Lessons Learnt
When I was designing/writing the Festival of Roses, I had a number of rough goals in mind. The basic design was a sandbox: a game setting in which I could allow players freedom to interact how they wished.
To combat boredom, I wanted to throw a few toys in the sandbox. These took the form of providing one or two Events for each game day, as well as some plot hook-shaped objects for people to run with. The idea behind these hooks was to allow the players to react to them, offering guidance and assistance as required.
It didn’t work.
It seems that this was a little too freeform. I know the feeling. When faced with too much choice (e.g. Nar Shaddaa’s “well, what do you want to do?” or Minecraft… just all of Minecraft) I tend to become somewhat paralysed. I am not a creative person, at least in the sense of ideas, they don’t come to me. I can’t call it a complete failure, however. I wanted to see how players and characters would react, and I got that, but I think things would have gone much smoother if they’d simply been run as abstracted Events.
Another of my goals was to provide some balance between combat-oriented events and non-combat events. I had the “story”, which was designed to utilise Intrigue skills to investigate, but lacked the same immediate rewards that the Tourney displays provided (in terms of competitiveness and Fame rewards). I decided to add some conventional events for the Intrigue-oriented, but this turned out to be harder than anticipated, as the same eating/dancing/being polite quickly became stale and repetitive.
I did come up with some activities that would have been suitable, but unfortunately too late to really work them into things. Midway through the Festival, I did a little more research, a little more thinking about the mechanics, and I started to formulate some ideas of more mental challenges that I could provide. However, a combination of the game having already started, and a certain sense of futility ultimately brought me to the decision to keep to the shorter timeline.
Something that came up on Discord was my feeling that I was spending a lot of time ‘tutoring’ players on the mechanics. Which was a terrible responsibility to entrust me with. To date, I have still never engaged in combat in L5R, and I had never done either Intrigue or Combat in the system I was supposed to be running.
When I wasn’t entirely forgetting things (armour penalties, injury penalties), I was trying to make sure that I was laying things out relatively clearly. Hindsight being what it is, however, I think I would have used a stricter template-style approach to combats and intrigues, something to make it simpler for players to copy, with enough information that they could generally infer things like damage without waiting for the opponent. The joust was getting there, template-wise.
