while Hurt, outside of the few rolls miya does well, miya is completely incompetent with -10 to skill rolls.  Investigation rolls are common after combat, and I forget that godless parties might have their perceivers at -15 or, even “better”, -40.

So back to talking about miya.  I see three paths for advancement after the requisite Kenjutsu 7.  The first path is to continue to push the “showoff” build.  This is my preference but not necessarily my inclination.  I want to buy a second rank in Horsemanship, get mastery abilities in Stealth and Athletics and, uh, even Horsemanship.  That means I go from glass cannonesque to full on glass cannon as everything else gets stronger.

The second path is to stay true to my absurd endgame plans.  This means being survivable in combat and getting better at pretty much nothing.  It’s the more humorous path that isn’t all that funny when you contribute little to mid/high rank parties.  I’m really losing interest in this because of what I wrote above where I just see planning for endgame builds to be a failure of having actual fun.

The third path is to undermine my stubborn fetish for focused builds and make goodstuff buys.  This, of course, is the way to be more relevant as a murdermate, but it has no thematic flavor and no mechanical spice.  Just sounds boring.  Btw, this path is the path of Reflexes.  Get Void to 3, maybe INT 3, work Air, and buy up social skills to be a parttime talker.  That sounds so dull and defeats the whole point to playing miya character.

Of course, there may be some way to balance between paths 1 and 3.  The problem with trying to balance with path 2 is path 2 is the path of insanely expensive buys and nothing but insanely expensive buys.

Now, there is a way for me to get more combat effective without advancing at all.  See, one reason I’m not a great fighty type for someone who has almost all fighty XP expenditures is that I don’t have any armor or a bow or a no-dachi.  The way the campaign works, I can just get those by burning my otherwise irrelevant favors.  So, sure, I could run around in heavy armor with a no-dachi, 10ke6-5 attack roll with 6km3 base damage and be something the enemy has to pay attention to.

That doesn’t necessarily interest me.  It amuses me to be heavy infantry with no armor and fast drawing a wakizashi.  But, that’s not the problem so much as the problem is that anyone who can load up on armor and run around with a no-dachi should be doing that, and that’s just monotonous.  Nevermind that everyone should be yumi-ing it up with their Reflexes 5 builds.  It’s so, so 4e banality.

Every character should do something different.  Moshi Shigeo was a no-dachiist who loved heavy armor.  Snore.

I miyan sure, there’s the concept of playing a character rather than a character sheet, so whether you no-dachi or no-no-dachi, you can still have a 1.5 dimensional personality.  I just find that it’s easier to have a character when the character sheet has something distinctive mechanically to it, which brings me back to how path 1 with maybe a bit of path 3 sounds like what will make me more enjoy playing this character.  After all, I didn’t enjoy playing Shigeo much from a character standpoint.  He was mostly just a tsurugi-chucker along for the ride.

Submit To Fate

January 22, 2018

Saturday, had two V:TES tournaments.  It shows how I am so much more into things when I play them regularly that I only built one new deck for the events and didn’t really have any idea what I would play in the second tournament.

Tournament 1 (12)

Round 1:

Ian (Akunanse bleed) -> Mark (Lucian, The Perfect Bleeder) -> Eric (Brujah vote) -> Rick (Forestal, Agaitas Brinksmanship)

As I see Mark working on some fattie and with Eric bringing out quick Rake and going through vote stuff, I consider Nkule useful for my second dude.  That proved pointless.  My first dude is Socrate.  Mark, Eric, Rick all play first turn good stuff masters – Dreams, Info, … something else.

Mark avoids blocking due to the threat of combat.  Rick Slaughters me some revealing a bunch of Dodges.  My turn three Tunnel Runner is blocked.  I eventually have Obaluaye and Jubal in play.

Eric fails to block some important stuff forward early on and has no bounce for when Lucian gets around to doing his thing.  He votes a bit, but it has minimal impact.  Rick keeps taking my cards and plays more than half of them, including Predator’s Communion with Forestal.

I bleeds.  Mark gets Eric.  I don’t fear Lucian much as I’m sitting on an Archon, but I decide to bleed out Mark with Strange Day, having few of my bleeds bounced even though Mark has Black Lotus and Louis Fortier Advanced to assist in the realm of bouncing.

In the endgame, I am out of library.  Can’t stealth anymore and concede after Brinksmanship as, even if I get all of my other actions through, I’m one pool short of ousting.  Yup, 2/1/1 scoop to Brinksmanship.

I played poorly in this game with some early decisions, but I don’t recall specifically what they were.  Getting so old.

Round 2:

Eric -> David CK (Victoria and friends) -> Brandon (Stickish Men Under Siege) -> Ian

Since I pulled the cards for Brandon’s deck, I lamented how much we failed to block early Governs.  I don’t remember Eric doing much, though he passed a couple of Con Boons, neither of which were for Akunanse.

I did get an early Tunnel Runner, along with Aisata, Nestor, Uchenna.  Very interesting to have both Aisata and Uchenna in play, as I was trying to churn into bleed/stealth to finish off Eric.  He was at 10 pool, I bled him for 9, including using a Daring the Dawn to cycle and … the card after my replacement was plus bleed.

I fended Brandon off for a while, Dodge being pretty useful at not allowing him to cycle Hidden Strengths.  But, the problem is that any bleed that goes through is unfriendly.  David was rather impotent until I was ousted.  Brandon unnecessarily bled for 4 against Eric, which got a bleeder burned, greatly slowing down his assault on David’s weaponless region.

Again, I made mistakes.  I played Predator’s Communion twice when Brandon had Anarch Troublemaker in play, rather than wait until he starts acting, which was incredibly stupid, yet, oddly, didn’t hurt me given how things turned out.  I did something dumb early on.

But, mostly, the tournament was all about being one card away.  In a 12 player tournament, 2 VPs was a shot at making the finals.  In fact, there was only one GW from the first round as one table timed out with 1.5/1.5 and another table split – the Brinksmanship GW, of course.

The Fates were not Cheated.


Brandon wins.

Pickup Game (5)

I played my Anthology Instantaneous Transformation deck, where I was all like “But, how do I get by his dude?”, then realized my turn one Anarch Railroad made me unblockable as I stole two pool from Powerbase: Washington D.C. [yup, P:WDC], burned counters off of Powerbase: Barranquilla, both my predator’s cards.  Nevermind that IT has an inferior version.

I had my Fangs Pulled and got Famed and got ousted by bleeds because my grandpredator’s Nergal deck, for some reason, didn’t bleed one more time to oust my predator.  I did Minor Boon when my grandprey’s Ahrimane got ‘schrecked by my prey’s Tzimisce deck.  Lambach did his usual thing of stealthing by Muricia and friends.

Tournament 2 (10)

Round 1:

Ian (Palla Grande/Soul Painting) -> Rick (Shatter the Gate) -> John (Kiasyd) -> Devin (borrowed Toreador Scorn) -> Mark (Capuchin Soul Gem)

Rick:  Zillah’s Valley, followed by Annazir, followed by StG, followed by StG, followed by two players getting the Edge and trying to burn a StG and my trying to get the Edge … and all failing, including Devin failing twice in one turn, followed by StG three.

After we got our shattered counters, I ousted Rick.  Then, our long national nightmare lasted a few rounds.  Devin seemed good since he had vote bloat, but he poofed.  Mark bled me for a lot when my deck refused to give me intercept or bounce after I spent three intercept trying to block Rick’s first StG.  I got bled a bit more and was shattered.

Mark had a huge edge in the endgame and still was in trouble because it’s hard to play the game when you are guaranteed to lose 3 pool every turn.

I played horribly.  I could have Washed Rick’s Secure Haven on Annazir … when I had a Soul Painting in hand.  I let The Capuchin block my Carlton because I actually have very little idea what unprinted cards do relative to my card knowledge of printed cards.  I didn’t play my bleed cards correctly to give myself a chance at ousting John, though he had wake/bounce, so it didn’t matter as much.  But, probably the worst thing was getting cute with transfers.  Rather than bringing Sheila Mezarin up third, I brought out Ian Wallingford, which meant one less possible bleed every turn.

Round 2:

Mark -> Kenneth (Caitiff vote) -> David A (Petaniqua Night Moves) -> John -> Ian

David got depleted quickly, unsurprisingly, but he brought out Muddled and Ossian and Caitiff got much beat down.  Mark had an incredibly awkward game, at one point getting a Samedi off of The Capuchin burning with Soul Gem.  Kenneth had Creepshow Casino to get one action by Capuchin (who was still in play most of the time), and there was much talking about how to have a game when he could lose two minions per turn and get Obedienced by his predator.

Eventually, David got ousted after the game got stale.  John bled me for 5 and I bounced to Mark and ousted Mark late to get the all important second VP.

Finals (4th seed):

Alex was fifth seed.  Brandon chose to be behind me.  Mark chose to be behind Brandon.  Kenneth chose to be my prey.  In thinking about what people brought out (as opposed to how Brandon’s deck was supposed to play), for Kenneth, he would have been better as Alex’s prey.

Kenneth -> Alex (!Ventrue anarch block) -> Mark -> Brandon (Toreadorish toolbox) -> Ian

Kenneth could barely do anything forward and I dealt with him to let him get a Prince if I could move the Edge regularly.  I got early Carlton.  Brandon got some bleeds through on me as I slowed Kenneth very early, then got lots of minions in play, where I had only Remilliard, Sheila, Creamy, and Carlton to defend myself.  So, I would bleed Kenneth for 2-3 each round with one action, and Brandon and I would fight Toreador style with dodge defeating my possible Catatonic Fear/Target Vitals plays.

Alex did pretty much nothing forward and never tried dealing with Kenneth.  Mark finally got his combo online and started bleeding.  Brandon’s big problem was his first four vampires did not have Auspex.  He finally got one of his five superior Auspex dudes into play.  I ousted Kenneth as time was running down.  My only hope was Brandon lived, due to seeding.  Brandon did not have enough bounce to live.  I reduced Alex’s pool some, but the timing wasn’t right to finish him off … except, I did get him to 2 pool and probably could have cycled more in the game, needing an Aire to finish him off.  Not that I deserved to win.  Alex never should have been in trouble and time was on Mark’s side, plus he was unoustable due to his bloat, and Mark played well to stop bleeding me as time was running out as my hand was full of bounce at the end of the game.

Even if I help Alex do pool damage forward, not enough time to go through Mark’s pool, and he could try just walling up as I win if I oust Alex or if Alex ousts Mark.  A pretty boring game for me as I barely interacted with predator or prey after the first few turns.

Considering that I either discarded my Soul Paintings or had them get blocked during my games, and that’s the only thing remotely interesting about the deck, Fate decreed that someone who played better and built a more interesting deck won.

Problem was my other decks were rather janky or boring or one was a deck I had already won a tournament with.  While the last is really fun to play, no, seriously, I have a deck that’s fun to play and it somehow won a tournament, though even more seriously, I have enjoyed replaying some of my other tournament winning decks, I considered how completely uninteresting it would be to have two tournament wins with the same deck archetype.  After all, if I did win with that deck again, it would radically increase my Blessing of the Name count in my TWD card counts.

Thanks to Mark for organizing, to the players who dragged themselves out to play a game I quite enjoy playing, to my carmates for making the trek more pleasant than just driving for hours while tired.  The locale is good.

What I did suggest, since two tournaments in one day is quite tiring, was doing tournaments more often, having one in a day, and doing casual play around it.  As Devin just moved to the South Bay, we may also regenerate a South Bay play group!  Like a phoenix rising from an ash heap and sucking blood in the city after dark … or something like that.

Ancestor Rate

January 14, 2018

While it may never come to pass that an all ancestor, all the time campaign is run, I might as well see what I think about the ancestors so that I can make decisions on any PCs/NPCs I create.

When I reviewed Great Clans, I did some ratings for those ancestors.  But, for the first time, I will put it all together and spew ancestor thoughts for the ancestors in the three books where they are concentrated:  core, GC, Secrets of the Empire.

Comments:  I’m not going to bother with Spider or clearly NPC ancestors, like monks.  My overall rating is kind of irrelevant, as it’s just an average (rounded down) of the other two, but it gives me something to think about.  Desirability, of course, is all that really matters.  You can come up with your own feelings on how much you like what an ancestor does.  More comments after.

Ancestor Cost (Pts.) Effective (Pts.)
Hida 14 10
Kuni 8 6
Doji 8 6
Kakita 12 3
Agasha Kitsuki 11 8
Mirumoto 9 10
Akodo 12 11
Ikoma 9 7
Kaimetsu-Uo 9 10
Gusai 5 0
Asako 5 0
Shiba 9 9
Bayushi 12 11
Shosuro 8 7
Moto 10 3
Shinjo 8 9
Hiruma 11 8
Kaiu 9 9
Asahina 9 8
Doji Hayaku 7 6
Agasha6 6 9
Agasha10 10 11
Togashi Yamatsu 7 6
Kitsu 6 6
Matsu Hitomi 7 5
Moshi Azami 6 3
Osusuki & Akomachi 5 6
Isawa 12 7
Naka Kaeteru 10 11
Yogo 6 12
Soshi Saibankan 5 3
Otaku 7 4
Iuchi 8 5
Otomo 6 5
Seppun 10 6
Miya 5 2
Ichiro Fureheshu 9 5
Komori Iongi 5 4
Hida Heichi 4 7
Tonbo Kuyuden 3 2
Usagi Reichin 7 4
Toku 3 5
Tsi 6 3
Morito Garin 5 2
Doji Suzume 4 6
Agasha Kasuga 5 3
Sun Tao 10 8
Chiroru 8 5
Miyuko 12 14

First up, what the ancestors cost versus my rough attempt to calculate more accurate point valuations.  Note that just because something might be worth more or less points doesn’t mean I equate that to a quality rating, though there should be high correlation.

The assumption is that campaigns make use of PC abilities.  If playing HoR or the like, where spirits and spirit realms may never appear [ha, ha ha], then sucks to be Miss Kitsu.

Ancestor Demands
Hida Low
Kuni Very Low
Doji Low
Kakita Very High
Agasha Kitsuki Very Low
Mirumoto Low
Akodo Low
Ikoma Very High
Kaimetsu-Uo High
Gusai Very High
Asako Very Low
Shiba Medium
Bayushi Low
Shosuro Low
Moto Low
Shinjo Very Low
Hiruma High
Kaiu Very Low
Asahina Very High
Doji Hayaku Low
Agasha6 Low
Agasha10 Low
Togashi Yamatsu Very Low
Kitsu Very Low
Matsu Hitomi Medium
Moshi Azami Low
Osusuki & Akomachi Very Low
Isawa Very Low
Naka Kaeteru Medium
Yogo High
Soshi Saibankan Very High
Otaku Very Low
Iuchi Low
Otomo Low
Seppun High
Miya Very Low
Ichiro Fureheshu Very Low
Komori Iongi Very High
Hida Heichi Very Low
Tonbo Kuyuden High
Usagi Reichin Very Low
Toku Low
Tsi Very Low
Morito Garin Low
Doji Suzume Low
Agasha Kasuga Low
Sun Tao Very Low
Chiroru Very Low
Miyuko Very Low

The whole concept of demands is fitting, but the whole concept of demands resulting in losing an ancestor is dumb.  The demands aren’t remotely nuanced enough and some are just crazy to deal with where others are trivial.

Ancestor Quality Desirability Overall
Hida ** ** **
Kuni *** **** ***
Doji *** * **
Kakita * * *
Agasha Kitsuki *** * **
Mirumoto ***** ** ***
Akodo **** *** ***
Ikoma ** * *
Kaimetsu-Uo **** ** ***
Gusai 0 0 0
Asako 0 0 0
Shiba ** ** **
Bayushi *** ** **
Shosuro *** * **
Moto * * *
Shinjo **** *** ***
Hiruma ** * *
Kaiu **** **** ****
Asahina **** ** ***
Doji Hayaku *** * **
Agasha6 ***** *** ****
Agasha10 **** **** ****
Togashi Yamatsu ** ***** ***
Kitsu **** ***** ****
Matsu Hitomi ** * *
Moshi Azami * ***** ***
Osusuki & Akomachi ***** ***** *****
Isawa *** ** **
Naka Kaeteru ***** *** ****
Yogo ***** * ***
Soshi Saibankan ** * *
Otaku * * *
Iuchi * ** *
Otomo **** * **
Seppun ** ** **
Miya * * *
Ichiro Fureheshu ** ** **
Komori Iongi *** * **
Hida Heichi ***** * ***
Tonbo Kuyuden *** * **
Usagi Reichin * ** *
Toku **** * **
Tsi ** * *
Morito Garin * * *
Doji Suzume ***** *** ****
Agasha Kasuga *** * **
Sun Tao *** * **
Chiroru * *** **
Miyuko ***** *** ****

Note the reason for the multiple tables is because I’m too lazy to format things better and haven’t bothered to download a plug-in, which might still require me to spend time formatting data, something I find routinely tedious if it involves more than a few clicks.  I know this makes it much harder to compare my point valuations against my quality stars, but I seem to struggle with the idea of making this blog easy to read.

Anyway, here we get to the entree portion of our meal.  Two stars is average.

Let’s get Gusai and Asako out of the way.  Neither does anything.  I’m thinking whoever wrote 4e thought that Allies are supposed to do something, but I have yet to see it be the case.  Why you would need to roll against an ally is even more bewildering.  Gusai is just dumb and is totally a NPC thing that would apply to like one NPC in the entire history of Rokugan.

Of the ancestors I chose to include … there are a lot for such a low yield mechanic, almost like the intent and the play of the game are at odds … Core average is 2.5 stars, GC average is 3.1 stars, and Secrets average is 2.8 stars.  Continues the trend that core book mechanics tend to be weaker than supplement mechanics, at least with the more esoteric stuff, like kata.  Of course, Core mechanics’ averages often get pulled down by nonsense mechanics that clearly weren’t created with actual use in mind.

Toku.  If Luck is worth about 7 points, why does he get 5?  Diminishing returns.  Since you never take Toku unless you already have three ranks of Luck, you just aren’t getting the Luck sleaze you would get otherwise.  Though, I suppose, there might be some campaign that required ancestors where you may not max out Luck …

Chiroru is, in theory, an easy calculation.  You get the benefit of 3-4 points of Kharmic Tie with previous edition danger sense power.  Maybe danger sense is worth more than 1.5 points.

By the way, trying to evaluate the abilities for these things is really hard.  Why are Seppun and Bat Clan not equivalent?  Psychology.  Sure, you could save a VP all game until you reduce damage by 10 or you could reduce damage by 10 when you need to without a VP.  Well, plus, in the Seppun case, you aren’t spending a VP, so you circumvent the once per round restriction (by any reasonable wording, plus note difference in ancestor cost).

Now, where things get messier is when an ancestor says you can spend a VP to do something because they don’t say you can avoid the once per round limit, a completely idiotic and unnecessary limit.  The exception for school techniques is specific.

It’s funny to me that Sparrow don’t really get shafted in 4e, other than the absurd path in Secrets.  Their stuff doesn’t sound good but is far better than a lot of other stuff.

Sure, Kaiu is only once per year you get to make magic items … you … get … to … make … magic … items!!

Talking to animals is the bee’s sleaze [TM].  There’s a reason Dr. Doolittle just owns.

Makes me sad that Ikoma is such a problematic ancestor.  Again, if you go by Greek God patronage rules, makes way more sense as he respects your partying self but doesn’t blow a gasket when you aren’t partying heartying.

Such a sucker for Foxes and … Centipedes.

I have actually played Kitsu.  It was pleasant but didn’t come up that much.  It did inform certain aspects of the campaign that were pleasant up until I replaced the PC with a better one.

I don’t get Kakita.  It seems like dueling is supposed to be more core to the game, yet, the problem with doing that even if you wanted to is that dueling is grossly, grossly unfair unless your GM has a serious handle on it.  Also, lots of schools don’t duel, which means it’s not a core mechanic for lots of PCs.

I’m getting a bit more interested in the Ancestor Campaign.  Even as a GM, I can make NPCs with ancestors the players don’t care about.  Though, I need to be wary about trying to “play” my characters during games, an often painful activity GMs will fall into when they cherish their creations more than letting players play.

Shake Out

January 13, 2018

There are rather a number of thoughts on diverse subjects I have had recently.  I’m sure I will forget half of them.

Before I forget:  John Carter Kickstarter is going on right now!  Finally, the Dotar Sojat has returned to Jasoom!

Steak and Shake in Campbell closed recently.  It was open four months.  It was designated to be opened for far longer.  Its closure was sufficiently notable to not only be in the paper (that would be newspaper for you young ‘uns) but also be on the radio (that would be … um … radio for you young ‘uns).

We went to it.  I’m not remotely surprised it closed.  First, the location was terrible in that it was just East of the upscale-ish downtown.  Second, it was not Steak and Shake.  Well, it was not S&S a la Indianapolis’s S&S is.  One in Indy is a fast food place that’s slow, somewhere along the lines of being at a more focused Denny’s in terms of ambiance.  This S&S was pretentiousized for the hood.

Now, I don’t live in downtown Frisco or NYC or whatever, but we get plenty of pretension in the San Jose Bay Area.  Whole Paycheck is ubiquitous, et al.  Why have another burger chain that competes with Five Guys, The Counter, The Habit, Smashburger, or whatever?  It wasn’t trying to?  Well, then where is the audience?  Best milkshake I can recall, which, admittedly, is not something I think a ton about since it’s kind of effort to screw up a milkshake, I got at Fuddruckers of all places.  5-Way?  Well, sure, not a lot of places to get 5-Ways in the Silicon.  (That’s what all the kewl kids call this milieu, n’est-ce pas?)

Bad fits.

That’s a topic for today.

I’m going to talk about L5R.  At some point, I’ll switch to the LCG.  But, before I forget, I had some RPG thoughts.

Campaign Ideas:

Greek Mythology convention meets L5R.  Everyone has an ancestor from one of the 4e books because they hardly ever see play.  Rather than lose your ancestor over something black and white and rather arbitrary, you incur the ancestor’s displeasure for a time until you get your act together.  Great idea, people.  Make it so number one.

Welcome to the kuge, minorlings.  Widowed emperor decides he’s good to go without a word to say on marriage number two to some minor clan yumyum.  Guess how many PCs are not related to the minor empress?

Not Campaign Ideas:

One of the Friday night LCG players is someone who would much rather be playing the RPG.  Actually, that’s how I met him years ago.  He’s hot for getting into HoR4 or like anything else RPG related but especially L5R R&K.  So, we’ve been talking.

I mentioned Odyssey, TCGMGtCM, and how it related to my running stuff for him and the rest of our local RPG group that dispersed.  We talked about old campaigns.  We talked about how our interest in the LCG is strongly based on the world and not the game [foreshadowing alert, foreshadowing alert].

I may have problems with aspects of Rokugan, but it’s so, so easy to think about playing more L5R.  It’s so easy to think of campaign ideas.  I found my mod attempt for HoR3 that I ran a couple of times and got unenthused by due to my just not having the ability to polish efforts up to the level that makes them acceptable.  Well, also, staff consistently ignored me, so I stopped bothering trying to contact anyone.

It’s such a fleshed out *game* world.  Sure, if everyone knows some book/TV/movie series, you can grok possibilities, but, for us veteran Rokuganites, L5R is just so meaningful.  For instance, I was looking stuff up in Strongholds of the Empire.  I’m perfectly willing to read about towns and cities I don’t plan on using as settings.


Back to the topic of whether the game is any fun.  First, it is.  As long as you are winning.

My experience of going back to playing a two-player CCG  is utterly fascinating to all multi-celled organisms.  I get so much enjoyment out of multiplayer CCGs when the results are inconclusive.  It’s this bizarrely mundane feeling of liking doing better than my opponents in L5R, the LCG, that is palpable.

Or, maybe, it’s just that I hate playing Unicorn, and the fact that I often suck while playing them is incidental.  Except, I played at least one game of Unicorn where I was feasting on my opponent’s soul and it was tasty.

It is “funny” how switching to Crab is perpetually like “Huh, my cards do stuff.  They do good stuff.”

For the others, it also seems to be a game that is enjoyed when you are crushing throats and tearing off limbs.

I read forums.  Multiple forums, in fact.  No, I don’t read Discord.  Not a fan of the interface and I have better things to do, like read the newspaper.  Seems to be a certain level of disenchantment.

Then, I ‘fist with a L5R player, and he’s telling me his group is losing interest.

It’s this like really interestingly designed, very possibly well designed, game that is just so not as fun as we-folk want it to be.  I’m finding that I’m already reverting to my random-game-element meets minimum-threshold-of-viability tendencies with what interests me in L5R.  I’m struggling with the idea of trying to develop superior decks in what’s a very limited environment.  I’m more interested in happy, friendly Scorpion, Lion wall, Cautious Scout.dec, and/or whatever.

I thought of an idea umbrella for trying to put the casual back into causality.  League.  You must play a role that is not the official tournament role for your deck’s clan.  You may, of course, change decks, including changing clans.  Or, some variation thereof.

I played a game last night.  I played Crab, and I had fun.  My first turn Kaiu never left play, having Reprieve that also never left play.  I flopped three Iron Mines in the game, put another Reprieve in play that also never got used.  I Way of the Crabbed once.  Now, my opponent was playing Lion, so his military sucked, and he wasn’t running Feast or Famine, which I kept trying to play around.  Nor was he playing the required 3x Policy Debates.

See, forumites are bitching a bunch.  I think for good reason.  I don’t think it’s a particularly fun game to play, though it’s also not terrible.  The card pool sucks.  Oh, a lot of it doesn’t.  Provinces are mostly the problem.  That Unicorn have so many subpar or oddly narrow cards is kind of antifun.  That Voltroning is such a thing is problematic.  That Iron Mine got added to the mix, so that Crab Voltrons never die seems like poor development.

Part of the problem with the card pool is that it’s not a multiplayer game (yet).  In a multiplayer game, I’d be beastmastering and war dogging all over the place because it would be entertaining.  In a throatcutter game, you just do the same old, same old of top tier stuff, with the occasional Miya combo deck or try to do your own spin on Drop Bears, Switchycorn, or whatever.  With Wheel of Time, because so few people actually played, when you ran with an idea, you might have been like one of one posters.  With a game that’s actually kind of popular, just another clone deck with maybe a few cards changed.

If the card pool were bigger, then maybe there would be more interesting variation.  But, I don’t think the card pool needs to be bigger to have fun.  Just to have fun as a throatcutter game.

Would banning Policy Debate make me happier?  Um, no.  I don’t presently care about Policy Debate, except that I do think that the one area of the LCG that is just bad mechanics is dueling.  Dueling is hecka boring and full of NPEness.  Sure, it’s not a guarantee that everyone always chooses 1 in every single game.  It’s just a guarantee that I have so little interest in resolving duels that I’m okay with mentally seeing tables being flipped.

But, wait, that’s actually kind of like the RPG.  In that, duels aren’t guaranteed to go one direction, but the whole concept of resolving anything important with a subgame that’s grossly uneven so much of the time is not strong in the PPE side of the Force.

I played a game the week before where my opponent won when I broke his third province, as he went to 25 Honor.  If he doesn’t win, then, I break his stronghold as my first conflict the next round with my unstoppable Imperials and their Unicorn flunkies.  30 minute game.  Takeaway #1 – it was how CCGs should play in that it was close with decks doing different things and there was interaction.  Takeaway #2 – because I felt I did so little in the game, it felt rather unsatisfying even while I was playing, nevermind the end result.  Would I have enjoyed that game if he only got to 24 Honor and I shred his soul on the next round?  I don’t think so.  Would I have enjoyed that game if he got to 24, I went after his stronghold, he stops me from breaking with all sorts of cards getting played, he does something clever to get to 25 (instead of just declare an Air Ring conflict)?  Poss-i-bly …


We ‘fisted for the first time in months last Thursday.  The first game was terrible.  I spent a number of turns not being able to play a site, then had no characters to do anything when I got sites and a Test Subjects out.  The second game I won in a game where everyone was hanging around at four FSSs, and I used superleap cheese and recurring counterspells.  Because, who is the … Master?  Sho’nuff.  Check Youtube if this exceeds the vertical elevation of your brain.  Some parts are cringeworthy, but I really like that movie.

Third game went to third player.  My Salarymans kept killing unimportant things, and got killed when real characters showed up.

Given how prevalent superleap is and buffs are, I’m surprised Hand isn’t more popular.  Now, there is a weakness against site effects, evidenced by how I got stopped by a site effect in one bid for victory, but there are antisite plays to deal with that.  Character removal from events is countered by, uh, Hand counterspells.  Of course, 7 Masters exists for the classic players, and that’s another level of sleaze.

I enjoyed playing.  Shadowfist is usually fun.  Sure, it has some terrible design, pretty messed up card pool (especially if you play Modern), requires making extremely complicated decisions even if you don’t realize they are extremely complicated.  But, it’s not chess.  You do stuff and stuff happens.  You don’t wonder if you made a mistake putting two fate on some dude.  Now, normal ‘fist does have the problem that you may very well not be able to play anything, which is where it did an even worse job than Magic with forcing requirement cards to be in play to play the game.  But, you might be able to come back because it’s not a one v. one game.

Well, I may have forgotten a few other things that would have made my bad fits topic fit less badder.

Wait.  I had a topic?

Let’s see.  L5R LCG appeals to people who like theme, want to play game where they get to enjoy playing beastmasters.  Difficult and highly “mechanical” card game may be good for some, but it doesn’t end up being most goodest for others.

RPG is a decent fit for those of my ilk.  On the other hand, campaigns like our 20 Goblin Winter campaign were bad fits because we didn’t really get to enjoy anything about L5R while also being unclear on what we were supposed to be doing.  Second City sucked as a campaign; I would say part of that is that you remove the familiar world of Rokugan and fail to replace with something as rich or interesting because you just didn’t develop the Second setting.

Trying to take throatcutting seriously is a bad fit for me, while offgoofing is good fit.  It occurs to me that WoT was a case where I didn’t end up throatcutting that much, as most of my play was playtesting rather than striving for prizes.  So, I’ve never been a master throatcutter, with my two-player tournament wins usually being in sealed deck play, where I focus more on building better decks rather than tier 1 decks.  I’m the guy who played one copy of Necropotence in his Essence Drain deck, rather than the other way around, yet beat a Magic world champion in a sealed deck game with repeated use of Capsize and with a Rolling Thunder with zero cards in my library.

Doh!  That’s what I need to do to get my competitive fix on – only seriously compete in CCGs where sealed deck tournaments occur and have decent prizes.  Octa-libra!  That means I have to take up Magic, again …

Speaking of bad fits, the John Carter movie was a bad fit because it failed to explain why Jesus C-, um, JC is a fun dude to hang with or why sword and planet is a compelling genre or explain how you can do a 21st century movie with a bunch of races defined by their skin color.  Read the books.  Compared to a lot of other stuff, they are better.

Now, will the setting be a good fit for RPG play?  Will it be a good fit for people I play with?