Fungal town. A small community, hidden underground. Part of Caverns of the Sacred Fire: https://lemos.itch.io/caverns-of-the-sacred-fire
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Fungal town. A small community, hidden underground. Part of Caverns of the Sacred Fire: https://lemos.itch.io/caverns-of-the-sacred-fire
thinking about what a perfect (for me) fantasy ttrpg system would look like.
a great base system to hack onto would be sword and wizardry complete revised along with the book of options. the classes in that have to me the perfect balance between being simple and easy to pick up while still being clearly distinct from each other. though i would probably substitute in the d6 thief skills from carcass crawler #1.
one thing i do not like however, as sacred as it is in osr games, is the 3d6 down the line attribute generation. or the distinction between attribute score and bonus in general. i much prefer having attribute scores be directly the bonuses and having full control over them. so i would add in something like the the attribute generation in knave 2e, where you start with 3 points to distribute as you choose and then get further points on level ups. though of course that means i have to redo some stuff in the s&wcr classes. i can live with just scrapping prime requisite xp boni completely, but for example what about the monk abilities that only activate at 15 DEX/WIS? i guess they can just activate at +2 but the whole thing would probably need some rebalancing.
i'm also partial to attacks auto-hitting like in mark of the odd games. though of course that has huge ramifications for everything else. obviously it affects how armor works and all AC values have to be redone. but also, what would the to-hit improvements of e.g. the fighter translate into? maybe something like shock damage from worlds without number?
for inventory management, i really like slot-based inventory systems. something like in mausritter is just really pleasing to me.
do any of you have suggestions for how one could fit all this together? anything awesome i missed that should be in there?
https://wilderwhim.itch.io/knave-game-jam-project
Hiya! I took a lil break this month from developing my next Zinequest crowd funder to throw my gay hat in this ring. I did all the illustrations and most of the writing/design. My good friend Wayne of Kismet Games did layouts and came up with the tiny gods fiasco for one of the adventure scenarios. I'm really happy with how our entry turned out and am glad to contribute to Knave's rich gaming tapestry!
My GM Loadout
Knave 2e for characters & core mechanics. Some light houseruling for things like initiative & reactions using community ideas I've read online, in Knock!, and some of my own homebrewings.
jodthecod's Knave 2 character sheet
OSE Referee's tome for monster stats and magic items.
The Monster Overhaul to flesh out NPCs and monsters. Maybe use the statblock if I prefer it over OSE.
To make dungeons, I use the six room dungeon generator. I populate it with traps I've garnered from random tables around the net, most notably 34 good traps. Lots of random tables in Knave to help with dressing & themes, npc motivations, etc.
OSE GM screen has the best art. I use the 2 knave end leaf spreads and some of my own houseruling notes blutacked on the inside.
A5 Binder for rearrangeable campaign notes, tracking dungeon turns, monster HP etc.
I keep all the books and notes I can in a a5 card box from Muji.
Meeples as miniatures when combat gets too tricky for theatre of the mind. Pictured: fighting peryton (donkeys) on a fishing sloop with mercs (white) and sailors (green).
A pint. Makes me dumber. Might be the one part of the setup I should do without maybe.
Brother Oscar, Librarian.
Conservative, severe, guardian of doctrine.
Holds that perseverance is the key to enlightenment.
He’s the only monk permitted to uncover his eyes, on the occasion of reading and writing.
Secretly, illiterate.
https://lemos.itch.io/caverns-of-the-sacred-fire
Tool Tactics
Knave 2e is a classless game with no skills or abilities. Everything is diegetic - if one of your two careers was that you were a sailor, it's safe to assume you're good at sea stuff, ropes, etc.
I like to distance myself from the 5e playstyle, but I gotta admit, feats and classes are a guilty pleasure. It's not great when your entire character sheet is full of abilities you need to navigate (and it's good to avoid the pitfall of if you DON'T have the lockpick feat, you CAN'T attempt lockpicking). But just a little something you can pop off is fun. I imagined these like commander abilities in wargaming, which are always limited. When to use it as a limited resource is a tactical decision, which is what games are all about.
Wilderness Travel - As a dungeon
End of last session, I gave my players *A Quest*. Whole nine yards, given to them by Baron Blacktow himself at their first meeting. High stakes, potential for action and diplomacy. Yes, very fantasy template, but I'm not writing alternative fiction here, I'm rolling dice with some blokes in a pub after work. Basic-bitch tropes save time and get everyone on the same level straight away. Anyway.
Eh....
I've lost interest in this campaign for rn, but I'll probably start a whole new one to get back into the swing of things. We'll see