Pular para o conteúdo
Wiki L5R 5e

Início › Regras

Complications

Seção The Character

Texto

Ninjō, giri, and the friction that can arise between the two provide a great deal of fodder for roleplaying on their own. Players should consider their characters' ninjō and giri when making choices for their characters, and GMs should look at what their players chose when planning story arcs. Complications provide an additional, slightly more codified way for players and GMs to use these character motivations at the table.

A complication is a slight narrative turn or brief moment that stems from one or more characters’ ninjō and/or giri. The GM can introduce a complication at any time. Narratively, complications can be relatively mild or wildly melodramatic, depending on the tenor of the story. Example complications could include:

Marcador de lista (ornamento) Receiving a letter from a loved one the character has not seen in some time

Marcador de lista (ornamento) Realizing that a masked enemy is, in fact, the character’s long-lost sibling

Marcador de lista (ornamento) Encountering the haunting scent of a perfume often worn by the character’s deceased friend

Marcador de lista (ornamento) Running into a character’s secret lover somewhere the two cannot acknowledge each other

Marcador de lista (ornamento) Spotting an obvious reminder of one’s unfulfilled oath to bring the enemy of the clan to justice

Marcador de lista (ornamento) Noticing a chance to pursue one’s desire or duty—at cost to the group’s current goal

Marcador de lista (ornamento) Being presented with an opportunity to pursue one’s ninjō or one’s giri—but not both

A player can also propose a complication for their character, in which case the GM should give it due consideration, then implement it if it makes sense and is not overly disruptive to the flow of the story. If a complication does not fit into a particular scene, but the GM wants to use it later, the GM can ask the player to write it down and give it to them for later use.

No matter who introduces it, each character can have only one complication per game session—though a character’s ninjō and giri can cause turmoil whenever the GM and player see fit.

Resolving a Complication

When the GM introduces a complication for a character, their player chooses one of the following: the character stoically accepts it, in which case there is no effect beyond the narrative results of the complication, or the character is deeply moved by the moment, in which case they receive 3 strife and gain 1 Void point.

Texto do livro

Core Rulebook · Chapter 1: Playing the Game › The Character › Complications · p. 32 p. 39

Mostrar o texto como impresso

Ninjō, giri, and the friction that can arise between the two provide a great deal of fodder for roleplaying on their own. Players should consider their characters' ninjō and giri when making choices for their characters, and GMs should look at what their players chose when planning story arcs. Complications provide an additional, slightly more codified way for players and GMs to use these character motivations at the table.

A complication is a slight narrative turn or brief moment that stems from one or more characters’ ninjō and/or giri. The GM can introduce a complication at any time. Narratively, complications can be relatively mild or wildly melodramatic, depending on the tenor of the story. Example complications could include:

Marcador de lista (ornamento) Receiving a letter from a loved one the character has not seen in some time

Marcador de lista (ornamento) Realizing that a masked enemy is, in fact, the character’s long-lost sibling

Marcador de lista (ornamento) Encountering the haunting scent of a perfume often worn by the character’s deceased friend

Marcador de lista (ornamento) Running into a character’s secret lover somewhere the two cannot acknowledge each other

Marcador de lista (ornamento) Spotting an obvious reminder of one’s unfulfilled oath to bring the enemy of the clan to justice

Marcador de lista (ornamento) Noticing a chance to pursue one’s desire or duty—at cost to the group’s current goal

Marcador de lista (ornamento) Being presented with an opportunity to pursue one’s ninjō or one’s giri—but not both

A player can also propose a complication for their character, in which case the GM should give it due consideration, then implement it if it makes sense and is not overly disruptive to the flow of the story. If a complication does not fit into a particular scene, but the GM wants to use it later, the GM can ask the player to write it down and give it to them for later use.

No matter who introduces it, each character can have only one complication per game session—though a character’s ninjō and giri can cause turmoil whenever the GM and player see fit.

Resolving a Complication

When the GM introduces a complication for a character, their player chooses one of the following: the character stoically accepts it, in which case there is no effect beyond the narrative results of the complication, or the character is deeply moved by the moment, in which case they receive 3 strife and gain 1 Void point.