Strategy for 2016

Another year draws to a close, and Kannagara still isn’t finished. On the bright side, I didn’t run a Kickstarter for it. On the down side, I would have liked to be a lot farther along than I am at the moment. Writing a significantly different kind of roleplaying game turned out to be quite hard and a lot of work; who would have thought it?

Still, I have made some progress this year; quite substantial progress, in fact. I have a basic set of mechanics that seem to work quite well, and have an obvious way to incorporate facts about Shinto into the game. It’s now a matter of writing the material so that there is enough to play with, and getting people to try it again. I think this version will work better than the last one, but only a playtest will tell. So I need to get it to that point.

With that in mind, I have been considering a change in strategy. Actually, this is something I’ve been considering on and off for a long time. The problem is that I am designing a new kind of game about material that is almost completely unfamiliar to my target audience. Even people who know a lot about Japan tend to know relatively little about Shinto, and the details of rituals and matsuri that are important in Kannagara are a mystery to the overwhelming majority of Japanese people. I periodically wonder whether trying to do both of these at once is too ambitious. That is, it might be better to use a different setting, one more accessible to English-speaking gamers, to get used to the mechanics, and then write Kannagara.

If I did that, the setting would be completely invented, because part of the problem is working out how to fit real-world things into the game system in a respectful and informative way. With a completely made-up setting, I don’t need to worry about that. What’s more, there’s a game that I’ve wanted to play for years, decades, in fact. That is the “School of Magic” game. I think this goes back, ultimately, to reading A Wizard of Earthsea when I was about ten years old; in specific game terms it goes back to reading The Principalities of Glantri in my teens. The thing about the game that I want to play is that it is about learning magic and discovering magic, not about killing monsters in the tunnels under the school. I have yet to find a rule system that supports this. GURPS will let me create the characters, but does not really support the game, not even with the supplement on schools that came out recently.

The mechanics I have written for Kannagara would support that game. I could make up the magic system and the school system to work well with them, and “School of Magic” is a sufficiently well known trope that I would expect the game to be accessible to many gamers.

Eventually, I definitely want to write both games, because they are both games that I have wanted to play for years. The question is which to write first. I haven’t decided yet, and I will keep moving Kannagara forward until I decide definitively to work on the other one, but I may switch tack early next year.


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