The new FFG 5th edition of Legend of the Five Rings is a super great game I'm not sure I'll ever get to run or play but I'm buying all the oboks anyway because the rules are great and the books and products are fucking gorgeous.
Legend of the Five Rings (L5R) has been around for like 30 years as an RPG and card game. Set in Rokugan, a fantasy pastiche of medieval Japan where various clans struggle for supremacy and where magic, spirits, and demons are real, it puts the players in the role of samurai trying to solve problems, advance their clan's goals, gain status and honor, or pursue personal objectives, all while maintaining propriety and upholding social expectations.
I haven't played the original four editions; each has its partisans, although I don't know many who stick up for 2nd edition, which was apparently a mess. Generally speaking it sounds like the system was fiddly in a way very common to 1990s RPGs, when dozens of new games like Shadowrun and Vampire were trying to break out of the D&D mold but people hadn't quite gotten how to do that yet. Like a lot of 90s games, L5R also had a metaplot told in tie-in books and games, and which could be influenced by players through tournaments of the card game. As you can imagine, letting players decide major events in the setting led to weird places. Also, like a lot of settings with metaplot, it developed that weird problem where things were the same for 1000 years and then suddenly 20 different world-shaking events happen within the span of 10 years.
So, after buying the property, Fantasy Flight's 5th edition essentially reboots the setting back to something like its original conception, but in a way that's more appropriate to 2019. The "historical" sexism of the original setting has been chopped out; women are now fully playable without any weird stigma or penalties and major characters have been gender-bent or are called out as genderfluid and there are canonical queer romances.
The system has been overhauled and now focuses on trying to deliver the main theme of the game, the conflict between a samurai's personal desires and their duty and social obligations. On every roll, you can push harder to succeed but at the risk of gaining Strife, or emotional turmoil. When your Strife reaches a certain level, it begins to compromise your ability to function and you begin to take penalties. To regain their composure, your samurai must either find an outlet for their conflict - such as the creation of art, poetry, or calligraphy - or they can Unmask, dropping the stoic facade and letting the world see a (perhaps embarrassing) glimpse of the real person as they confess a forbidden love, or curse out the idiocy of a superior, or let an enemy goad them into attacking.
Samurai also do more than fight; they make art, they attend court and perform politics and intrigue, and the game now supports that stuff as robustly as it supports sword duels and ninjitsu. Characters can specialize in discerning falsehoods (or spinning them), calming others through ritual and prayer, or even performing the tea ceremony.
The system is slick and elegant (especially for FFG) and the presentation is :chef kiss: . I don't feel competent to run it because I don't feel like I've marinated myself in enough samurai cinema and anime to have a full command of the vibe, and the game's thousand sourcebooks of increasingly fractal detail about village life, clan politics, and so forth are intimidating, but I have bought each of the system's new releases since it launched last year just to read and admire them. It's really cool!