OTOSAN UCHI Boxed set, with three books (96, 96, and 80 pages) and
two 2' x 3' posters/maps
by Ree Soesbee & Patrick Kapera, featuring a supporting cast of thousands,
including: Scott Gearin, "Gembu" Mike, David Molinar, Kevin Wilson,
Kevin Boerwinkle, Alex Fox, Eli Basquez, Jim Pinto, and Don Gates
OTOSAN UCHI, the newest supplement for the Legend of the Five Rings
RPG, is a big box with a big price. You get three books ("The Imperial
Capital," "The Forbidden City," and "The Scorpion's Sting," detailing,
in order, the outer regions, inner regions, and fall of the titular
Imperial City of Legend of the Five Ring's Rokugan). You get two 2'
x 3' posters, one of which is a map for the GM (a bit big for reference
at the gaming table, don't you think?), and the other a full-color,
if a little monochromatic, picture of Otosan Uchi itself. And you get
the box, which is almost an attraction by itself. Perhaps you have been
lulled into a false sense of knowledge by previous game boxes you have
known, those that tear or wear thin after just a few trips to the gaming
session. Not OTOSAN UCHI. This box will probably outlast that independent
gaming supplement you bought at the Con last year but just haven't got
around to reading yet. This box could bear the weight of your father's
old National Geographic collection. The box is made to last. Obviously,
OTOSAN UCHI represents a permanent investment. The question is whether
it's worth that investment.
The fall of the Scorpion Clan has been the major plot point separating
the L5R RPG from the CCG since the beginning. Long-time CCG players
know that the whole Clan War storyline, that the CCG tells, begins because
Bayushi Shoju, Scorpion Clan Champion, attempts to save the Empire from
an ancient prophecy by killing his good friend, the Emperor. However,
he doesn't fill in the rest of the Clans why he's doing it, and trouble,
as they say, ensues.
The RPG had been set before the Scorpion Clan Coup, until now. OTOSAN
UCHI is not only the sourcebook for the Imperial capital of Rokugan,
the third book is also the presentation of the Coup storyline in RPG
form. However, total Coup material in the box still weighs in at less
than a third of the overall material. Obviously, this shows that the
box can easily be used without ever even referring to the third book.
What do you get in the rest of the box?
The first two books give the usual material you'd expect in a city-specific
source box. You have a summary of the history of Otosan Uchi, discussion
on Imperial laws and law enforcement, etiquette in the eye of the Son
of Heaven, new Advantages, Ancestors, and so on. The major political
change introduced is that of the Sentaku Tribunal, the legalistic appointee
system set up by the Great Clans to limit access to the Emperor.
However, there's a big difference between the two books, and that's
style. "The Imperial Capital" shows us the outer city of Otosan Uchi,
where most of the lower ranked people live (and most PCS will probably
be based out of). This isn't any normal city sourcebook, either. No,
the first book has 795 keyed locations, and that doesn't include the
Imperial Palace. It's the Fodor's of game supplements.
Obviously, with 795 locations in 96 pages there's not a lot of information
given on each place. Most locations get a one line entry, giving the
GM just the basics of the place: "629. Merchant (Yogo Kuroma; paints)".
Next come the quick summaries of slightly more interesting places. Most
of the locations that get a write up are like these: short, 50-word
summaries of some shop or site or person. A few locations of great importance
or interest get much longer summaries, such as the temples for the Great
Clans. But in-between the basic information about the city, the summaries
about the various districts in the city, and the hundreds of locations,
the overall image given is that of a bizarre mutation of a dungeon crawl.
Instead of gnolls lurking in caves with no given reason, you have puppet
makers showing up just long enough to mention their names and then toddling
off in an endless parade of innkeepers, blacksmiths, samurai, and assorted
others. Aside from the district governors, almost nobody is given any
real personality or character hook to catch a tired GM's eye in the
first book. This presents the odd effect of having a city so itemized
you have no idea what you should use it for. In pinning the butterfly
to the mounting board, AEG killed the beauty of the animal.
The districts' overviews are nicely summarized, with simple game mechanics
rating (on a 1-10 scale) on how they measure on various aspects, such
as how rich they are, as well as how popular, corrupt, politically connected,
and so on. This does provide a GM with an easy hook to use intracity
politics in their Otosan Uchi campaigns, as well as simple mechanics
to help ease some game decisions. However, one of the rankings makes
little sense. The Corruption ranking shows how basically venal the district
government is. As a simple plot guide, if the GM rolls less than or
equal to the Corruption rank of the district on a d10, the player's
current political escapades will attract some scumbucket politician
somewhere along the way. Simple, easy, and useful if you're in a plotbind.
Thumbs up. However, the Corruption rules also say that, in general,
"NPCs with an Honor Rank higher than the district's Corruption Rank
will not be found in there." Say what? Forget the fact that L5R's Honor
Ranks only go from 1-5 (and, thus, do not map to a 1-10 scale directly
as indicated). This bizarre thing means that in a very uncorrupt district
(say, 1), only the most debased and dishonorable NPCs should be found,
while in a place of average Corruption (which seems to be 6 or 7), apparently
honorable chaps of all colors can be found. Reversing the rule (NPCs
of Honor less than the Corruption rating will not be found) doesn't
help again; while this does fill the Corruption 1 districts with noble
folk, this leaves nobody in the average districts. What was this mechanic
supposed to do?
Luckily, things pick up in the second book, which details the elite
sector of the Imperial City. There's a guiding fiction to this book,
a travelogue between the reader and their guide, an aging Imperial functionary
who gives a personal introduction to each portion of the Inner City
you meet. This serves notice that the tone of the second book is much
different than the first: it is languid and luxurious by comparison.
Most entries go on for paragraphs, and important places (such as the
Temple to the Kami) are free to be given pages of information about
the setting and story ideas.
Now, I'm going to admit my biases: I'm a GM who gets more ideas out
of meeting new people and personalities than getting a 50-word summary
of a puppet shop. No matter how cleverly portrayed that puppet shop
is, there's only 50 words spent on it. The extended profiles and personalities
of "The Forbidden City" give a much richer feeling to the places in
it and, almost by default, provide more character hooks for GM's to
bounce ideas off of and see what sticks and why. While covering hundreds
of less sites than "The Imperial Capital," "The Forbidden City" gives
you a better feel for the place overall. "The Forbidden City" is quite
good, and is the star of the set.
The second book ends with a room by room rundown of the Imperial Palace.
This could be quite useful if a campaign is based in the Imperial Court
itself, I guess, but I'm betting most L5R campaigns have as many chases
in the Imperial Palace as they have Jawas.