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Step 4: Assign Traits (Players and GM)

Seção Assembling a Court in Seven Steps

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At this step, it’s time to bring in the players. The GM should provide a list of the NPCs they have sketched out so far for court, revealing each one’s role (a daimyō, a servant, etc) and giri. The GM shouldn’t reveal each character’s ninjō, or whether that NPC is a mover or a secondary. This lets the GM obscure many details of the plot that the players should discover for themselves later. Roles and giri should be recorded on the Court Sheet (which can be found on www.FantasyFlight- Games.com/legend-of-the-five-rings-roleplaying), or on note cards. Note cards can speed up the process by letting players record choices simultaneously. If the GM wants to use note cards, they should transcribe each NPC’s “role” and “giri” onto a card, then add spaces for writing labeled “advantages,” “disadvantages,” “bonds,” “name,” and “notes.”

Then, the GM should place the sheet on the table, in view of all players. Starting with the player at the GM’s right and proceeding counterclockwise, each player should pick one NPC and then assign the NPC an advantage or disadvantage, writing it in the relevant section for that NPC. The GM can also participate as a player at this stage, or they can focus on helping the players with their choices.

Advantages and disadvantages may be taken from the relevant section of this book or the core rulebook, or, with the GM’s permission, players can assign the NPCs newly invented advantages and disadvantages (see page 310 of the core rulebook for more on NPC disadvantages). After each player records an advantage or disadvantage, they should also record on their character sheet how their PC has some personal connection to this advantage or disadvantage, and give a brief explanation to the GM of how this is the case. The GM is the final arbiter over whether their reasoning— and the advantage or disadvantage—make sense.

Perhaps the PC fought at the battle where the daimyō famously lost an eye, or perhaps a PC has often run into a guard at a local tavern where both often carouse to avoid facing their respective miseries. Sometimes, a suggestion might fit better as a note or detail than a full advantage or disadvantage in its own right— in which case, the GM can suggest shifting it and selecting another one. Everyone should feel free to take some time to float story ideas as play proceeds—it might inform later decisions, or help to draw out creative ideas about past incidents or future turns in the story!

Then, repeat the process until all NPCs have 1 advantage and 1 disadvantage. Each NPC cannot be given more than 1 advantage or more than 1 disadvantage at this time. Once a given NPC has 1 advantage and 1 disadvantage, it cannot be selected again (if it is on a note card, you can flip it to show it is unavailable). Players are advised to avoid choosing a card they chose in a previous round if possible.

Texto do livro

Courts of Stone · Chapter 3: Games of Discourse › Assembling a Court in Seven Steps › Step 4: Assign Traits (Players and GM) · p. 139 p. 141

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At this step, it’s time to bring in the players. The GM should provide a list of the NPCs they have sketched out so far for court, revealing each one’s role (a daimyō, a servant, etc) and giri. The GM shouldn’t reveal each character’s ninjō, or whether that NPC is a mover or a secondary. This lets the GM obscure many details of the plot that the players should discover for themselves later. Roles and giri should be recorded on the Court Sheet (which can be found on www.FantasyFlight- Games.com/legend-of-the-five-rings-roleplaying), or on note cards. Note cards can speed up the process by letting players record choices simultaneously. If the GM wants to use note cards, they should transcribe each NPC’s “role” and “giri” onto a card, then add spaces for writing labeled “advantages,” “disadvantages,” “bonds,” “name,” and “notes.”

Then, the GM should place the sheet on the table, in view of all players. Starting with the player at the GM’s right and proceeding counterclockwise, each player should pick one NPC and then assign the NPC an advantage or disadvantage, writing it in the relevant section for that NPC. The GM can also participate as a player at this stage, or they can focus on helping the players with their choices.

Advantages and disadvantages may be taken from the relevant section of this book or the core rulebook, or, with the GM’s permission, players can assign the NPCs newly invented advantages and disadvantages (see page 310 of the core rulebook for more on NPC disadvantages). After each player records an advantage or disadvantage, they should also record on their character sheet how their PC has some personal connection to this advantage or disadvantage, and give a brief explanation to the GM of how this is the case. The GM is the final arbiter over whether their reasoning— and the advantage or disadvantage—make sense.

Perhaps the PC fought at the battle where the daimyō famously lost an eye, or perhaps a PC has often run into a guard at a local tavern where both often carouse to avoid facing their respective miseries. Sometimes, a suggestion might fit better as a note or detail than a full advantage or disadvantage in its own right— in which case, the GM can suggest shifting it and selecting another one. Everyone should feel free to take some time to float story ideas as play proceeds—it might inform later decisions, or help to draw out creative ideas about past incidents or future turns in the story!

Then, repeat the process until all NPCs have 1 advantage and 1 disadvantage. Each NPC cannot be given more than 1 advantage or more than 1 disadvantage at this time. Once a given NPC has 1 advantage and 1 disadvantage, it cannot be selected again (if it is on a note card, you can flip it to show it is unavailable). Players are advised to avoid choosing a card they chose in a previous round if possible.