Category: Kannagara

  • Powers of the Aramitama

    What, then, are the powers of the aramitama? Once again, I would like to have four, because human beings like symmetry, and it also makes things a bit easier to remember. The aramitama is concerned with change, disrupting the way that things are. As discussed in the last post, something counts as a change if…

  • Powers of the Nigimitama

    When we come to define the game-mechanical powers that fall under each of the mitama, we are moving firmly beyond anything established in Shinto theology or legend, and into the purview of game design. The powers here are designed to allow kami in the game to do the things that kami do in legend, but…

  • Aramitama and Nigimitama

    Kami traditionally have two aspects, called the aramitama and the nigimitama. “Mitama” means spirit or soul, while “ara” means wild and violent, and “nigi” means calm and peaceful. “Aramitama” could be translated as “wild spirit”, and “nigimitama” as “calm spirit”. As kami are often thought of as spirits, it might look as though the aramitama…

  • Kami

    As we saw from Norinaga’s definition, anything awe-inspiring can be a kami. For Kannagara, kami are going to be personal entities with supernatural power, and, in most cases, they will be spirits. This is partly because most kami are thought of this way in Shinto practice, and also because it works well for the game.…

  • 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,…