Month: September 2013

  • Overcoming Resistance

    As I mentioned in the last post, a character’s resistance will be a number tied to a description. To overcome it, personae roll dice. The easiest way to do this is to have the resistance be the difficulty for the die roll, and, as yet, I don’t see any reason to make things more complicated. […]

  • Character Resistance

    The ways in which characters become obstacles to the personae will be defined with numbers, to fit with the rest of the mechanics. However, I think they will be defined with simple numbers, not dice. This is because the active force in the game should be the personae, not the characters. The personae drive things […]

  • GM-Free Scenarios

    Why do characters come into conflict with personae? Because the characters want things that differ from what the personae want, or because the personae want things from the characters that the characters are not immediately willing to give. That, of course, is the in-game reason. The meta-game reason is that conflict with characters is one […]

  • The Process of Intimacy

    The rules described so far can be used for building relationships or changing attitudes. Although the game roles of these two are different, they are closely linked, and in the real world it would be hard to separate them. Therefore, the same kinds of actions can be used to modify either. So, the personae could […]

  • Learning about People

    What are the sorts of things that serve as elements when trying to find out about someone? The default assumption is that the personae are not spying on and manipulating the character, although that is possible, and should be supported by the rules at some point (although not necessarily in the core book). Instead, the […]

  • Constructing a Theory

    What do personae do with the information they have gathered? They put it together into a theory that tells them something about the subject they are investigating. Putting the information together is another simple roll. The player rolls the relevant knowledge, and keeps the number of dice granted by the pieces of information. A persona […]

  • Interpreting

    The next step in discovery is mechanically simple. The player rolls her persona’s investigation dice, and keeps the number of dice indicated by the elements of her investigation. The result of this roll is the pool of points that the player can use to describe the information that her character has discovered. Again, this is […]

  • Investigating

    The investigation phase of discovery does not involve any die rolls. Instead, the players describe how the persona is investigating the subject, and describe something of what she finds. This is tied to the game mechanics by elements. The elements of this phase describe things that the persona does to investigate. Each element has two […]

  • The Basis of Discovery

    Discovery is also supposed to be an important part of Kannagara. In the grand concept, the discovery in question is things like discovering how to transform yourself into a kannagi, but discovering what sort of food someone likes so that you can cook her the perfect dinner falls under the same general category, and that’s […]

  • Putting Numbers on Bonds

    In order to make the rules for building relationships definite, I need to start attaching numbers to it. The best place to start is with the strength of relationships, since everything will develop from there. A strong relationship is, let us say, a score of 6. This allows for a lot of differentiation between relationships; […]