Month: July 2013

  • Kamikakushi

    A persona who becomes a kannagi can see the supernatural at any time and in any place. The other option, kamikakushi, lets anyone see the supernatural, but only sometimes, and only in particular places. “Kamikakushi” means “hidden by the kami”, and could be translated “Spirited Away”. Indeed, the Japanese title of the Miyazaki anime called […]

  • Kannagi

    A fundamental problem faced by all “modern world with the supernatural” games is how to account for the fact that there is no clear evidence of the supernatural in a world where it definitely exists. That is, for the game world to look like the modern world, there must be no clear evidence for the […]

  • Persona Transformation

    I mentioned early on that, as far as logically possible, all persona options will be open to all personae at all times in Kannagara. That means that a persona who starts as a male human can become a female human, or a male kami, or a yuki-onna (snow maiden). It may be more difficult for […]

  • Teachers and Students

    In Kannagara, teaching is an important part of the game. It is a way for personae to develop, and a way for personae to help characters to develop. In addition, the relationship between teacher and student is an important one, and relationships between people are another important feature of the game. That means that Kannagara […]

  • Knowledge Advancement

    Knowledges do not get better as you use them. Remembering what you know about Japanese mythology does not teach you more about Japanese mythology. Knowledges improve when you read books or attend lectures. Some knowledges can also improve if you just sit quietly and think about them, putting information you already have together and drawing […]

  • Skill Advancement

    Personae in roleplaying games have advanced, become better at what they do, since the hobby began. There is room for debate over whether this is necessary for roleplaying in general, but as one of the main themes of Kannagara is personal development, it is clearly necessary for this game. Indeed, advancement should be rather fast, […]

  • Ability Types

    At the moment, I think that Kannagara will involve two kinds of ability: knowledges and skills. The distinction is straightforward: knowledges represent what a persona knows, while skills represent what she can do. When creating something, a player will normally roll the persona’s knowledge, and keep the skill. The more you know about a field, […]

  • Jinja Personnel

    One important feature of personae is their relationship to the jinja. Kannagara assumes that all personae have a close relationship with a particular jinja, just as Ars Magica assumes that all characters have a close relationship with a particular covenant, and the stories develop around that jinja. There are several different close relationships that a […]

  • Persona Creation

    Character creation is an important part of any roleplaying game. While it is sometimes thought of as part of preparing to play, it is part of the game in many cases, most notoriously in the original Traveller, where your character could die before character creation finished. For new players, however, character creation often does not […]

  • Persona Development

    The development of personae is a very important part of Kannagara. Personae get better at what they do, and gain new abilities. Sometimes, they even transform into something other than what they were. Because this is such an important part of the game, there is an important principle that I want to respect. Any persona, […]