We lost three pirates Monday night.
Sanada, the leader of the Serpents of Himself. He went down… actually kind of like a chump. He would have been all kinds of bad ass but the Kami locked him down and then blew him the hell up.
Doji Bugate, former Daimyo of Doji’s Last Breath. We had a pile of charges against him stacked up high enough to make Emma-Oh have to make room. He protested with all his might but he didn’t have a leg to stand on… so we made him crawl… in the fields… as he worked them… with the heimin… without tools.
Finally, the best pirate of them all… Yoritomo Miyazaki. Our Chui, our leader, our friend. Erik has moved out of the area and his character retired last night. The game, as when Doji Kazumichi left, was designed to focus around his character and decided his fate… The Red Fleet ambassador to the Kasuga, or a lowly sensei who watched his fame slip away.
Here’s the breakdown of notable scenes:
Sodano Shiko visited the peasant rebels and promised the them Daimyo’s head IF they aided is in defeating the pirates. He also gave them Matis robes, approved of them own katana and called the Ashigaru. Like 20 different laws had to have been broken there.
Tso-Lou and Rei visited the dye-maker. Rei had earnest felt she was bribed by the woman, and for her attempted bribery the woman should die. Then things go complicated. It turns out offering gifts to a person is bribery, but offering them to an order is just a favor, which can legitimately be exchanged. Also, the dye-maker was actually a Yasuki Samurai, which meant just removing her head wasn’t cool. Some WTF moments ensued as the dye-maker covered us all on brick red dye that she said would mark her killers and the Yasuki would know them.
Fall out was – Rei’s sword blessed her with the wisdom not to unlawfully kill another samurai and Tso-Lou found a diplomatic solution. Stakes added t the game: Miyazaki succeeds – The Yasuki offers us testimony against the Daimyo and ignores the incident. Miyazaki fails – The Yasuki clan now knows we have wronged one of their members.
Miyazaki and Shimzu met the Daidoji prefect at his brewery. He was quite prickly, as he had been with Rei, but eventually it was clear that he was just a shrewd businessman that didn’t want his rights trampled. Miyazaki and Shimizu made peace with him and they all earned a bit of mutual respect, even though the prefect still does not like our order. Stakes added to the contest. Miyazaki Wins: 1,000 Grain Sake for all of our Shiros. Fails: We’re in deep crap with the Daidoji trading council.
Yoshi met with some peasants that, instead of growing rice, were forced into secretly growing dye. Yoshi relieved them of this duty and sent the very relieved peasants back to the rice fields. Four of them, appreciating his generosity offered to aid in the battle with the pirates.
Much attention was paid to the brick red dye already dried onto Rei and Tso-Lou. That and conscripting “Matish Ashigaru”. Good times.
Shimizu visited the gardens where he found Doji Bugate. The Daimyo asked that he serve as his emissary to the pirates and bribe them to move to Scorpion lands. Yep, as you can imagine, Shimizu wasn’t having any of that!
Miyazaki inspected the docks and found the forlorn Shiba Katanare, a member of the Avalanche guard, who was here because his sister had been taken captive by the pirates, who were sending her back, piece at a time. Yuck. He said he would be delighted to help us kill the pirates to save his sister.
Yoshi met a woman at a small shrine of fishing. She regretfully asked that he not attack the pirates as they protected her husband’s fishing boats from the mantis raiders. Yoshi assured her that she should not worry, the Sapphire Magistrates would protect her and her husband. With that delightful news she offered Yoshi a boat that bore the markings of the Serpents of Sanada and could safely be sailed into their harbor.
Shiko delivered the yari to the town guard, who, now equipped with yari and horses could do their jobs and would help us not only defeat the pirates but also give us access to the Daimyo when the time was right.
Tso-Lou and Rei bathed and discussed the future of the Sapphire Magistrates. Rei revealed that she had become a magistrate in order to solicit help from Nadu in the war against the unicorn. Tso-Lou told her this would not happen, Nadu was too wary of political entanglements and appearing to favor one clan over the other. The scene also go someone steamy… maybe that was just from the hot bath water. Stakes set. Miyazaki succeeds, Nadu gains the Idealistic disadvantage (though focused on the Red Fleet). Failure: Nadu sides with the unicorn to attack the Lion.
Ji’Kel showed up to offer advice about Maho-Tsukai outside the pirate compound, he also offered Snapper. I had a particularly fun time getting confused about “tomorrow” (especially since we were planning to attack on the morrow) while Rei confused him with the etiquette of receiving gifts. The Sapphire Magistrates planned the battle, while Shiba Katanare became enamored with Rei and her exotic skin color (that dye will take weeks if not months to wash out). He made quite a show of the things he would do for her favor.
Tso-Lou scouted the pirate’s den, finding a way in and the presence of some really unpleasant “things” in the water.
Miyazaki found the hut was in fact occupied by Maho users, three of them, who had desecrated the ground around them.
The rest of the Magistrates visited 1000 Grain Sake House, where they drank and rose the spirits of the troupes. Katanare was there as well, quite drunk, reciting haiku after haiku about his love for Rei. She promised him that he could prove himself
Attack on Pirate Cove!
In the morning we sent many pirates to Tomorrow! Our plan was simple, we sail up the cove disguised as Serpents of Sanada while our forces create a distraction buy tearing down a portion of the wall. The fight itself had few highlights. Spells pretty much ruled the day and besides the few ronin heads that went flying, the Bushi (on both sides) were a bit stymied. In the end we saved the captive, killed the Maho-Tsukai and then killed Sontata himself. Mostly with spells that went boom!
As noted above, when we returned to Doji’s Last breath, we got a chance to do some REAL justice. Tsuruchi Nadu showed up and made everyone who asked for it a Magistrate and then sent us off to go kill the Daimyo, he certainly deserved it. The actual trial was pretty cool. We got to see a lot of familiar faces from the city and quite a few others from far off as well assemble to try the self serving Bugate. His sentence in the end was to work as he made the heimin do, without tools, in harsh environments, doing a very dangerous job. Good luck with that Bugate!
Finally, we saw the end of Miyazaki. He was offered the honorable position of ambassador to the Kasuga and departed from the Sapphire Magistrates with honor.
In no particular order.
The “who’s on first” conversation that Rei and the Ji’kel had was awesome. It started with him confounding her over the word tomorrow and then she got a chance to confuse him with the Rokugan gift giving rituals. I think that was the first time the ritual offer, refusal, offer, refusal, offer, accept was any fun for me. It was especially fun because the other players were planning the attack, something that as a player I loathe.
The discussion with my ancestor’s sword, which terrified the Yasuki was great.
Bathing with Tso-Lou and making him feel really uncomfortable was fun times too.
The over-eager Shiba Katanare was a fun character. Travis described him as the Simon Tam character. Very capable but totally out of his element. I hope he’ll return as a card or just a face we see again.
Shiko’s conscripting of the peasants into “Mantis Ashigaru” was great. Especially because all of us just looked the other way about it.
Yoshi is terrifying. He’s totally loosing it, but we assume that Shiko will cut him down if he becomes corrupt. I think we assume too much.
What didn’t do it for me
As you can probably tell from the description of the battle, the skirmish fell flat. They almost always do for me. The whole thing is very random and you rarely ever have a roll where important stakes are on the line. I like holding a pile of dice and knowing that if I’m lucky, something awesome good will happen and if I’m not, something awesome bad will. Skirmishes rarely do that. Also, the spells negated most of the combat, which was frustrating.
I completely bungled something that I don’t know how to fix except to re-write the character a bit. Rei is supposed o be all brave about most things, but totally terrified of shadowlands creatures. I completely forgot this and had her valiantly chop down an Oni. I think I’ll just find something else she is scarred of. Darn it, that would have been good too.
Rei’s promotion was a little disappointing. It was a driving goal for her. One of her keys was “Sapphire Trainee” and she was working really hard to become a magistrate. When it was awarded though it felt like it was almost afterthought. Two reason for that. The first is that the way Rei earned her position was by doing something that was REALLY easy for her. She killed things in combat. Any Matsu could do that. She really thought she needed to be smart, hold her temper, etc. In the end she got props for following orders and killing. It makes her think the other Magistrates really don’t respect her. The other problem was that Nadu gave out Magistrate status like it was going out of style. Anyone who happened to be around after the battle got it, which also cheapened it. Now both of these things can be good motivators for Rei and turn into good things, but at the time they were disappointment for her and me as well.
There are times when the GM and the Players aren’t on the same playing field. The GM has a mixture of knowledge, fiat and resources that the players can’t draw on. Most of the time this is fine, if the characters are walking into a dungeon, they might get jumped by kobolds, traps, whatever. They expect the unknown and don’t have any bones about it being “fair”.
Social interactions can be another matter. When a PC and a NPC are contesting things the GM can use information the players don’t have to give his NPCs an advantage over the PCs. In this case we ran into NPCs whose real identity and power was hidden from the characters (and the players) and they just knew how to work “the system” in ways that the players and their characters didn’t. This kind of challenge often leaves me feeling duped, like I’ve personally be tricked into playing a game with rules I don’t understand. I was able to sublimate most of this into my character. She is naïve and bound to make exactly these kinds of mistakes. Both the player and the character learned to be a little more suspicious of what is presented to them future.
On a more cynical level I learned this:
If you want something but you’re in the wrong or don’t have the authority to get it – challenge to a duel. That lets you circumvent laws and social restrictions.
If you have a station or power, don’t reveal it until someone wrongfully attempts to trample it; then call them unjust for doing so.
I think part of this is tied to Rokugan’s very intricate social system that is full of these kinds of pitfalls that characters do fall into. I’m not sure if it would work but in the future I would prefer to know as a player when my character is getting in over her head and have the option to either back out or make some roll to “catch up” with the NPC in regards to understanding the system.