Jan 20, 2017 8:26 am
If you're not familiar with the game, Blood and Honor is a rules-light game where the players involved all play noble samurai in the inner council of provincial daimyo and clan of their own design in feudal Japan. The goal of the game, is to elevate your daimyo to rule japan, namely by taking over all other provinces, while they all attempt to do the same. The game moves through seasonal phases each year, with each season carrying a different theme or focus of play. It's an interesting mix of macro-view play but often represented in scattered micro-view scenes of importance, where a great deal of the details are trusted in the creative license of the players themselves. In fact, certain character abilities and good rolls give pieces of the GMy narrative directly in hands.
For example, the Spymaster can, once per "session", state anything about an NPC, and it is, by virtue of the ability, true.
In a more complex example, the Courtier can call in favors from a connection (whether an existing NPC or perhaps one fabricated then and there), which can, players and GM willing, lead to a scene where someone may roll on their social attribute, Beauty. If the player rolling their Beauty makes a spectacular roll, they are given allowance to borrow the GM mantle to add something to the scene. This could lead the player to say something such as "The honored guest also brought with him his lover, the very same that the spymaster revealed to us to be Kikohime!!" This player-made change in the scene could happen to be part of the prophecy that the Spiritual Adviser made earlier before this scene, which in turn invokes special benefits to the players privy to that prophecy, seeing that destiny is on their side that day.
I have mixed feelings on how this could play out in a PbP. Combat, for instance, is played like calling "Shotgun!" to get the front seat in a car ride, which I'm not certain would translate well in this format. Perhaps that system could be replaced by a sort of initiative roll based of Agility.
Perhaps the most difficult thing would be keeping the flow of the changing views. In reading and playing the games in this site, it looks like most of us adopt a very moment-to-moment play of events. I mean to say, we don't so often say "My character then goes to buy the equipment on the group's shopping list", but rather "My character then goes to find the market" to be followed with more detail. Now, while it would seem simple to just explain how the pace goes, the problem is that it very much does jump between "I spend the spring erecting these new structures in the province holdings" to "I cross the bridge over the creek that borders the next province, and take a moment to reflect on what the letter mentioned on the blossoms that favor this area". It's tricky.
Anyone else play this game outside of face-to-face, or just have ideas/thoughts? I think it has potential, but might require some tweaking.
For example, the Spymaster can, once per "session", state anything about an NPC, and it is, by virtue of the ability, true.
In a more complex example, the Courtier can call in favors from a connection (whether an existing NPC or perhaps one fabricated then and there), which can, players and GM willing, lead to a scene where someone may roll on their social attribute, Beauty. If the player rolling their Beauty makes a spectacular roll, they are given allowance to borrow the GM mantle to add something to the scene. This could lead the player to say something such as "The honored guest also brought with him his lover, the very same that the spymaster revealed to us to be Kikohime!!" This player-made change in the scene could happen to be part of the prophecy that the Spiritual Adviser made earlier before this scene, which in turn invokes special benefits to the players privy to that prophecy, seeing that destiny is on their side that day.
I have mixed feelings on how this could play out in a PbP. Combat, for instance, is played like calling "Shotgun!" to get the front seat in a car ride, which I'm not certain would translate well in this format. Perhaps that system could be replaced by a sort of initiative roll based of Agility.
Perhaps the most difficult thing would be keeping the flow of the changing views. In reading and playing the games in this site, it looks like most of us adopt a very moment-to-moment play of events. I mean to say, we don't so often say "My character then goes to buy the equipment on the group's shopping list", but rather "My character then goes to find the market" to be followed with more detail. Now, while it would seem simple to just explain how the pace goes, the problem is that it very much does jump between "I spend the spring erecting these new structures in the province holdings" to "I cross the bridge over the creek that borders the next province, and take a moment to reflect on what the letter mentioned on the blossoms that favor this area". It's tricky.
Anyone else play this game outside of face-to-face, or just have ideas/thoughts? I think it has potential, but might require some tweaking.