Friday, August 20, 2021
Official German Translation of Brave
Saturday, July 10, 2021
Brave Design Notes 6: Settlements
Friday, July 9, 2021
Brave Design Notes 5: Dungeons
Brave Design Notes 4: Cohorts
Thursday, July 8, 2021
Brave Design Notes 3: Alignment and Combat
Wednesday, July 7, 2021
Brave Design Notes 2: Items and Shopping
Tuesday, July 6, 2021
Brave Design Notes 1: Various Rules
Monday, July 5, 2021
Brave 1.9: Tales of Sword and Sorcery
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.
- 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
Sunday, June 27, 2021
The Wizard and the Grimoire
Introduction
In every edition of D&D, you can gain the ability to cast spells of powerful magic. Nowadays, most classes are spellcasters. Back in ye olden times, there was "the Magic-User" class. They have always carried three assumptions:
- You acquire the ability to cast spells by enrolling in a spellcasting class.
- You acquire more spells (both spells known and spells you can cast per day) automatically from leveling up.
- You get access to better and better spells as you level.
But the system I'm using does not agree with those three basic assumptions. There's about a billion and a half ways to do magic systems in fantasy fiction gaming. One of my favorites in the system found in Ben Milton's Knave, which is one of many reasons it forms the basis of my own game. And out of all stuff I'm changing, this is one of the few things I want kept the same. I'll summarize:
- There are no classes. Rather, spells come in the form of books. One spell per book, and each book can be cast once per day. Thus, the spells you "know" are just the spells you own, and the number you can cast per day is the number of books you have on you.
- Like all other items and magic artifacts and treasure, you acquire them by adventuring for them. They have to be put into the world itself by the referee and then fought for by the PCs. There is no automated system for gaining spells.
- There are no spell levels. They're all of "equal" power. Now, many spells will have built-in numerical variables that are keyed to the level of the person casting them, so that they can scale in power. For example, Sleep targets a number of creatures equal to your level when you cast it. But many other spells don't scale at all. Read Mind lets you hear the surface thoughts of all nearby creatures and that's it.
How do you mechanically create options for "improving" at spellcasting or somehow allow for a PC to "invest" in the magic system without breaking the current assumptions in place?
Let's discuss.
Wednesday, June 23, 2021
Unity vs Division
Tuesday, March 30, 2021
Brave Class Hack Beta (again)
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For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.
Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:
Tuesday, January 12, 2021
Getting Classy with Equipment
So I find myself in a weird place in this hobby. For years I played a regular weekly campaign, over a decade, going from 3.5 to pathfinder to 5e, until life and work got in the way a few years ago. Since then it feels like life keeps opening the possibility for rpgs to re-enter as a major part of my life as new people discover the hobby and new ways to play become viable, but then there’s the other obstacles that have popped up in the last year or so too…
But where I am now is playing 5e occasionally with adventure league players (fun times, but we all know how restricting that is) and introducing people to the game with Knave. This blogs’ main author has brought up the game before, and has even gone so far to introduce his beefed up hack, Brave. Knave has given me a great opportunity, it’s nearly removed the barrier of entry to play. It’s dnd where you can sit down without any understanding of the rules and keep up with everyone else. While other games are similarly simple, knave also has the benefit of feeling more like regular classic dnd than most. People I never thought would be interested in the game finally understand just what us nerds are doing, it’s great.
This leaves me with an interesting situation: I have people who want to play more, but there doesn’t seem to be much of a point to teach them “real” dnd, but I’m noticing the limits of the game. It’s not really built for the campaign. As a Referee it’s the perfect system, but nearly all of my players wanted more toys to play with, they all wanted class features and spells. For a player to really get invested in a long term adventure they’ll want to see their characters grow and improve, they will want to see their stories unfold—and I find that having mechanics to reflect that helps drive a story home helps out new players especially, it’s easier to be reactive than active.
Sunday, October 18, 2020
Decent Rules to Make Languages Fun
- https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-languages.html
- https://monstersandmanuals.blogspot.com/2016/03/on-language.html
- https://monstersandmanuals.blogspot.com/2008/11/languages-or-why-we-shouldnt-be-able-to.html
- https://falsemachine.blogspot.com/2020/05/soft-ass-d.html (he covers language as a specific part of the post and I think his take is neat)
- https://thelastdaydawned.blogspot.com/2016/11/making-languages-make-sense.html
- http://thealexandrian.net/wordpress/38698/roleplaying-games/untested-fantasy-lorem-ipsum
- https://www.paperspencils.com/making-languages-relevant/
As a general rule of thumb, the more closely related two creatures are, the more likely they are able to be able to understand each other. Use the creature’s taxonomy to make a ruling. Magical or highly intelligent creatures may break these rules. • Same species (mouse): Can easily communicate. • Same family (rodent): Can speak and communicate, with some difficulty and difference of custom. • Same class (mammal): Make a WIL save to see if communication is possible. • Otherwise: Can’t directly communicate.
Monday, October 5, 2020
A Revised Dungeoncrawl Procedure
Tuesday, August 4, 2020
BRAVE Character Sheets
Monday, July 13, 2020
Potent Potables
Example: You drink 3 bottles of ale and have a +2 CON bonus. You roll 3d6 and get 1, 5, and 6. 1+5+6-2 = 10. You gain 10 HP and subtract 10 from your WIS.
These mechanics can apply to other potables as well! While “pure” potions and poisons exist, many consumable items instead have a tradeoff. Different items that affect the same stats will stack. Potables with this tradeoff are usually listed with the notation of “stat gained/stat lost” with their ratio.
Example: Alcohol is listed as: HP+1/WIS-1. This means that for every temporary hit point gained, a point of Wisdom is lost.
But wait! There's more!
Monday, May 18, 2020
Talking Statues: The Ultimate Quest Dealer
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| Statue of Saint Tarscel. Click the pic for details. |
Have you ever heard of the talking statues of Rome? I'd known about them for awhile, thought they were neat, maybe some potential worth exploring for worldbuilding purposes. Tucked it away in the back of my mind. Now, I've finally found a use for them.
Rumors are a classic thing to include in D&D. More so in the old school, but it's an ever-popular tradition. Lots of adventure modules come with them. But I've always found them tricky to integrate, myself. That's not the sort of things my players usually go for, and I'd hate to force-feed them stuff like that. But I'm working on a cool sandbox campaign, and suddenly having a system for "quest hooks up for grabs!" is really convenient.
And especially because we're all playing online now and I'd like the PCs to have an idea of their next adventure during the week between sessions ("downtime" in a sense), having a passive way to distribute this info, and consumed at their own pace, is the ideal.
So my city has a bunch of talking statues that my players can always look at. They update regularly, and the player characters can even post stuff themselves. There are 6 statues, each with a different theme, so there's a ton of variety. They have fantastic potential for worldbuilding, as the statues themselves and their theme embody a specific deity in my setting. In addition, not every post is tied to a quest. Lots of it's just flavor. A decent amount of it came about as a consequence of something the PCs did. That top-right post on my boi Tarscel up there? About vacated farms? Yeah, that all happened during our last session, and the PCs' next planned move was to start looting.
Want to know how to set this up in your game? I'll give instructions on how I did it, below. Adapt it however you need to fit your table's setup. I'll also show off my own statues a bit more if you want some inspiration.
Tuesday, May 12, 2020
BRAVE 1.5 Playtest Recap
Firstly, here's a link to the playtest doc the PCs used. I modified a handful of things specifically for this session because certain features might not be "ready" for testing yet, but this is the first time I've had a chance to play with the actual classes.
Here's a map that the PCs used for the session. This is an area called the Wyvern Marches, with modest Marion at the center of all the chaos. Each location is 3 miles (1 hour, generally) apart. Here's the quick-and-dirty 3-step travel procedure I used:
Sunday, March 22, 2020
BRAVE Class Hack Beta
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I put a fair amount of designer notes in the first page, but I'd be happy to explain anything more in detail. I would love some feedback, and even better, to hear if anyone actually tries using this for a one-shot or something.
-Dwiz

















