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

  • 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…

  • Products of Creation

    The products of creation are an important part of the game, so their description does not need to be particularly simple. They are, for example, as important as characters, if a little less important than personae, and so their description could certainly be as complex as a character’s description. In particular, a creation need not…