The thing that doesn't work for me with Knave, is the inventory as ability. It works, and is a super clever mechanic. And for games with new players, and very generic dungeon diving games it cuts out a lot of faff. But for me, I don't want my character to know how to use a thing, just because its in their inventory. Wizards know how to cast spells, not because they have a book with spells in it, but because they've studied magic. Obviously that's not an issue in a game with a balanced group of classes and everyone's on a very standard dungeon dive. But when you want it to be more narrative focused, skills and abilities need to be more inherent of the character than of the items that require them (if that makes sense). Still, great tables!
I'm soloing a rule set from Perplexing Ruins that is a lot like this. I tend to swap out complex game mechanics for rules-lite mechanics because I never cared much about simulationist approaches (though I can recognize the inherent elegance in well-designed simulationist RPGs). I started this when I was a kid, playing Rolemaster as the advanced game for MERP, and I found myself doing so much bookkeeping that when I finally played the D&D basic set, I thought I could even make it simpler and still have a good time. That was in, like, 1988. I think other people have really run with that train of thought since those early days of, look at the STR score. You get to carry that many items before you start to get tired, etc. // I've played Knave 1.0, but now I might have to drop some sp in Drivethru . . . damn you . . .
As someone who both was a new GM who started with Knave 2 and a first time solo player who used the system I think it works fine for both. For the GMing side of things, the book really could have used an example adventure location to show how the system all comes together. All my players were new though and I do use this system and Shadowdark as go-to's for anyone who is curious to try DND but wants something fast. I ended up running my first ever campaign and went full sandbox by stitching together other OSR modules, it actually worked so smoothly with minimal conversion required. For solo, I definitely would love to see a proper supplement as the ones that are out there are serviceable but provide no structure to the play. The tables are amazing though and there were hardly any details I couldn't generate on the fly using those. The quest and NPC generators were such good engines for this. I use those for all my solo play these days.
Knave 2E + Tome of Adventure Design pair well together. Knave is the engine. Tome of Adventure Design gives direction, fills in the details, and has everything else Knave is “missing.” I didn’t want to buy a stack of books. And didnt want to flip through many books. With just two books, I kind of never have to buy anything else.
After watching this, I think I'd like to see a comparison from Knave 2e to Cairn 2e... I think Cairn 2e's GM Book is on the same tier as Mothership's Warden's manual for teaching the game, but I'm interested in some other opinions on the matter.
Have you looked at Dolmenwood? A lot of what you talk about Knave 2 missing, I feel like Dolmenwood has. It is not as light as Knave though. Mostly I just want to share how amazing Dolmenwood is.
When it comes to first games, here's the thing: most games are not going to be someone's first game, most of the time. So it doesn't really make a lot of sense to optimize for that scenario. There are some games that happen to be pretty good as first games, but, with a few exceptions, that's not part of their design requirements.
I think the 1st edition was worse for newbies. Knave was my first RPG that I solo it and it was fine but it took several days to understand the rules. Knave 2ed does a better job to explain the rules. Black Sword Hack is the real deal for beginners IMHO. It has it all even solo rules in a tiny book like Knave.
I'm sitting here alone watching a Man Alone video, how crazy is that???
Insane! 😮
My favorite book in elementary school was The Unbearable Lightness of Being called last in Dodgeball
@@MrDowntemp0 By Milan HowDareYa
I wouldn't mind seeing a deeper dive on Boons & Banes. Especially in the context of non-5E solo play
The thing that doesn't work for me with Knave, is the inventory as ability. It works, and is a super clever mechanic. And for games with new players, and very generic dungeon diving games it cuts out a lot of faff. But for me, I don't want my character to know how to use a thing, just because its in their inventory. Wizards know how to cast spells, not because they have a book with spells in it, but because they've studied magic. Obviously that's not an issue in a game with a balanced group of classes and everyone's on a very standard dungeon dive. But when you want it to be more narrative focused, skills and abilities need to be more inherent of the character than of the items that require them (if that makes sense). Still, great tables!
I bought this solely for the tables. After reading through it on how to play it, I don't think that I'd ever actually play it as written.
thank you for your hard work, your videos help me alot to get through the rpg jungle.
Cairn may be too lightweight for some brand new players, but the 3 stat system would be easier to conceptualize.
11:00 The "start at 11 and add X" mechanism is to make the math work. It makes this completely compatible with adventure modules. AC =11+AP with 0
Good to see you cover this one. I like that you are a fish thinking about the water.
3:30 wow! A review before the 45 minute mark!
@@carltonbauheimer don’t get used to it, Carlton
@@carltonbauheimer this is just a special treat because you’ve been good
@@amanisalone hey I'll take what I can get
I quite like your document for solo play!
By the way, am I eligible to join the Discord? 😊
Does the pine cone have a story?
More than you could possibly imagine.
Pinecone Pig
@@seanhembree61542 hour video, when?
I'm soloing a rule set from Perplexing Ruins that is a lot like this. I tend to swap out complex game mechanics for rules-lite mechanics because I never cared much about simulationist approaches (though I can recognize the inherent elegance in well-designed simulationist RPGs). I started this when I was a kid, playing Rolemaster as the advanced game for MERP, and I found myself doing so much bookkeeping that when I finally played the D&D basic set, I thought I could even make it simpler and still have a good time. That was in, like, 1988. I think other people have really run with that train of thought since those early days of, look at the STR score. You get to carry that many items before you start to get tired, etc. // I've played Knave 1.0, but now I might have to drop some sp in Drivethru . . . damn you . . .
Also, what is a "visual podcast"? Are we getting denotative scope-creep for "podcast" already?
Does that unsnapped snap on your brown dice tray work? It's the snap in the top left corner. 😁
😂
@@madmandu yes but what if I left it unsnapped… That wouldn’t… Bother you, would it?
@ LOL Not at all. Well maybe. YES.
No navy for me, BIG dark water phobia
Alone on the sea or in space. Both are infinite nightmare material for me.
As someone who both was a new GM who started with Knave 2 and a first time solo player who used the system I think it works fine for both. For the GMing side of things, the book really could have used an example adventure location to show how the system all comes together. All my players were new though and I do use this system and Shadowdark as go-to's for anyone who is curious to try DND but wants something fast. I ended up running my first ever campaign and went full sandbox by stitching together other OSR modules, it actually worked so smoothly with minimal conversion required. For solo, I definitely would love to see a proper supplement as the ones that are out there are serviceable but provide no structure to the play. The tables are amazing though and there were hardly any details I couldn't generate on the fly using those. The quest and NPC generators were such good engines for this. I use those for all my solo play these days.
Thanks man.
This is 100% a love letter to the OSR. Even the 3d6 random generation of stats, but with a twist, is genius.
@@AceneDean Dean you’re a Knave head from root to fruit aren’t ya
@amanisalone Yessir. Know I'm Knave from knee to knose
40:00 HEAR YE HEAR YE!
Knave 2E + Tome of Adventure Design pair well together.
Knave is the engine. Tome of Adventure Design gives direction, fills in the details, and has everything else Knave is “missing.”
I didn’t want to buy a stack of books. And didnt want to flip through many books. With just two books, I kind of never have to buy anything else.
th-cam.com/video/R3z88-EfIAQ/w-d-xo.htmlsi=sHcEdB544Uwk-3aV @GustenDungeon has some really great Knave solo content! I love this channel.
After watching this, I think I'd like to see a comparison from Knave 2e to Cairn 2e... I think Cairn 2e's GM Book is on the same tier as Mothership's Warden's manual for teaching the game, but I'm interested in some other opinions on the matter.
@@MGunnarson I did the Kickstarter for that and it looks like it will be shipped soon, so I think you’re right this would be a good side-by-side
Have you looked at Dolmenwood? A lot of what you talk about Knave 2 missing, I feel like Dolmenwood has. It is not as light as Knave though. Mostly I just want to share how amazing Dolmenwood is.
When it comes to first games, here's the thing: most games are not going to be someone's first game, most of the time. So it doesn't really make a lot of sense to optimize for that scenario. There are some games that happen to be pretty good as first games, but, with a few exceptions, that's not part of their design requirements.
@Man Alone seals are made to be broken lol
I'll always click the box to get $82 off. That's legit!
KnaveChads stay winning
I think the 1st edition was worse for newbies. Knave was my first RPG that I solo it and it was fine but it took several days to understand the rules. Knave 2ed does a better job to explain the rules. Black Sword Hack is the real deal for beginners IMHO. It has it all even solo rules in a tiny book like Knave.
Incontinence and its antithesis… in their many manifestations… are usually not considered virtues…
I'd love to see your solo supplement fleshed out for Knave 2e. I would use it.
There are two things i hate in this world: people who are judgemental of other people's innocuous purchasing decisons... and pip dice.