Seppuku
Seppuku is the form of ritual suicide which samurai perform
when they have been irretrievably dishonored. By performing the ceremony
(and thus, dying honorably) the samurai wipes away the stain of dishonor
and leaves his or her family name clean and untarnished. It is important
to remember that the main purpose of seppuku is to protect the family, rather
than the individual; in Rokugan a family is the repository of all the collective
deeds and accomplishments of its members, and a dishonored person thus brings
dishonor and shame to the entire family. By committing seppuku, the samurai
spares the family from this fate.
The GM must be very careful with seppuku, since this is
a concept which can easily be abused or distorted. Good taste must be observed
at all times. Seppuku is not something a samurai can do at any time; permission
must be gained from the samurai's daimyo, and witnessess and a second should
be present. The second is there to end the ritual by beheading the samurai
at the first sign of distress or hesitation, thereby ensuring that no cowardice
or lost face stains the purity of the ceremony.
In general, seppuku should only be allowed when a player
clearly understands the purpose of the ritual and has role-played convincingly.
Aside from acting to preserve family honor, the only other form of permissible
seppuku is to protest unjust orders from one's lord; this is known as kanshi
and must still be authorized by the daimyo. Most daimyo don't care for such
an act, but it is considered dishonorable and ill-mannered to refuse one's
samurai permission to commit kanshi.
The Rokugani and Shame
The Rokugani have a very interesting attitude towards public
spectacle. They ignore it. If a drunken samurai is acting out, those around
him will tend to ignore the scene, hoping that someone of sufficient rank
will put a stop to the activity. When this does occur, the samurai tends
to give the offender a stern warning before he takes public action, thus
allowing him a chance to save face.
The GM should use this technique when player character
samruai get out of hand or decide to go on a Glory-smashing rampage. NPC
daimyos or samurai of distinguished rank will allow them an opportunity
to cease and desist before the GM wipes clean all that hard-earned Glory
- or worse, inflicts Infamy.
Dealing with Problem Players
Rokugan is not forgiving to those who transgress against
its rules and social conventions. However, not all your players will be
familiar with those customs. Therefore, it is recommended that the GM try
to warn the players before their samurai commit some grave breach of social
etiquette that might cost them Glory, Honor, Status, or their lives. This
is a game, and the goal is to have fun; players who lose their characters
to some rule they did not know will be fustrated and unhappy.
There may, however, be times when players insist on breaking
the rules of Rokugan whatever your warning. If this happens, the GM would
be well advised to remember the rulebook's comments on the subject: confronted
with an embarrassing situation, Rokugani usually try and ignore it, waiting
for someone of higher rank to show up and control the transgressor. You
can use this method in play, arranging for a daimyo or high-ranking NPC
to approach and urge the offending PC to mend his or her ways. Such a warning
will probably be accompanied by a small Glory penalty or Infamy award (a
point or two) to drive the point home.
Only in the most extreme circumstances should the GM consider
inflicting enough Infamy on player characters to reduce them to Ronin. In
general, this would require something on the order of disobeying a direct
order from a daimyo, publicly insulting the Emperor, refusing to commit
seppuku when it is required, or something of similar spectacular nature.
Of course, PC's do not have to accept Ronin status; they can commit Seppuku
instead.
Executing PCs
There may be occasions when a player actually commits an
action grave enough to warrant execution. This should be extremely rare,
and the GM should alway try to find some other punishment (such as Glory
or Honor penalties, Infamy points, reduction to Ronin status, etc.) rather
than take such a drastic step. In general, the death penalty should only
apply if the character takes an action which is so grotesque that Rokugani
justice can accept no other punishment: Physically attacking a daimyo (or
worse yet, one of the Imperial family) would be the obvious example. Try
to give the player a chance to back down before something so irrevocable
takes place. You can also offer the chance for an Honor-salvaging seppuku.
If execution does take place, it will be carried out immediately,
probably by a high-ranking champion NPC stepping forward and removing the
offender's head. There is no rolling of dice and no returning from the dead.
Ronin are a different matter; they have already forsaken
the protections of normal Rokugani society, and live on the sufferance of
the Samurai around them. Any Ronin who commits a serious breach of the social
order will be immediately hunted down and executed by the local troops.
They are not offered the chance to commit seppuku.
Death
In Rokugan, there is no raising from the dead. The very
idea is considered a foul perversion of the Celestial Order, since it interferes
in souls' progress to their next incarnation. Therefore, death is permanent
and irretrievable.
Hopefully, most Heroes of Rokugan players will be aware
of this going into the campaign. However, habits from more Western-styled
RPGs may still affect their play. The GM should try to remind the players
of Rokugan's different standard before they commit themselves to some irrevocable
deadly or dishonorable action.
When a player character does perish, it should be a serious
occasion. The Rokugani never treat the death of a samurai casually or flippantly,
and neither should you or your players. Death, like life, should have meaning
and purpose.
Certificates of Honor
Certain Heroes of Rokugan events (not all of them) will
contain certificates ("certs"), called "Recognitions of Honor,"
which represent special gifts and rewards which PC's can recieve for success
in the adventure. These might be political appointments, special Advantages,
rare spells, or even nemuranai (magical items). The GM should NEVER give
out a cert unless the PC has fulfilled the conditions listed in the adventure.
If a PC earns a cert, the GM should write the PC's name in the blank space
at the top, and sign the cert at the bottom. Make sure to do this in ink,
not pencil. CERTS CANNOT BE TRADED, GIVEN AWAY, OR OTHERWISE SWITCHED FROM
ONE CHARACTER TO ANOTHER. If a GM discovers a cert which is not in the hands
of its original owner, or is not signed by a judge, confiscate it.
If the GM is running an on-line game, s/he should find
out the addresses for any players who earn certificates, so that the signed
certificate can be mailed to them.
Balancing Scenarios
Most Heroes of Rokugan scenarios are designed for a fairly
broad range of character power levels, such as School Rank 1-2 or 1-3. In
the event that a part is "tilted" toward the upper or lower end
of that power range, the scenario may end up being either too easy (therefore
boring), or too challenging and deadly (a bad thing in a game where combat
is always dangerous).
Most scenarios include play-balancing adjustments in their
opening sections, and GMs are required to use these adjustments. However,
in some unusual cases the party will still be too strong or too weak even
after these adjustments are applied. (For example, a Low-End party which
contains all brand-new characters.) The GM is encouraged to do a small amount
of additional "tweaking" in these unusual situations. The following
may be considered as a few basic guidelines.
If the party is extremely "low-end" - composed
mostly or entirely of new, inexperienced characters, or with an unusually
high number of non-combatant characters - the judge should consider a slight
scale-down of the module.