I'm working on getting yet-another-Knave-hack together. Also beating my head against its inability to write lists without getting very bored.
this post was submitted on 20 Jun 2023
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Roleplaying Games Design
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Interesting. What do you mean by Knave-hack? You're making a modification for Knave?
Yeah. A hack is usually a little more than just a modification, but there's no strict definition or anything.
I basically like the way Knave is, but there's a few things that I found didn't work well at my table.
- Item choice paralysis. Do you buy/carry a hammer? Nails? Chalk? Ink? An hourglass? ... There's like 36 odds and ends in the game (100 in 2e.)
- One use per day spell books. Knave 2e solves this with Int uses of spell books but I mixed it with:
- Ability to lose items. A character built around a concept should retain the ability to use that.
So I changed some things.
- We use item kits. These are quantum bags of items related to a purpose. Say a climbing kit or an alchemy kit.
- Item kits can be tracked with item slots as they are, but most kits will be like 2-3 slots so it makes more sense to cut the number in half and stop varying size of items.
- Having cut the number of things to track in half, Art slots are added back in. These represent proficiencies/abilities that can't be lost. Most of them literally are just kits but they can't be taken away. So a Climbing Art does what a climbing kit can do (save for things like pass an item around since this is a personal ability).
- I use a standardized art point system so all arts consume these points to activate.
There's some knock on effects too. So I have different ability scores for instance.