Your Game, Your ROkugan
Texto
Different players come to the Legend of the Five Rings RPG for different reasons. Perhaps they have heard of or played the associated card games. Some may be drawn due to their love for samurai fiction and cinema, such as the Akira Kurosawa films and the books by Eiji Yoshikawa and James Clavell. Many L5R fans began as students of Japanese history or culture, as fans of anime and manga, or both.
Others are general fans of science fiction and fantasy, from romantic stories with political intrigues to epic tales of good and evil or shades of moral gray. Often, the source material that the GM is most familiar with will color the types of stories and tone of the game, and that’s absolutely normal (and encouraged—run what you love!). Besides differences in dramatic taste, different groups will play the game differently. You may find yourself absorbed in the narrative and the relationships between characters. Other groups focus on fine-tuning their characters’ abilities and exploring the tactical side of combat. This game is designed to support numerous styles of play and, as GM, you are empowered to jettison, rework, or simplify rules as you desire. Throughout this chapter, there are several margin notes addressing how to tailor your game to a particular archetype of group (though you’ll need to find the right balance for your own unique group of players).
Texto do livro
Core Rulebook · Chapter 7: The Game Master › The Role of the GM › Managing Players · p. 282 p. 284
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Different players come to the Legend of the Five Rings RPG for different reasons. Perhaps they have heard of or played the associated card games. Some may be drawn due to their love for samurai fiction and cinema, such as the Akira Kurosawa films and the books by Eiji Yoshikawa and James Clavell. Many L5R fans began as students of Japanese history or culture, as fans of anime and manga, or both.
Others are general fans of science fiction and fantasy, from romantic stories with political intrigues to epic tales of good and evil or shades of moral gray. Often, the source material that the GM is most familiar with will color the types of stories and tone of the game, and that’s absolutely normal (and encouraged—run what you love!). Besides differences in dramatic taste, different groups will play the game differently. You may find yourself absorbed in the narrative and the relationships between characters. Other groups focus on fine-tuning their characters’ abilities and exploring the tactical side of combat. This game is designed to support numerous styles of play and, as GM, you are empowered to jettison, rework, or simplify rules as you desire. Throughout this chapter, there are several margin notes addressing how to tailor your game to a particular archetype of group (though you’ll need to find the right balance for your own unique group of players).
