David Chart’s Blog

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  • 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.

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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

  • 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,…

  • Television Appearance Details

    The page for my television appearance is online at last. It has some details about the programme, so feel free to take a look if you are interested. The programme is half an hour long, and will be broadcast six times over the course of 24 hours on July 16th GMT. The times are on…

  • Elements of Creation

    The elements of a creation are the concrete features that the players know about, and that allow them to describe the creation in the game world. The elements will, obviously, vary depending on what is being created, but their game-mechanical role will be more constant, and so can be described here. Concepts and embodiments include…

  • Perspiration

    Once you have the inspiration, it is time for the perspiration. Embodying the idea seems to work well as a single action, with the result being compared to the difficulty of the creation. Now, I want revision to be a normal part of creation, so the first result should generally not be high enough to…

  • Inspiration

    What would make good mechanics for creation? The first point is that it is important to make it possible for several personae to cooperate. In the real world, a lot of creation is done by individuals working alone, but even then, not all, or even most, of it. In a game, you must give as…