'Knave' is a rules-lite, Old-School Renaissance (OSR) system that emphasizes exploration and character customization. It distinguishes itself through its classless system, slot-based inventory, and compatibility with existing OSR resources. While the core mechanics are simple, they provide a framework for engaging gameplay that appeals to both new and experienced tabletop gamers seeking a flexible and easily customizable experience.
While 'Knave' doesn't prescribe a specific setting, its mechanics strongly suggest a dark fantasy or OSR-style world. The emphasis on exploration, tomb-raiding, and resource management points to a setting where danger is ever-present, and player ingenuity is crucial for survival. The game's flexibility allows it to be easily adapted to various fantasy settings, from classic dungeon crawls to more grim and perilous landscapes. The inclusion of 100 level-less spells adds a layer of magical mystery and potential danger, suitable for a world where magic is not always predictable or safe. 'Knave 2e' expands on this with worldbuilding toolkits to generate dungeons, overworld regions, cities, monsters, items, spells, NPCs and factions.
The core of 'Knave' revolves around a streamlined set of rules designed for ease of use and quick play. Key mechanics include:
The game utilizes a copper standard for currency. Reactions are rolled with 2d6, and creature morale is also determined with 2d6, influencing their likelihood to flee combat. The opposed rolls can create very swingy results. 'Knave 2e' implements a d6 Hazard Die system that condenses tracking encounters, clues, weather changes, fatigue, torch burn, and resource depletion into a single roll.
'Knave' distinguishes itself through several key features:
The target audience for 'Knave' includes:
The player experience is characterized by:
Some find that only the worst roll in character creation matters and that most character progression is gear based making Constitution the most important skill. Also the Wisdom skill choice for ranged attacks is not popular with some players. Some players of 'Knave 2e' find it 'half-finished' and that content was 'mashed together without much thought'.
Knave is a minimalist, class-less OSR-compatible game that is highly praised for its simplicity, quick character creation, and easy-to-understand rules. The game is particularly recommended for beginners or those who want to start playing a classic OSR module quickly. The system is also appreciated for its flexibility, allowing users to plug in rules from any other system of their choice. However, some users noted that the game's focus on gear for character progression and the lack of world-building elements could be limiting for long-term play. Some users also expressed dissatisfaction with certain design decisions, such as the use of Wisdom for ranged combat and the importance of Constitution. Despite these criticisms, many users still found the game enjoyable and well worth the price.
Compare Knave with other great ttrpg games.
Old-School Essentials and Knave share a foundational old-school aesthetic and focus on exploration-driven gameplay, both embracing resource management and a streamlined approach to character classes. However, while Old-School Essentials adheres closely to traditional class-based systems with a structured ruleset, Knave opts for a more versatile and minimalist mechanic that allows for greater flexibility in character creation and play style; for example, Knave uses a single-roll system for character capabilities, contrasting with the class-specific attributes found in Old-School Essentials.
Cairn and Knave share a focus on exploration and character customization, with both emphasizing a streamlined gameplay experience that encourages player agency. While Knave operates with a more generic, rules-light approach to character creation and progression, allowing for a highly flexible gameplay style, Cairn adopts a more structured, class-based system that emphasizes survival and tactical combat in a dark fantasy setting, providing a distinct narrative-driven framework that guides player interactions and objectives. For example, Cairn features dedicated classes that shape player abilities and survival strategies, while Knave offers a simpler, unified approach where players can create unique characters without predefined roles.
Into the Odd and Knave both embrace a minimalist, rules-light approach to tabletop RPGs, emphasizing exploration and resource management within a fantastical setting. However, they differ in play style: Into the Odd leans heavily on exploration-driven gameplay and a unique approach to character development through a focus on items and mutations, while Knave features more robust character class systems and a flexible, DIY framework for creating adventures. For example, while Into the Odd simplifies encounters to quick resolutions based on item use, Knave offers a more granular system that allows for complex interactions between varied character abilities and items.
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