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. It may also be valuable to see the character sheet, which you can find two copies of here.
Various Rules
  
    There are lots of these to go through, and many of them interact with each
    other. I'll try to talk about each one as a discrete topic in roughly the
    order they're introduced throughout the document.
  
  
    This is a subject I rarely see addressed in RPGs even though I think it
    should be. I think it's vital to state, for both the PCs' benefit and the
    referee's, that 1) "Time moves at the speed of narration and passes fully at
    the referee’s discretion," and 2) "The referee fluidly changes the timescale
    as they need." Years of pain I've endured while gaming would have been saved
    had I or my various DMs just had that idea in our heads.
  
  
    However, I also find it valuable to have committed timescales, which you can
    build your procedures around. Nowadays, the last place you usually find such
    a thing is for combat, in which the flow of time is restructured in turns
    and rounds and actions, with each round being 6 seconds. The same thing can
    be done for other situations. It's good to have a name for timescales so you
    can help players mentally frame their action economy. If you say, "we're in
    active time" then they know that whatever actions they ask to perform,
    they're dealing with about 10 minutes of activity, versus 1 hour or 6
    seconds. From there, these timescales can be directly built into different
    procedures and their rules for activity.
  
  
    Thus, the rules for dungeoncrawling are built around active time, and should be compatible with any other procedures that also use active
    time, such as certain scales of warfare, cave-crawling, some activities
    while in urban areas, and so on. Likewise, there'll eventually be multiple
    procedures set in urgent time, steady time, and calendrical time.
  
  2. The Funnel
  
    This is adapted from the RPG Dungeon Crawl Classics by
    Goodman Games. This is one of the most popular rules of that system, and so
    I like using it on other games sometimes too. I usually use it to introduce
    people to OSR play, or even to tabletop RPGs themselves. This version is not
    as thoroughly integrated with the character creation process as in DCC, but
    it's an easy enough thing to just say, "everyone make 3 characters instead
    of 1" and then have them die at 0 HP and call that a funnel.
  
  
    This is a popular houserule originally introduced in The Black Hack by David Black. It's a bit contentious, but part of that comes from
    people widely misinterpreting how to use it properly. I'll explain my
    version here and why it makes sense and is useful.
  
  
    Personally, I don't think it's a great or reasonable tool for "creating
    tension" surrounding certain consumables (yes, in direct contradiction with David's own thoughts). I do not use it
    for things like rations or light supply, which I think players can and should be
    able to carefully track and plan around. Rather, I think that it's a
    useful approximation tool, from a simulationist point of view. It makes it
    easier to track stuff that would normally be hard or inconvenient to
    measure. For example, if you use something like glue or chalk or oil or
    caltrops, then the precise supply consumed by each use is tricky to measure.
    You could just say, "you can use a piece of chalk 3 times
    before it runs out" or something, but my players have always raised the
    interesting and important question of "what counts as 'a time' in that
    context?" If I write an entire epic poem out on the wall of the dungeon and
    then go draw an arrow on the floor of another room of the dungeon, then
    that's technically two instances of "using" the chalk. But surely they're
    not equal, right? And sure, you might just say, "the referee can just make a ruling and use their common sense." But any time you find yourself making an ad-hoc ruling on the same issue again and again and again and again then maybe it's worth writing down a rule for it finally, yeah?
  
    Consumables like these can be tracked with a bit of abstraction, where the
    player doesn't know exactly how much supply they'll use on
    any given usage ("let's spill some oil until we've coated the floor of this
    hall"), but they have a rough idea of how much they have
    left.
This would not be fitting for something like rations,
    which is easy to track in discrete amounts per usage. 1 meal = 1 ration, and
    you consume 1 ration per day. No abstraction needed or wanted, thank you
    very much. If the dungeon is 3 days away then my players want to buy rations
    for the journey and know that they aren't suddenly going to starve one day
    because their character couldn't count to 6.
Likewise, I wouldn't use it for light supply because candles are actually pretty precise in how long they last, and as long as we're in the dungeon then we're counting every 10 minute turn already anyway. No reason not to tie candle lifespan to precise time as long as it's being tracked.
  
    The other, weird use for Usage Dice is ammunition. I will admit, you could
    totally count each discrete shot you fire and that'd be pretty simple. Most
    people do. But instead the Usage Die is used here to save you the burden of
    remembering each turn. Instead, you roll the die once, at
    the end of the combat. You do it while wrapping things up like
    looting the bodies and drinking potions of healing. It's done as part of the
    post-combat ritual rather than repeatedly throughout the heat of the moment.
    Plus, you never have players asking to go retrieve arrows they fired because
    the entire supply of ammunition is abstracted anyway.
  
I've also laid the groundwork for Usage Dice to be used for other purposes here and there as I may think to add. For example, a magic item that can cast a spell Ud8 times is, I think, a great way to implement the handily-uncertain Usage Die in a game object. I've used them for several items throughout the Enchiridion of Fates and Fortunes as well.
  
    The more important change here is the implementation of my favorite
    houserule, Advanced Darkness. You can read my original post about that here, but in summary:
  
  
    To make the role of darkness more meaningful and threatening, as well as to
    make light sources easier to implement, the solution is to pull back on the power of light.
  
  
    Firstly, this is supported by realism (for whatever that's worth). In
    pre-industrial Europe, the standard kerosene or whale-oil lantern you see in
    fantasy fiction did not exist. Instead, people relied on candles (sometimes
    set into a lantern) and maybe torches, both of which are
    extremely weak in their range and duration of light.
  
  
    Secondly, this is supported by the needs of feasibility in gaming. By having
    all light ranges be so small, it's really easy to mentally visualize it on the grid. If the range is something like 40 ft or 65 ft then
    it's hard to glance at a mini on the grid and mentally picture how many
    squares of light that is. You'll want to pull out a ruler or draw it onto
    the grid or make one of those pre-cut cardboard/plastic circles, and all of
    those options suck. But 10 ft of light is really easy to
    visualize, because that's just "everything within 2 squares of the mini."
    You never need to draw the radius because you can always see it in your
    brain. Instead, you can just place a token under the miniature with the
    light source.
  
  
    Thirdly, this is supported by its effect on challenge and gamification. The
    penalties of being in darkness (heavy obscurity + the added detriment of
    disadvantage on attack rolls) are pretty severe, but they can't be made
    relevant as a meaningful challenge in a combat scenario if the entire room
    is always lit up. The majority of a medium sized room should be in darkness,
    so that the players' options for where they can take the fight are limited
    to small islands of light. It forces players to cluster up and it gives
    better mobility to Underworld monsters/NPCs with darkvision.
  
  
    It may be tempting to occasionally throw in a powerful magic lantern with a
    greater range of light. Do not do this. It's important to note
    that all three of these strengths are completely undermined if you ever
    introduce an exception. It's crucial to standardize the range of all light
    sources, lest you 1) disrupt the realism of the fiction (not super important
    I'll admit but it's there), 2) completely undo the convenience of
    feasibility and mentally visualizing things, and 3) nullify the challenge of
    darkness entirely. A lantern or magic spell with a 30' range of light is
    functionally a "light the entire room" spell. It's good for players to have
    resources and abilities at their disposal which make challenges easier, but
    it's bad if they trivialize challenges entirely. That's a
    gameplay killer. If you want cool magic lanterns, give them interesting
    properties instead.
  
  
    An interesting side effect of making light weaker is that it simultaneously
    becomes more valuable. Since darkness is a more pervasive and threatening
    challenge in a dungeoncrawl, it becomes that much more important to have
    those little islands of light to hide in. You stop taking it for granted.
  
  5. Exhaustion
  
    This is a popular houserule for Knave that I don't think
    has one, single original source. I keep it pretty basic, but add in some
    specifics about how an overabundance of exhaustion can lead to death. I've
    always liked using exhaustion as an alternative negative consequence to HP
    loss, because not everything that "harms" you in an adventure is
    necessarily injuring you. It creates a secondary route to
    death, and a secondary metric you need to keep an eye on to stay alive.
  
  
    And by having a secondary "health" meter like this, you can tie other
    mechanics into it as well. I've always wanted the threat of starvation to be
    important in my game, and I realized that tying it into the exhaustion
    system is the simplest way to do that.
  
  
    And then, because both excess exhaustion can cause you to pass out (with
    recovery being pretty slow), and a lack of food and water
    will add levels of exhaustion, it naturally creates the effect of
    starvation/dehydration leading to death, as a mere consequence of these two
    mechanics interacting. If you don't drink water for long enough, you'll gain
    enough exhaustion to pass out, and if no one feeds you water while you're
    unconscious, then the rate of gaining more exhaustion exceeds the rate of
    recovery from exhaustion, which is a death spiral. Just like in real life!
  
  
    I like elegant mechanics like that. And best of all, even though these rules
    are always "on," they're only going to be relevant in the situations where
    it makes sense, like if you're on a desert island or in the Underworld. I used to have rules for starvation taking from Veins of the Earth in my game, but I like having lots of different game effects all tie into one resource like this. It allows them to interact with each other. You have to be pretty dehydrated to die of thirst, and you have to be pretty hot to die of heat stroke, and you have to be pretty beat up to die from physical strain and lifting, but any of those three can exacerbate the other two pretty quickly when in combination.
  
    You can find the original post I made about this here, but it's slightly out of date.
  
  
    This is my fun little rule for drinking alcohol. Most games would make it
    something simple like "when you drink alcohol, you acquire
    the poisoned condition and have disadvantage on all checks"
    or something. That's perfectly serviceable, but I thought that this weird
    trade-off mechanic was more fun to use. Gambling mechanics are usually very
    fun for players, especially in a game you don't take too seriously. I just
    really love the image of a bunch of scared, injured knaves frantically
    drinking a bunch of booze in the third level of a dungeon in a desperate
    gamble for temporary HP.
  
  And naturally, I found it to be a robust enough little mechanic to rework
    into other variables than HP and WIS. There are tons of
    tradeoff potables you can acquire while adventuring! I listed a few common
    ones in the equipment pages that players should consider buying before an
    adventure and referees should consider planting in their treasure hoards.
    You never know when a little bit of bimbo juice will save the day.
  7. Language and Lore
  
    You can find the original post I made about this here. I think that languages are a great ingredient not for contained adventure
    challenges like dungeons, but rather for campaign-level challenges like
    politics and warfare and exploring an open world area. It's true: when
    you're six layers deep in the Mines of Moria and you come across a door with
    an Elvish inscription on it, then the language choices you made at character
    creation aren't really that helpful. But it does help shape
    your actions and options in navigating the campaign as a whole. The
    languages you chose when you made your character will determine which
    dungeons you'll even go to at all, and which NPCs and communities you'll
    form relationships with. The choice to know the language of the fish people
    at character creation is choosing to tell your referee, "we're spending part
    of this campaign at sea, so prepare some fishman quests for me." If you're
    playing D&D set in the Crusades, then the difference between knowing
    Arabic, Persian, Turkish, or something European like French will be the
    difference between which sides you can ally with, trade with, or even just visit and pass
    through easily.
  
  
    There's always the tricky balance of A) players shouldn't
    know too many languages, and illiteracy should be common in
    a world of lowly, wretched knaves, but B) there's
    an insane diversity of languages out there in the lands of
    adventure, any of which would be useful to know. Thus, I introduce the idea
    of "related" languages. Not out of realism (dear god no), but out of
    practicality in play. So even if your character doesn't know Elvish, if they
    know at least one language that the referee says
    is related to Elvish ("Oh, you speak Sylvan? That's close
    enough") then you can still get the basic gist of conversations and texts.
  
  
    There are no "degrees" of related-ness like in real life. Two languages are
    either related or they're not. It's an easy enough worldbuilding task for
    the referee to create a simple language tree in, like, a few minutes. Here's
    an example:
  
  
    At character creation, show the players a chart like this one and tell them
    to pick from here. When you pick a language, you can also (sorta) understand
    every other language connected to it by 1 line segment. Simple, right?
  
  
    This was always implied in Knave but not really expanded
    on. I've spelled out some details. The original game already alluded to
    Charisma determining your number of followers, but I've codified that in the
    form of "follower slots" which are put directly on the character sheet and
    are referenced in miscellaneous rules and features
    throughout Brave materials.
  
  
    I reviewed the various definitions of "hirelings," "henchmen," "retainers,"
    "followers," etc. in different editions of D&D and other old-school
    games, and I decided to use these versions here. I also think that according
    an entire column of the rules to the subject will reinforce its importance
    in the minds of the players. Every player I've had who came from 5E and the
    new school tradition never ends up using followers even though it would be
    super helpful. The reason is that is usually doesn't even occur to them
    because they don't think of it as being a "main" part of the game. But when
    I put rules like this in front of players who've never played an RPG before,
    they instantly catch on and make use of followers in every session.
  
  
    I explored the option of defining a list of default combatant hirelings to
    choose from (e.g. knight, man-at-arms, artillerist, hobilar, etc.) but I
    found there to be way too much variation, so I decided it
    would be better to just allow players to sort of "customize your own
    sandwich." Pick the features you want and can afford, and take a small
    gamble on how powerful/expensive the resulting hireling is (randomized HD).
    A bunch of level 1 knaves might hire an archer or two, but some level 5
    knaves can probably afford a guy with some armor and a horse (i.e. a
    knight).
  
  
    And of course, a henchman is essentially just a PC who hasn't become a PC
    yet, and is still partially under the referee's control. If they stay with
    the party for a while then it's only a matter of time before they replace a
    dead party member. This way, when a PC dies, they don't have to stop and
    roll a new character and wait for the referee to find an opportunity to
    introduce them. Instead, your backup character is already present.
  
  9. Magic
  
    You'll notice that the spell list is half the length of Knave's
    and has many spells that it doesn't. The main reason for this is that I'll
    be releasing 300+ spells (including all the Knave ones) in
    their own supplement book, along with many other magic and
    spellcasting-related topics (once again, see this post for the progress on that). I wanted to contain the default list to
    something less than 100 because of that, and separating them into 6 themes
    is a fun way of characterizing the implied setting a little bit. I added
    some combat spells but tried not to go overboard with it. I also laid the groundwork for more non-spellbook magic items to be added in future materials, talking a bit about wands and scrolls and stuff here.
Conclusion
I put these all up front because they're both the simplest and easiest things to steal from Brave but also the least special and interesting. That said, they're also the ones that most easily came from playing the game and seeing where some changes would be in order. For a long time, I thought that rules like these would be the full extent of my Knave hack. As you'll see in the coming posts, at some point I got more ambitious.
-Dwiz








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