RPGnet
 

Rokugan

Rokugan Capsule Review by Elton Robb on 09/12/01
Style: 3 (Average)
Substance: 5 (Excellent!)
At last, a D20 L5R product that even the most die hard fan of L5R RPG will want. The D20 Rokugan Companion allows players to roleplay D20 characters as if they came from the L5R RPG.
Product: Rokugan
Author: Rich Wulf, Shawn Carmen, and Seth Mason
Category: RPG
Company/Publisher: Alderac Entertainment Group
Line: D20 Fantasy Game System
Cost: 29.95
Page count: 223
Year published: 2001
ISBN: 1-887953-38-8
SKU: AEG3103
Comp copy?: no
Capsule Review by Elton Robb on 09/12/01
Genre tags: Fantasy Asian/Far East
Review Rokugan Cover

The Legend of the Five Rings Rokugan companion is the newest offering by AEG for it's RPG Fans. This source book shows you everything you need to produc D20 system adventures in the Jade Empire. It also provides ideas for maintaining Rokugan's Japanese-esque flavor in adventures. The Culture of Rokugan is far and way completely different from that of Western Adventures found in the Third Edition of Dungeons and Dragons, this book is provided help those who use D20 to maintain that unusual culture.


expectations


No. 1. I had hoped that this source book would proved by a great way to play the Legend of the Five Rings using the D20 system.


No. 2. I also hoped that this is book would provide a good starting off point for campaigns.


Base System


The Legend of the Five Rings? Sourcebook is based on the D20 System by Wizards of the Coast. The book builds on the Rokugan as presented in the Oriental Adventures sourcebook hardcover, allowing for characters played in the original legend of the five rings RPG to be played using the D20 system. So you will need The Player?s Handbook, the Dungeon Master?s Guide , and Oriental Adventures in order to play. Also, AEG is scheduling release of a Bestiary to support this book.



PRODUCT OVERVIEW


Introduction


The first of the book introduces you to AEG?s vision of a D20 Rokugan. And presents a little history, history I have already presented in my last review of Oriental Adventures, so I won?t represent here. It also goes into the Book of the Five Rings, explaining how Miyamoto Musashi?s work on philosophy is the inspiration of the game.


Chapter One: Character


Chapter One deals with character creation in a more indepth method than is presented in Oriental Adventures. Basically, each family, tribe, clan has a favored class, starting honor, a class skill, and a starting outfit. For instance, the Asahina family of the Crane Clan?s preferred class is Shugenja, while the Shosuro family of the Scorpion prefer to be Ninja.


Besides that, each clan?s philosophy and appearance is introduced, who they are allied with, and what their enemies are is also discussed on a basic level. Also, we receive a small discussion on each of the core classes: Barbarian, Bard, Clerics, Druid, Fighter, Monk and so forth. Also, NPC classes are given attention.


But there are some classes from OA that have been reworked. The Samurai and the Shugenja have been adapted from OA into the D20 Rokugan Companion, so one does not have to reference OA that often. Also added are the classes of the Courtier, the Ninja, and the Inkyo (enlightened Monk). This means that D20 fans who want a full Ninja Class will find it in the D20 Rokgan Companion, and they will have to buy the book to have it.


Also, there are some new skills, like Games, Knowledge skills, Mimic, poison, speak language, and Tea Ceremony. Also some new feats are introduced: like The Sudden Strike, the Way of the Lion, Different School, and Void Use. Each new feat is something that should have been added to OA in the first place, so they expand on OA?s list of feats. What we could have used are more Ancestor Feats, though.


Also through the Chapter is more information on Rokugani equipment, religion, honor and alignment, and more prestige classes than you can shake a fist at. Of all these sections in chapter one, two deserve some attention. If you are using alignment in your version of Rokugan, all alignments have some examples of who is what and an indepth look on why a certain character is aligned the way he is. In the prestige section, they present the Emerald Magistrate as a prestige class, as well as the artisan. The rest is icing on the cake.


Chapter 2: Magic of Rokugan


Chapter two presents magic and how it works. From the Hiearchy of the Spirits to the various magics found in Rokugan. This includes Ritual Magic, Maho, Shadow Magic, Tattoo Magic, Ancestor Magic, Meishodo, Tsangusuri, Taint Binding, and a new way of handling Void Magic. Naturally, this section provides the player and GM with new feats.


Then a spell list is provided for, giving every spell a new name to provide flavor for the game. Like Isawa?s Eye is the new Rokugani name for Flare , and Shroud of Flame is the new Rokugani name for Fire Shield. And there are new spells listed as well.


Then there is the Void Magic spells that should have been in OA but was never included. From Contemplate the Void, to Visage of the Void, the new spells allow a phoenix Shugenja to do more with void than what the Void Disciple allows him or her to do.


Chapter 3: Life in Rokugan


In this chapter, they explain how a GM can create and maintain a campaign within a very specific style and flavor. In short, let loose a couple of player characters who were used to roleplaying in Greyhawk on Rokugan and you will have headaches.

Players used to the Swashbuckling style of play will probably create characters that aren?t the crowning glory of their Clan as presented in this Book. Rokugan is about Samurai, Shugenja, basically roleplaying noble characters that are Japanese. If a GM is going to stay true to the setting as presented in the Original L5R RPGs, then an elven Phoenix ninja is just plain wrong. Or a Lion Samurai scaling or pickpocketing the dead is just plain wrong.


GMs are given much advice in this Chapter on how to prevent that and maintain L5R?s atmosphere. From games based on Intrigue, to Honor and Duty, to Etiquette, to Bushido, players may get the idea that they aren?t in Greyhawk anymore. After a few game sessions.


Chapter 4-7


These chapters deal with Geography, Cosmology, History, and the special Organizations of Rokugan. They also introduce a few key NPCs. From Shahai the Dark Daughter of Fu Leng, to the Four Winds (Hantei Naseru, Toturi Sezaru, Akodo Kaneka, and Toturi Tsudao), to others like Akodo Ginawa, and Yasuki Hachi, the Emerald Champion. And the History chapter presents the History of the Empire, from its Beginnings to it?s present.


The organizations presented in the book include the Imperial Magistrates and Emerald Legions, which protect the Empire from within and without; the Bloodspeakers, the Terrorists of Rokugan (think of Yajindin as Osama Bin Ladin); several brotherhoods of Ronin, the mysterious Kolat, the Brotherhood of Shinsei, and the Ninja.


After those chapters are the Appendices. The first appendix expands on the list of Magic Items found in OA that are Rokugan Specific. Appendix 2 gives the stats of a few monsters not listed in OA, and Appendix Three gives us the Conversion Rules to convert our characters from L5R to D20 and vice versa. Then Appendix 4 gives some suggested reading, to help DMs and players to get their mind off of the Western World and on the World of Legend of the Five Rings?. Of course, A Book of the Five Rings by Miyamoto Musashi is an essiential work, along with several books and moves like The Seven Samurai and Ran (both Kusosawa?s work) and The Tale of Genji by Murasaki Shikibu.


Ar t


The Art and Production Value rivals that of Third Edition OA. The same typeface that was used in OA for headings was used in Rokugan. The cover is also a catcher. They made it look like a Bushi trying to attack you head on with the spine threaded through with a cloth ribbon. There aren?t as many pictures in this book as there are in OA, and they are all portraits of various characters and monsters.


However, there are two maps on the inside cover and splash pages of the book. Unlike the Rokugan map found in Third Edition OA, the map actually shows you where the Clan territories are located, and they are in living color.



OVERALL


Overall, the book is a good companion book for OA, and it does accomplish what the publishers, AEG, set out to do. It provides a way to recreate all the Adventure found in the Original L5R RPG using the D20 System. Using this book, a fan of L5R can produce a campaign that would be true to the vision of Rokugan and how it is meant to be played. If only you can get your players to appreciate the flavor and atmosphere that game of L5R produces. I give it a score of 3 for Style and 5 for Substance.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.