I guess we all have them RPG's that we absolutely adore but will probably never get a chance to play in, or run. For me its the Legend of the Five Rings RPG
I own the core books for every edition 1st through 4th, and I'm just missing the book of the Void for 4th Edition and the Atlas of Rokugan, I believe.
It's a game that I don't think I could every get anyone to play, without it turning in to a farce, this is a game where playing a bunch of Murder Hobos just doesn't work. I'm not saying that I couldn't find two players in my regular group to try it but, the overriding conventions of social dynamics and politics would probably not go over well with the more combat oriented member of the group in general.
You just can't run combat after combat as weapons are really lethal in this game, combat monsters run serious risks of dying if they just rush into combat like in your typical fantasy RPG.
So what game is it for you?
Last Edit: Oct 10, 2016 11:14:26 GMT -5 by Midnight
To further elucidate my reasoning as to why I believe The Legend of the Five Rings is outside of what most Role-players want out of a game / what they would enjoy, and why trying to play, or run, this game is folly.
Here is selected excepts from the Tenants of Bushido, as found in the L5R RPG
The Tenants Of Bushido
Jin – Compassion
Compassion teaches samurai that, as the warrior elite of society, it is their duty to protect and guide the lesser folk of Rokugan. In its most obvious form, this means offering military protection, guarding the commoners against bandits, criminals, foreigners, and the monsters of the Shadowlands. It is this form of Compassion which is most widely respected and revered in Rokugan,
YU – Courage
Courage is in many ways the most basic and universal of all the Bushido virtues, since every samurai is expected to be ready and able to die at a moment’s notice. The central importance of courage to a samurai’s life cannot be understated. A samurai must be prepared to fight and die without hesitation, whether at his lord’s command or simply due to unavoidable circumstance. Indeed, it is popular to say that a samurai lives at all times three feet from death, since that is the reach of a katana.
Rei – Courtesy
Samurai are civilized men and women, not barbarians, and are expected to behave with courtesy and proper manners at all times. A samurai who shows undue emotion or rudeness is not only violating Courtesy but is also losing his face (on), disrespecting those around him and shaming himself. A true samurai remains courteous and well-mannered at all times, even when facing his bitterest sworn enemy, or provoked with vile insults and malignant behavior.
Chugo – Duty
If there is a Virtue which competes with Courage for universal acceptance, it is Duty. A samurai must always be ready to serve his lord in whatever way is required, no matter what the cost. Death is the least that a samurai may face – he must be prepared to endure humiliation, dishonor, shame, and failure for the sake of Duty. He must remain faithful to lord, family, clan, and comrades no matter what temptations may fall in his path.
GI – Honesty
Honesty is in principle the simplest of the virtues of Bushido, but also perhaps the most troublesome. Ideally, it would seem obvious that an honorable warrior should always tell the truth, and indeed, there are some families and clans which embrace Honesty with the same fervor as the rest of the virtues.
Mayo – Honor
Both the subtlest and the most basic of the virtues, Honor teaches that every samurai stands in judgment over himself, at all times. Bushido is not merely enforced by social convention or superior authority, but by each samurai’s own heart and soul. A samurai without Honor cannot truly follow the other virtues of Bushido, for he is merely acting as others expect, not as his own sense of honor demands. Conversely, a samurai with true Honor will follow the ways of Bushido even when the society around him becomes corrupt and his superiors expect him to behave dishonorably solely because they command it.
MAKOTO - Sincerity
Samurai are taught from childhood that they must express absolute sincerity in both word and deed. A samurai who speaks on behalf of his lord in court, but does so in a lackadaisical or unconvincing manner, is serving his lord as badly as if he refused to speak at all. A samurai who shows a lack of dedication in his actions, who acts and behaves without absolute commitment, is a samurai who fails his lord and his clan.
I just think that these Tenets would be seen as removing their "Agency", and putting too many constraints on how they can play their characters; a role-playing straight jacket of sorts.
I once heard the Legend of the Five Rings RPG described as "that Game where everybody plays Paladins". While this might be bit of an exaggeration It none the less dose hold a kernel of truth. Personally I find the concept of playing a Samurai trying to live up to these Ideals as a fragile, fallible, person with all the drives and desires inherent in being a human being.
I dearly would love to be wrong about this, and have 3-4 of my local player step up and call "Bullshit" on me.
Until then I guess I'll just pull the books down from the shelf from time to time, and sigh longingly at the beauty of this system.
Maybe I'll just have to call my own bluff and offer to run it.
Last Edit: Oct 10, 2016 13:50:54 GMT -5 by Midnight
For me the game looks like anything FATE. I've played it a few times. I've run it a few times but it looks like I'll never get to run it again. I really like the system but it just isn't your typical game. For most of us brought up on D&D and other very "crunch" heavy games, FATE is a different and strange animal. I've run it 3 times now with 2 different groups and once at a convention and each time it is the same response. "Too rules light." Too much feeling that the GM hand waves everything. Too much demand on the players in getting involved in creating the story.
Players seem to want more structure. More situation / response type events and don't really want to spend time coming up with stuff of their own.
Sigh! It's too bad as FATE really is a neat system which can handle anything.
Playing: Ombre et Lumière [D&D 5th Ed. Really never thought I'd go back!] GMing: Shadow of the Demon Lord Reading: Nothing - No time to read anymore. Pending: Barbarians of Lemuria Hack
Fate is a really neat system, and worthy of a lot more play than we've given it.
Problem with Fate is that it takes a high level of trust in the GM; That is to say an understanding by the players that the GM isn't out to Screw the players over, but rather to Provide them with a Fun and challenging session. Many players our age have been burned by to many "killer" or adversarial GMs in the past and have developed old and ingrained attitudes and strategies to deal with that type of GM. They've heard over the years not to drop there guard or give the GM and Inch or else. Fate requires exactly the opposite mind set.
That and Fate is a pretty Crunchy system that can easily Pull you out of the narrative, it your not careful.