David Chart’s Blog

Latest News

  • Glosses and Commentaries

    I have just published a new RPG work. Glosses and Commentaries is a short supplement for Ars Magica Definitive Edition, released under the Ars Magica Open License. It is available for purchase on DriveThruRPG and on Patreon.

    In the medieval period, certain authors and texts were regarded as authorities on a particular subject (Aristotle, in particular). A lot of effort was devoted to glossing these texts, which meant adding information on the page to make the book easier to understand, and a lot of people wrote commentaries on them. This is not, however, something that the current Ars Magica rules really support — you might as well write a book as a completely original project.

    This may reflect contemporary thinking about the importance of complete originality, or it may just be a matter of trying not to make the rules too complex. I know that I was thinking the latter, but I may have been influenced by the former. Covenants includes some brief rules for commentaries and glosses, but they do not really encourage their creation.

    These rules do. The main tool they use for this is reducing the Source Quality of a book that is not a commentary, and has not been glossed. This makes the book worse as a source for study. The Source Quality of any book can be improved by glossing, up to the quality of a book under the standard rules, and a commentary can start with the same quality, if the author has access to at least six commentaries on the same work, as well as the work itself.

    While these rules do not specify authorities, they naturally create them, and the supplement includes an example, Bonisagus’s original text on Magic Theory. Bonisagus was, in this example, a good teacher and writer (as he really needs to be, given his historical role), but later glossators have made even better versions of the text available. Similarly, people have written many commentaries on his text, and so if a maga wants to write a book about Magic Theory, it is probably best to write it as a commentary on Bonisagus’s work, because it is easiest to get access to other commentaries on that book. Thus, the glossed version of Bonisagus’s book is an excellent text on Magic Theory, and most of the other good texts available on the subject are commentaries on it. This makes Bonisagus an authority, without including rules for it.

    It also makes it possible for a maga to turn her own work into an authority. Write a book, and then convince other magi to gloss it and write commentaries. Then have the glossed version and commentaries copied, and distribute them throughout the Order. It would be expensive, but it is another way for a maga to secure her legacy.

    If you want to try this out in your own sagas, the supplement is available for purchase on DriveThruRPG and on Patreon.

News Archive

My Writing

Fiction

I have written some fiction.

Academic

I have published a few peer-reviewed academic works, on philosophy and Japanese history.

Roleplaying Games

I have written for roleplaying games.

Mimusubi

Mimusubi is my project for non-fiction writing about Shinto. It has its own website.

Recent Blog Posts

  • Shin’i

    Shin’i means “kami authority”, roughly speaking. (The apostrophe indicates that you should finish the “n” before starting the “i”; it is shin-ee, not shi-nee. Pronounce “shin”, but not “knee”.) It is written with the character for “kami”, which is pronounced “shin” here, and the character used in for authority in the thirteenth century laws I…

  • Interests of the Kami

    The eight powers defined in the previous two posts will determine the number of dice that kami get to keep when intervening in the world in a supernatural way. What, then, determines the number they get to roll? Here, I want to use the interests of the kami. As I said when introducing kami, every…

  • 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…