Brave is a hack of Ben Milton's Knave, an old-school
adventure game toolkit without classes and a lot more emphasis on equipment.
The earliest changes I made were miscellaneous tweaks and houserules I added
as I would run Knave, but at this point I've bolted on several
advanced play procedures. While Knave is optimized for a DIY
"rulings over rules" style of play, I still felt it was valuable to write down
many of those rulings that I've made over the years and codify them. One of
the best parts of the original Knave were the designer's
notes, but I've taken them out because I needed to make room for new stuff and
I assume that anyone playing my game would already be familiar with the
original version anyway. Instead, you get my blog.
Saturday, July 10, 2021
Friday, July 9, 2021
Brave Design Notes 5: Dungeons
Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.
Brave Design Notes 4: Cohorts
Brave is a hack of Ben Milton's Knave, an old-school
adventure game toolkit without classes and a lot more emphasis on equipment.
The earliest changes I made were miscellaneous tweaks and houserules I added
as I would run Knave, but at this point I've bolted on several
advanced play procedures. While Knave is optimized for a DIY
"rulings over rules" style of play, I still felt it was valuable to write down
many of those rulings that I've made over the years and codify them. One of
the best parts of the original Knave were the designer's
notes, but I've taken them out because I needed to make room for new stuff and
I assume that anyone playing my game would already be familiar with the
original version anyway. Instead, you get my blog.
These notes are written for version 1.9, which you can find on the sidebar of
this blog or by clicking
here.
Thursday, July 8, 2021
Brave Design Notes 3: Alignment and Combat
Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.
These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.
Labels:
Brave,
DIY,
Houserules,
Knave,
Resources,
Underworld
Wednesday, July 7, 2021
Brave Design Notes 2: Items and Shopping
Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.
These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.
Tuesday, July 6, 2021
Brave Design Notes 1: Various Rules
Brave is a hack of Ben Milton's Knave, an old-school
adventure game toolkit without classes and a lot more emphasis on equipment.
The earliest changes I made were miscellaneous tweaks and houserules I added
as I would run Knave, but at this point I've bolted on several
advanced play procedures. While Knave is optimized for a DIY
"rulings over rules" style of play, I still felt it was valuable to write down
many of those rulings that I've made over the years and codify them. One of
the best parts of the original Knave were the designer's
notes, but I've taken them out because I needed to make room for new stuff and
I assume that anyone playing my game would already be familiar with the
original version anyway. Instead, you get my blog.
Monday, July 5, 2021
Brave 1.9: Tales of Sword and Sorcery
Hey! If you were linked here from elsewhere, this version is outdated. Please see here for the finished version of Brave
Click here to view version 1.9 of my RPG Brave. Here is the accompanying character sheet (it actually has 2 sheets on it since they're small), here is the dungeon control panel, here is the settlement sheet, here is the player version, and here is the village sheet. The total document is 19 pages including the cover art, which I recommend you print out (put the intro+table of contents on the inside front cover, facing the page that says "The Basics" as the header). This game uses the free fonts Garamond, Hamlet Tertia 18, and Black Castle MF. The cover illustration was done by me.
If you'd like the Word document to edit directly, you can find that here. You'll want to download those free fonts or else the formatting will be completely annihilated.
I have periodically updated the link on the side of this blog whenever several
changes/additions accumulate, but I'm making a whole post about it this time
because 1) this is the biggest single update to the game so far, and 2) it is
(hopefully) the second-to-last update before the final version of the first
core rulebook.
Why am I not waiting to post until the final update? Why isn't the title of
this post "Brave 2.0: Electric Boogaloo"? At the end of this post, you'll
see what content I haven't finished yet and I think you'll understand why
that's going to take me a good amount of time. So no, my game isn't finished
yet to my satisfaction, but it's finished enough to be a full game (more
full than most old-school RPGs, even) and I just wanted to
finally put it out there.
The rules probably speak for themselves just fine, but if you're interested
in designer's notes then strap in. This whole week I'll be posting articles of design notes on each topic in the game, each pretty in-depth on my thinking and the intent behind each rule. Here's a list of what those posts will be covering, updated with links as they come out.
- Various Rules (mostly stuff you find in the "Rules for Adventure" pages)
- Items and Shopping
- Alignment + Combat (they're both short)
- Cohorts (sort of the "mass combat" rules)
- Dungeons
- Settlements
The rest of this post will explain the miscellaneous minor tweaks I made to Knave and then a list of the topics that are missing from this draft of the game (but are coming soon!).
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