@songtress said in FFG L5R:
@reason maybe build some rough pre built answers to help people narrow down. What clans they might be in.
Good idea.
I think there's always a balance to strike between allowing a game to be as accessible as possible (and requiring a great deal of heavy lifting to bring the source material into the game) vs. a lighter touch and referring players to the source-books.
Both have their merits, but I think that a minimum of having some stock content that drives clarity around core archetype decisions is generally a good call and may have been subconsciously motivating my desire to build an +info system for clans, families, roles, etc., first before hooking up a CG system.
@jennkryst said in FFG L5R:
I know this is still the coding phase and not the world-building phase, but some of the ideas from the L&L discussion could be done here. Not a full roster where you drop a character and pick up another, but pre-made folks who fill needed roles and with ties to others. People log onto games and ask what is needed... point them at a list with a sheet that is ready to go, minus a few changes if they want.
Another good idea, though to be clear your comment assumes that there will be a world-building phase.
Right now I'm just digging the theme I'm reading and brainstorming the world of possibilities for fun while I experiment with a portable CharGen System built on L5R. This is totally not a MU* I'm signing up to run (though I would take it as a personal point of pride to offer a usable L5R system into the general community) -- more of an experiment than a commitment (though an experiment that doesn't preclude an actual game, on the other end, I suppose). 
Which isn't to discourage any world building discussions -- I think those are super interesting and motivating. Just that I don't want anyone to walk away with the impression that this is anything but exploring the space a little for now.
All of that said -- yes, I think having some pre-fabbed tie-ins to help ground the player-base is a good call. I feel like L5R is a bit more "wide open spaces" in its general approach, than maybe some other genres. Having some non-exclusive (from a clan standpoint) "groups/orgs/teams/etc" that a PC can opt into with built-in hooks, contacts, motivations, etc., seems to be a good way to get players going right off the bat. The need for this is a little bit less pronounced in something like Shadowrun where there's a lot of fairly natural reasons why an independent operator is getting chummy with randos.
-r