Here is a link to my custom mod for Ben Milton's minimalist RPG, Knave. [Edit] I've also now included the word document version. You can download this and then edit the text directly. It looks like if you don't have the fonts Ben picked out installed, you'll want those so the formatting is retained (Sebaldus-Gotisch and Crimson Text)
Just like the original, I recommend you print it out. Still just 7 pages, not too many changes. I anticipate editing it even more eventually, but this right here is the result of a fair amount of playtesting and changing what would work better for the folks I've played with.
The beginning lists the major additions, which include an adapted Death and Dismemberment ruleset, Patrick's Starvation rules from Veins of the Earth, my own Advanced Darkness, and then my own system for making leveling up a little bit more interesting. I also based healing rate on current level since every player I've had thought it was weird that you seem to get "worse" at healing the more experienced you are.
To make room for these, I took out all of the designer's notes. They were one of the best parts of the original Knave but if you're reading my version then you're probably already familiar with all of Ben's design choices.
I also changed a number of miscellaneous phrasing matters and small rules that, you may notice, bring the game slightly closer to 5E D&D than it was. Movement speed is 30'/round, an opposed check consists of both parties rolling, an attack roll must be greater than or equal to their Armor, renaming saving throws to Die Checks, etc. These help me and most of my players smooth over the transition between the two RPGs, especially since we usually go back and forth between them. One of the most annoying little hiccups in the game's flow is when someone accidentally makes reference to another game's terminology and then someone at the table who's never played that game says, "wait, what?" When 5E came out I kept accidentally saying "roll a Reflex/Fortitude/Will save" and my brand new players would get confused. It also means that all those passive little details in the rules that I'm really familiar with from 5E aren't wasted when switching to Knave for an evening.
The main reason I named this "Brave" is because, between Death and Dismemberment and my leveling system, this typically makes PCs much more powerful than in regular Knave. I mean, they're still just pathetic murder hobos compared to any D&D character, but it's all relative.
-Dwiz
Wednesday, November 13, 2019
Monday, November 4, 2019
Accomplishments-as-XP
This article is entirely spitballing based on things I’ve been watching, reading, and thinking about lately. So one of the most common elements in RPGs is the idea of gaining experience, leveling up, and improving at your stats. Where other elements have changed dramatically, this has been consistent in every edition of D&D and is present in almost all other TTRPGs I’ve ever heard of. When videogames took inspiration from D&D, this was the element that earned the moniker “RPG,” and to this day is the main reason we refer to Final Fantasy and similar games as “RPGs” even though they don’t really have many of the characteristics most of us would consider more important to defining the medium of “role playing.”
Saturday, November 2, 2019
PSA to Dungeon Masters: Intentionally "Metagame" More
Let’s get through this one right off the bat: people generally take metagaming way too seriously. It’s a transition I see lots of gamers go through. They hear about it early on and spend way too much time and energy thinking about it as a problem that must be overcome or worked around or whatever, they experiment in how to get past it, they insist that metagaming is one of the most serious bad habits a player can have, and then… they eventually get over it. I’ve seen this journey of personal growth pretty consistently in lots of players at this point. So if I’m going to revisit the question of metagaming, I want to attack it from a new angle so that it’s worth it.
DMs are the worst about navigating the complications of metagaming. Yes, DMs.
DMs are the worst about navigating the complications of metagaming. Yes, DMs.
Friday, October 25, 2019
Weird Dwarf Traits
It is important to me that the demihuman races feel properly distinct and non-human. Or at least, they should be exotic or foreign, and especially easy to roleplay in a memorable way. As we know, dwarrow (dwarves) tend to all be the same. We should fix that. Here are some miscellaneous things about dwarrow culture I’ve either brainstormed sitting here or accumulated over the years. Some are pretty creative and original, others are straight-up cultural appropriation but, like, you’ll enjoy them.
Monday, October 21, 2019
Navette (or Marquise) Story Structure
(Firstly, the culture around jewelry and precious stones is kind of stupid. Anyway...)
I want to tell you about a structural tool I find extremely useful, but it is slightly more advanced than a lot of other DMing advice out there. I think a lot of my stuff is. This blog isn't a 100 or 200 level course, it's a 300 or 400 level course, so I usually assume you've already done a lot of the basic readings (you know, Dungeoncraft 101, Metagaming 150, Player Types 210, Random Encounters 215, etc). Most of the stuff that Matt Colville would have made a video about or the Angry GM would write about, I assume you're familiar with. So I want to take a very basic concept and start deconstructing it: Railroads vs. Sandboxes.
I want to tell you about a structural tool I find extremely useful, but it is slightly more advanced than a lot of other DMing advice out there. I think a lot of my stuff is. This blog isn't a 100 or 200 level course, it's a 300 or 400 level course, so I usually assume you've already done a lot of the basic readings (you know, Dungeoncraft 101, Metagaming 150, Player Types 210, Random Encounters 215, etc). Most of the stuff that Matt Colville would have made a video about or the Angry GM would write about, I assume you're familiar with. So I want to take a very basic concept and start deconstructing it: Railroads vs. Sandboxes.
Monday, October 7, 2019
Would "X" Be a Good Idea for a New Class?
I've long been mildly interested in following the logic of what does and doesn't justify its own existence as a potential character class in D&D. Like, at what point does a fantasy storytelling archetype become distinct enough that it should be a class? If you look at a lot of B/X homebrew, people will turn anything into a class. How about a whole class to be a Miner? Sure, I like that idea. Or a class for being a Queen? Well, sure... I guess. Or a class for being a Gothic Villain? What, like, from literature? Maybe a little specific. Or a class for being a princess made out of candy and sweets? Yes, of course, because lord knows that I've been needing that. A class specifically for playing as Princess Bubblegum from Adventure Time is exactly what I've been looking for.
Sunday, September 29, 2019
Campaigns Are Overrated
Postulate 1: there are many obstacles (mostly social and logistical) to playing D&D, contributing to the infamous “looking for group” dilemma.
Postulate 2: there are more people interested in playing D&D than people who actually play it.
Postulate 3: there are more people who have played D&D than people who are currently in the regular habit of playing it.
Postulate 4: people who aren’t currently in the regular habit of playing D&D are generally considered to be inactive gamers. At least, many of them think of themselves that way.
Postulate 2: there are more people interested in playing D&D than people who actually play it.
Postulate 3: there are more people who have played D&D than people who are currently in the regular habit of playing it.
Postulate 4: people who aren’t currently in the regular habit of playing D&D are generally considered to be inactive gamers. At least, many of them think of themselves that way.
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