David Chart’s Blog

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  • Ars Magica Crowdfundings

    My first professional publication for Ars Magica came out in 1993, in White Wolf Magazine. Things rather grew from there, and I spent over a decade as the Line Developer. When I retired from that position, I ended up taking a break for a few years, but now I’m back.

    First, I prepared the text for the upcoming Definitive Edition. The text is now done and is being laid out, and the crowdfunding launches in a few days.

    Second, part of the crowdfunding is the release of Ars Magica under an open license (CC BY-SA), and I have a Patreon at which I am writing for that license. The licensing has not happened yet, but I have permission from Atlas to do that. When you have been working with them on the line for years, you can do that.

    I am looking forward to writing for the game again!

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

  • 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…

  • 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…