When the proposal for Adventures in Rokugan first came together, we knew we’d need to address this question to move forward. This raises a difficult question: how can the design make a game feel both like the world of Rokugan and like the experience of DnD? By contrast, DnD’s mechanics tend to guide play toward the swashbuckling tropes of high adventure, tactical problem-solving, and the fantasy of being just a bit more than mortal. L5R has often emphasized choice and consequence, the conflict between desire and obligation, and the risks inherent in choosing to fight when diplomacy or intrigue could serve one’s purpose. As a roleplaying game, The Legend of the Five Rings has typically expressed a very different set of themes from DnD through its mechanics.
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