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The GameMaster’s Game of 20 Questions

Unofficial supplemental rules for the 5th edition Legend of the Five Rings System
published by Fantasy Flight Games.

Created by CBass with

Feedback from the /r/L5R Discord

Inspired by:
“The Lazy Dungeon Master” by SlyFlourish

“Courts of Stone” by Fantasy Flight Games


“Dungeon World” by Sage LaTorra and Adam Koebel
“Primetime Adventures” by Matt Wilson

Thank you everyone for your support!

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1. Core Identity

Figure out the core concept and build a


foundation for the story that you and the
players want to tell. That way the players
The game of 20 Questions has been a
beloved feature of L5R since its earliest know what kind of characters to make.
editions. Its focus on creating fully dynamic 2. Players and Movers
player characters has since been mastered in
the 5th edition system published by Fantasy While the players discover who their
Flight Games, but an interesting idea not yet character’s are, we can take a moment to
explored is a 20 Questions aimed at creating scheme in secret and create some
a fully dynamic campaign.
concepts for NPCs and Movers of the plot.
WHAT DOES THE GM’S 20QS DO? 3. Strengths and Weaknesses.
The questions in this workbook aim to Next, the GM and players come back
accomplish the following before your first
together to establish relationships by
session of play:
adding traits, names, and bonds to the
1. Create an outline for the campaign, NPCs. This will gain player investment.
including the Movers and their goals.
4. People and Places of Interest
2. Gain player investment through
After the players complete the rest of
incorporating their creative input.
their 20 Questions, validate your player’s
3. Generate fantastic locations, secrets, choices by letting them populate the
and scenes so that you’ll be prepared world with locations and NPCs.
and confident for a strong session 1.
5. A Strong Start

Once again going into secret, we will


20 QUESTIONS OUTLINE create a strong first scene and come up
Intended as a shared experience between with secrets and clues that relate to some
the GM and the players at the table. It’s fantastic locations and established NPCs.
recommended to answer these questions in
complete sections, starting with “Core 6. Know the Heart
Identity” on the GM’s 20 Questions then Finally, collaborate with the players to
alternating with the player’s corresponding
“Core Identity” section from their Game of gather a “wishlist” of legendary items and
20 Questions. Since these steps are based on rewarding narrative scenes, speaking to
“Building a Court” from Courts of Stone, you the core of what the players are most
may feel like some steps are difficult to excited to experience with their character.
incorporate for, say, a hack and slash
shadowlands campaign, or an established 7. A Thousand Lives
module. Dare to trust the steps and get
This workbook invites you to return again,
creative, but, also feel free to skip any steps
if they truly do not apply. gaining momentum for each new session.
The GameMaster’s Game of 20 Questions

2. What are the 6


truths of this story?
Initial Concept Although this workbook is called the GM’s Identify the facts that will separate this
and “Theme”
20 questions, many questions will call for adventure from other adventures set in L5R
When bringing up input from your Players. Starting with this that players might have been involved in or
initial concepts, you worksheet, the GM and the players will might be expecting. Players will likely use
might talk about the alternate answering complete sections of this list of truths to build characters that best
campaign's “Themes”. their own 20 Questions. Some sections may fit the campaign. While writing these truths
Theme is a literary call for exceptions, but both books will help down, be open to players who might ask for
term wherein an inform one another. By the end of character explanation or even changes to these truths.
author — through creation, all parties should feel invested and
tone, atmosphere, and
the GM will have a solid first session ready to
voice — might express
play. This workbook is inspired by Courts of
Example Truths
an underlying message
Stone, but tweaked to be campaign agnostic. In the story “A Matter of Pride”, the
to the audience about
something, like “good initial concept is “dojo students band
vs evil”, “love“, or together to restore their Master’s hon-
“redemption”. Themes or and appeal the authorities’ orders to
are interpreted by shut their doors forever”.
This section will help establish what makes
readers even if the
this campaign unique, informing the player’s Here are the factors that we decided
author did not plan
decisions before they begin creating their would be unique and important for our
one. Being intentional
characters. story:
with one’s themes can
make for a more
cohesive experience. 1. What is your Initial ❁ Your sensei has recently been
Ask your players to Concept? defamed. Reasons are shrouded in
come up with rumor and threatens to end the dojo.
questions that they What is this campaign about? Bring a few
hope will be explored ideas with you of 1-2 sentence “plot hooks”. ❁ The students have decided to go on
in game, like: “What a tour of Rokugan to gain glory for
do our character’s Describe what the players might be able to
believe in and how far accomplish with their characters, what daily their sensei and share their culture
will they go for it?” or life looks like. Discuss the setting. Are we
playing in an alternate timeline? What is the ❁ Courtiers are key to forging favors
“What happens when
we take [an ideal, scope of the story: Will this concern the fate with lords and for spreading renown
philosophy, or human of a single city, or all of Rokugan? The tone:
condition found within how will we color our language and actions ❁ Shugenja bless duels to thwart curses
the setting] to an to help create a sort of mood? The subject and evil spirits, providing good luck
extreme conclusion?” matters that might be explored; Take time to
❁ Warriors are publicly celebrated on
Check out the
gain player consent, there are resources
online that help cover this topic. How linear martial prowess and showmanship
adventure “Fangs of
the Spider” for more will this campaign be: Are your players more
❁ Sensei and lords expect you to be
examples: comfortable when the antagonist’s goals
clearly conflict with their character’s or do exemplary role models of virtue
bit.ly/3ecYwNr
they like having grey areas and options?

3
3. Any Optional rules 5. GM Only: Who are the
or limitations? movers in this story?
Does your initial concept call for a solo-clan Movers are defined in Courts of Stone as Limited
party, or a party geared towards daily life in NPCs who have the power to move the plot. Campaigns
the courts as bureaucrats, or as ronin, or Allow yourself to
gaijin (a limited campaign, if you will)? Will Without adding any details, no descriptions
make exceptions
you be excluding any school options, or or names: Imagine 3-4 NPCs, their positions
when starting a
allowing homebrew content? in Rokugan — this being their role and job limited campaign.
title, if applicable— and decide on their
Will you be including any house rules, like Ninjo. What do they desire? For example, Lords
the community-made “Little Truths”? Many may outsource
GMs handle honor transactions differently; Keep in mind that although Movers are samurai from other

same with Opportunity uses and applying intended as adversaries to the PCs, they clans to bring in

Advantages and Disadvantages during play. should start with goals and desires that only unique expertise,
intersect with the Ninjo and Giri of the PCs, even keeping such
Will you be utilizing any of the optional rules instead of directly opposite of them. In other samurai on retainer
listed in the CRB, sourcebooks, or official words, we want to allow for the in-game during their ongoing
Errata? Like Bonds, Titles, Gritty rules, Risky decisions of the Players to influence what alliances. Some are
Checks, or the Wheel of Discord? Movers are in and out of story focus. brought in as political
hostages instead.
Note: Do not be too married to your initial
Large cities may
Movers. Movers may fall out of story focus
contain entire districts
during play, making way for new Movers. to house embassies
Now that we have discussed the concept of from other clans and
the adventure, and the players have the core 6. GM Only: What are their families.
identify of their character, it’s time to get
introduced to the player characters and the
the conflicts that Planning on a solo-
clan campaign? Feel
major forces that they might be up against exist between movers? free to have the one-
throughout the campaign. off Hida Yojimbo in
Next, assign each Mover a Giri. It could be a your Crane political
job, a personal quest, resolving something
4. What are the initial from their past; but it must be a goal with a
drama campaign.

PC concepts? clear ending. Consider how each Giri might


conflict with at least one other Mover’s
What are your players considering for their Ninjo. As Courts of Stone recommends,
character’s backgrounds and motivations? “keep in mind that the conflicts between
Try to guide your players towards creating these NPCs should only be simmering below
proactive characters who have a reason to the surface at first, we’ll let them boil over
rely on or be interested in working with the when we approach the natural climax of the
others. story”.

Ask if the PCs will have any ties with each By now you might have some ideas on how
other: Are they siblings? Do they have the movers might interact with the story and
history? Do they serve the same lord or who they are as individuals, but keep these
cause? Having this conversation early will movers as low in detail as possible. In the
create a good foundation for the PCs to following questions we’ll be collaborating
explain why they care enough to want to with other players to add more details.
work together.
The GameMaster’s Game of 20 Questions

7. GM Only: How will 9. What are the NPCs


the Movers influence positive traits?
the setting? Translate the positions and Giri of each NPC,
without revealing if they are Movers or
Building
Imagine that each Mover has a three-step secondary NPCs, to individual index cards.
Movers
plan for completing their Giri. How does
After completing the each step’s progress visually reflect itself Allow each player to assign an Advantage to
20 questions, use the
within the setting to the PCs? one NPC of their choice, never allowing two
rules for building players to choose the same NPC. Then, the
NPCs from templates There’s no way to know ahead of time which player may describe how their PC has a
as outlined in the Core Movers will draw the attention of your personal connection to the NPCs Advantage,
Rulebook P.311, players. Instead of trying to predict what writing this connection down on their
might happen, we get to keep our minds on character sheet.
where each Mover is headed and what is
happening right now. 10. What are the NPCs
Mover details negative traits?
If a player assigns
8. GM Only: Who are In a similar fashion, have each player assign
themselves a bond some other interested a Disadvantage to one NPC of their choice.
with an NPC, ask them The player may again describe how their PC
to name the PC and to parties in the story? has a personal connection to the NPCs
share some details on Disadvantage, writing this connection down
them. Think about where your PCs will be at the on their character sheet.
start of the adventure and spiral outward
After all relationships gradually. Let’s imagine 3-5 secondary NPCs 11. What are the
are established, you
can ask the players if
that will assume passive roles in the story. existing relationships?
They will each have their own positions in
they have any details
the Empire, a Ninjo, and a Giri; all of which Have one player at a time choose two NPCs
they’d like to provide and describe the type of relationship they
will be less likely to conflict with the others’
on the other NPCs share between each other. If you are using
goals and desires.
the optional Bond rules, the player can offer
In the spirit of staying flexible, keep in mind what kind of Bond the NPCs share.
the potential that they might even become
movers themselves throughout the story. A Player may instead choose to establish a
relationship between the NPC and their PC.
At the GM’s discretion, they may also offer
to gain a Bond with the NPC.
Stop once each character has at least one
established relationship (optionally a Bond)
including all Movers, secondary NPCs, and
In this section we join back with the players, the PCs of all Players interested in forming a
collaborating and sewing interest into the relationship this way.
Movers, and potentially giving them some
interesting backstory hooks that can come
into play.

5
Mover Example from “A Matter of Pride”
In the
Bond with PC #1: Rival. It turns out PC #1
Sensei of a Rival School essence of time
used to study under the sensei of the rival
Ninjo: Achieve fame through martial prow- It’s ok to approach
school during an exchange program to boost
ess, becoming the most sought after dojo. some of these
alliance. The PC decided not to complete
questions away from
Giri: Bring glory and honor to their clan, their study with this sensei as it was unrea- the table if inspiration
promising to never be bested by upstarts sonable what the Sensei put them through. does not strike in the
and to exemplify the tenets of bushido. moment.
Details: PC#1 named the sensei Matsu Seiju- Especially for looking
First Influence ro, based on old AEG lore, they say that the up the names of
advantages and
Several dojos across Rokugan are hesitant to sensei is most notable by their snarling lion disadvantages, or
accept requests from challengers, apparent- mempo and the Sword of the Golden Crane. thinking of how the
ly there have been reports of student chal- Note about the creation of this Mover: The goals of Movers affect
the setting and story.
lengers who injure others during their duels. influences were created and redone after
player input. Knowing that the Sensei was a For collaboration with
Second Influence
Lion who knew PC#1 was a great detail the players, the only
This rival dojo has come up in recognition, which will inform the following steps in cre- thing that you need is
causing upset in the world of dojo instruc- ating scenes and secrets. just their ideas, the
mechanics can come
tors. Most sensei are adamant on choosing
later when you flesh
the rules and conditions of their duels now. out the NPCs on your
own time before
Final Influence session 1.
The dojo has reached such glory that the
Imperial seat decides to allow honor to
judge them worthy of earning their favor;
they are finally matched against the Seppun
Academy, star pupils of the royal guard.

Traits
Advantage: (Player Character #1),
Aggressive (Fire), PC recognizes the fighting
style from a past study with another clan.

Disadvantage: (Player Character #2),


Hot-Headed: PC#2 has heard tales of the
dangerous temper this rival sensei has and
the effect it has on their pupils.
The GameMaster’s Game of 20 Questions
their Mentor. If the character is expected to
be absent from the PC’s life, consider using
flashbacks, written letters, and associates
when bringing their influence into the story.

Personal Peace
Now that we have an idea of the Movers and 15. Who are the PCs
secondary NPCs, let the Players finish their
If you feel it’s Game of 20 Questions. The intention of this Closest with?
appropriate, a player section is to immediately make the players’
choices meaningful, populating the world Each Player may choose another Player
can also offer that
their personal with people and places that matter to their Character, an existing NPC, or to create a
location is instead a PC, building up their personal investment in new NPC. At the GM’s discretion, a new
personal item of the setting. Bond can be formed between both
theirs. characters so long as the PC does not have a
Bond already. This relationship can be
12. What are the PCs positive or negative.
personal locations? The chosen character learns one of the PC’s
Ask each Player to describe a location where Advantages or Disadvantages, decided by
Short on Time? the PC’s Player. Ask the Player to describe
their PC might engage in their Passions. Ask
for 3 details that are useful, notable, or the details of the chosen NPC, assigning
Questions from Part
IV can be addressed important to their character. them 1 new Advantage or Disadvantage. If
during play. You can
the Player chose another PC, the Player’s
say “there’s a place If the PCs are travelling, encourage keeping character is aware of 1 Advantage or
here that relates to the location abstract so you can include it Disadvantage of the other Player’s choice.
your passion for anywhere. If not, you could call back to
Kabuki, what is it?” specific locations via flashbacks, assuming
or, “You can see your it’s meaningful for the character and the
story. Consider the flashback rules from the We now have a robust list of characters, now
Sensei approaching
you, what does your 5e Beta where the player can spend a Void it’s time to create our first session. If you can
character admire or point to create a narrative scene. hit the ground running with a strong start, all
despise in them?”. that’s left is just keeping up the momentum.
13. Who are the PCs
The remaining 16. GM Only: What is
questions from this Mentors?
workbook are for the
the first Scene?
GM only, except After taking note of the characters described
Question 20 as the in each player’s Question 13, decide with Your first scene should answer the following:
last collaboration each player how relevant this person is in “what is happening?”, “where’s the action?”,
question. their lives, how easy it is to get in touch with and “what’s the point”?
them, what they are most known for, how A happening could be a celebration, a crime,
much influence they carry, and how this or something mysterious. Follow this up with
person views their character. a jump to the action or a dramatic scene. —
The Mentor is aware of 1 Advantage or A conflict scene is typically a safe bet. Then,
Disadvantage of the PC’s, chosen by the have the PCs discover an incident or a clue
Player. The Player then gives the Mentor 1 that points the PC’s towards a call to action.
Advantage or Disadvantage, describing how
their character feels about this aspect of

7
The first scene and potential secrets
The First Scene ❁ The students never relax: everything is
Only a few hours travel away from Tonfa- a competition and it’s too easy to
jutsen City during Summer, the season of make them feel disrespected.
war, a fight erupts between the exhausted, ❁ The technique specialized at this dojo
irritable, and hungry students of your dojo. is an altered version of the Kakita
Someone must lead as the star pupil and style, better fit for the explosive Ma-
get the students to shape up and behave. tsu style.
Potential Secrets ❁ Crossroads dojo is also home to the
❁ The city has become the convergence prestigious Elite Spearmen and Matsu
point of the Matsu, Akodo, and Kitsu Elite Guard schools.
families due to strategic positioning Note on the creation of these secrets:
and a seemingly endless storehouse. These secrets were created after the group
creation session because the GM likes to
❁ The peasants of Tonfajutsen are well
trained in tonfa and provide help to research locations based on the official
the magistrates in maintaining order. fiction. This is ok, work however is most
comfortable for you.
❁ The heiman deputies are unofficial
and referred to as “handles”.

❁ Governor Matsu Suburi is a bit para-


noid, he believes his city will be tar-
geted any moment by ninja.

❁ Sensei Matsu Seijuro is nicknamed


“The Golden Crane” for his training
with the Kakita. Do not bring it up.

❁ Matsu Seijuko, the prized student, is


Seijuro’s daughter. Signified by an
identical mempo.

❁ Sijuko’s Kakita blade is kept in a


shrine, used only when the dojo’s
honor is disrespected.
The GameMaster’s Game of 20 Questions

17. GM Only: What are 10 19. GM Only:


secrets and clues? potential scenes
Pretty little For this question we consider all the NPCs Typically writing 2 scenes for each hour of
secrets we’ve created so far, the incidents and play is more than sufficient, but only write
Please note, a secret mysteries surrounding the starting scene, enough information to feel prepared. A
is not a true fact and information that might help the players single sentence each seems to serve as a
within the story until learn more about the setting or about the good reminder of what might happen.
it actually hits the goals of our Movers.
table, stay flexible and
Scenes can occur out of sequence, they can
try not to be too In any combination of the following, we will even be thrown away and replaced for
married to your ideas. write 10 clues and secrets. These are single something else that the players want get
abstract sentences that should not come themselves into. Just remember that none of
from any particular source or location. these scenes are real until they actually hit
Instead, these clues and secrets can be the table.
dropped into random gossip or investigation.
Know that not every secret or clue needs to Example Scenes
make its appearance in a single session, or at
all. If you enjoy this method of preparation, In “A Matter of Pride”, we can begin to
it’s recommended to write entirely new sets see some potential scenes:
of 10 secrets and clues before every session.
❁ Calm the group down and build
18. GM Only: Fantastic morale back up.
locations ❁ Present travel papers to the rude
Lots of Create four or five locations, beginning with military patrol of Tonfajutsen.
Locations the PCs starting location for the campaign
See Page 10 and gradually working outward. These ❁ See governor Matsu Suburi at
“Locations Examples locations should not be entire cities or Chushimbu Shiro and gain proper
from A Matter of courts, rather backdrops for single scenes. visiting permissions.
Pride”
Think of three facts about each location that ❁ Convince Matsu-Sensei that your
are either important, notable, or useful.
These are features that the PCs can interact dojo is worthy of a challenge.
with and that will matter to them. If you get ❁ Seize advantage over the dojo’s
stuck, review the player characters. It may
student’s through research.
also help to Imagine something large in scale
for the location; something big in size, old ❁ 3 students from each dojo duel,
and storied, or vast in measure. Finally, give
first-to-two. Then a match is called
each location an evocative name, one that
generates an image in your mind when you between the prized students.
read it.
❁ A sharing of celebration, favors,
and philosophy over dinner.

❁ Angry students fight for Sensei’s


honor using the kakita blade.

9
Location Examples from “A Matter of Pride”
The GM knew the players were interested Crossroads Dojo
in approaching the Lion Clan with their first
challenge request in a duel to first strike. So ❁ Deafening shouts of warriors mixed
we pulled information from the L5R wiki on with the sound of live Lions roaring.
a city called “Tonfajutsen”.
❁ Hundreds of students training with
Grand Fields of Tonfajutsen spears and swords in open grounds.
❁ South are plentiful plots of farmland ❁ Brushed portraits, depicting famous
hosting rich food sources. Matsu warriors dating centuries.
❁ Vast flat lands with armies marching
in formations shouting commands. Dojo of the Golden Crane
❁ North are plains of Red-Brown ❁ A Lion statue with fierce eyes holds
wheat, looking like blood against the the Blade of the Golden Crane.

❁ A rack of 20 different weapons sit


5 Roads Market next to a basket of pomegranates.
❁ 5 roads converge, packed with samu- Students quarter the fruit in mid air.
rai and healthy, mindful peasants. ❁ The white stone of the dueling
❁ A giant fortress stands proud as the grounds have faint stains of blood.
city’s centerpiece, Chushimbu Shiro.
Hall of Strength’s Reward
❁ Mons of Matsu, Akodo, and Kitsu on
❁ A statue to Bishamon, the fortune of
large banners leading to each district.
strength, stands triumphantly before
the mess hall. Exceptionally kept.
Crossroads Fortress
❁ Matsu going through their gempukku
❁ Clusters of stone outposts guard the are eating gruel, licking the bowl,
perimeter with 5k armed soldiers. while surrounded by hot food.
❁ The Grand Storehouse is colossal, ❁ Quotes from Akodo’s “Leadership”
caravans from all over are lined up. line the walls with students reciting.
❁ The fortress sits on top of a tall
mountain surrounded by forest.
It’s rich in earthy colors, with gold
embellishments and details.
The GameMaster’s Game of 20 Questions

Wishlists In default L5R, samurai are not adventuring


for treasure chests filled with gold and magic
For question 20, it’s weapons. We should instead take a moment
good to revisit every 6 to consider what other kinds of rewards we There are seemingly infinite stories to tell
sessions or so, asking can give our players throughout the story. with all the tools we’ve prepared throughout
the players if their
this shared experience. You have everything
Wishlist of items and
scenes have changed
20. What excites your you need to facilitate a wonderful one-of-a-
kind campaign, including the support and
as they’ve become players the most? excitement of your players.
more settled into their
characters and more Throughout the Game of 20 Questions we To maintain momentum, prepare each new
established in the get hints as to what excites our players with session by revisiting Part V and onward from
narrative.
each choice they make throughout character this workbook. It’s entirely based on the Lazy
creation. To be certain, let’s collaborate with Dungeon Master by SlyFlourish and this
Question 20 is also
your players on a “wish list” containing the same process helps thousands of GMs prep
good to revisit
following types of rewards: only what matters most for their games.
anytime you feel
unsure, uninspired, or Narrative Rewards: the important moments Thank you for reading along, I hope this
if you just want to your players want their characters to helps your table experience the most
reward your players explore. Perhaps resolving their Ninjo, their amazing stories possible within the setting of
and reinvigorate their
Giri, or gaining a new Advantage or L5R. This edition has been my favorite and I
investment in the
Disadvantage. Social Rewards: New Titles, feel like it draws from a lot of the same
story.
allies, land and positions within Rokugan, inspirations that I had in my journey as a
blessings from the fortunes, and invitations Game Master. If you want to share your
to high status events. Legendary Items: High experiences using this workbook, I’d love to
Planning rarity items, magical weapons and armor, hear about them. If you want to offer
Rewards historical items from ancient heroes, and feedback or anything, hit me up on Discord:
lost heirlooms from honored ancestors. CBass#9999
Try to touch on an
These lists are not exhaustive, get creative.
item from 1 or 2
players’ wish lists Alternatively, especially if this will be a short
every session, careful
adventure, pretend that you’re making a
to bring up each
movie trailer about the campaign. Starting
players’ at least every
with the GM, have each player describe an
three sessions on
“amazing 6 second moment” involving their
average, if you’re
character. It can be over the top as long as it
using the Wheel of
doesn’t harm or debase another player
Discord then follow
it’s pattern.
character. Then mention that you will try to
include those scenes at different points in
To give yourself room the campaign, although some may need to
to establish the PCs be cut or modified for the “final cut”. This
and the NPCs, do not method works well with the Wheel of
touch on the wishlists
Discord optional rule.
at all for the first
session.

11

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