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Solid game, great writing, tight rules set. Easily recommend.
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I haven't actually ran this system but it is still one of the most referenced books I have. I mainly use it for the compact random tables. I can quickly find any table I need and roll 2d6.
A problem I have is that as a non-native English speaker, I sometimes don't know the what the words mean. Still, it is an amazing work that helps me immensely in RPG prep and solo gaming.
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I've just run this module as a one shot for two different groups at a company gathering, using Old School Essentials. The groups were comprised of a few RPG veterans, but most players had never played before. It was a blast for everyone involved. This module is fun to run and fun to play. It was a delight to see my groups exchanging their war stories afterwards, and each group had a completely different experience than the other. I can't recommend this module enough, it's perfection.
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I ran Summer's End last night and it was a hit! We didn't do everything on the mountain so we may be returning for a second expedition which will be fun to plan for. All of these one-page-dungeons are great! I want to run Witches of Willowmire, but it doesn't really fit the local area of the game I am running.
After reading this book I am inspired to write my own one-page-dungeons! My players will be going through my first one soon.
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Great book for adventure crafting. Ben Milton has proven himself with years of development to craft this book and it’s a pleasure to apply its tables when creating an adventure for your PCs.
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Maze Rats |
by Adam [Verified Purchaser]
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Date Added: 10/13/2024 08:36:06 |
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Great system, go ahead and just buy Knave and everything else Ben Milton writes.
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I just wanted to pipe in because I've been running A Gathering of Blades. Just one hex, described on one page, contains all the elements for a fantastic adventure. If you have the chance to run it, RUN IT! If you have the chance to play it, PLAY IT!
Don't worry about the details, just start and let the events flow and pieces emerge in play. Riff on what players are doing, let them do whatever they want, get involved in their plans and roll with the punches. The elements are strong, they work together and as a whole it will be very satisfying.
It’s some of the best fun I’ve had running a game. I love that I'm not ruining, sorry, running a module. And that a sense of continuity can emerge from the player’s interaction with the parts. It’s a sandbox where each of the elements are a lot of fun to play.
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Waking of Willowby Hall is a masterfully done work. I have now run it on 3 different occasions. I have ran it both with the authors own system Knave and with Old School Essentials. It worked well with little to no work from the GM to adapt for both games.
Waking of Willowby Hall does an amazing job as a one shot of putting players in an obvious adventure situation with interesting characters and wide open options for them to pursue their own goals. The nonlinear set up and the way that interacting often causes destruction of the Hall itself along with the waking mechanics that the hall has as the giant smashes with his bell leads to no two adventures running the same.
In my experience having run ttrpgs since the early 2000s I would say that Waking of Willowby Hall is probably the best one shot dungeon I have ever had the pleasure to come across. It masterfully uses a clock, nonlinear dungeon design, good layout design and various faction play to bring all the best parts of OSR game play while having enough whimsy to allow me to run for anyone from ages 6 to 60 without worrying about the content.
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I hope to run this at the table some day. But even without, the tables inside are invaluable to any fantasy tabletop RPG.
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I didn't end up making too much use of the rules, but the tables are great and easy to glance over on organised two-page spreads.
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I played this during our camping trip with my 15 year old. We used the Shadowdark system which was easy to convert on the fly. What a fun adventure! Role playing the giant, the goose, and all the NPCs really brought the house to life, adding tension and fun exploration to boot. I made the encounter roles every 8 minutes to speed things up and would consider having an encounter on a 1-2 and the giant interaction in a 3, especially if the players are missing the triggers too frequently. Either way, my son said it was his favorite I’ve run for him and I can say one of the coolest I’ve run while gaining a lot of great ideas!
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Brilliant game and a must have for the tables alone. For fans of the OSR who want fast play and not spending time on spreadsheets, this game is wonderful. The classless system makes character creation take less time than any game I have played since version one. So much in such a short book.
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A book that should honestly be the bar for making a new TTRPG system. with the TTRPG scene being so oversaturated with overly complex books with dictionary worth of words that dont actually help with running a game. Knave 2e is a simple game that can have your players up and ready to play in as little as 10 mins their first time, with the vital rules condensed down into 2 pages you can print out and give to your party.
the layout is easy to read, and absolutely chock full of useful tables not just for Knave but for any Fantasy game, honestly grab it, print it out and chuck it in with your GM kit no matter what system you're running.
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Supremely fun, 3 third-levels did almost everything and defeated all threats. Great and immediately deployable at the table. Maps, art, and organization top-notch.
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Fantastic toolbox for creating grounded fantasy characters in a dangerous world. TONS of random tables useful not just for Knave but for anything else you're running so it's not a bad purchase just for those.
Only downside is there isn't much in the way of guidance for handing out loot. You can do the math based on returned gold for experience, but a bit on general guidance would have been nice.
Otherwise, a great book! Inventory-based characters that are adaptable is a fun take on the dungeon-crawling exploration genre.
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