Thursday, August 15, 2024

Knave 2E Solo - Final Thoughts

So, yeah. Rolling on tables in Knave 2E to imagine a bit of solo adventuring can work. I enjoyed it pretty well. I will say that I am glad I didn't actually have a combat. The idea of rolling traditional D&D style combat back and forth for myself and a group of monsters doesn't appeal. 

I actually think that would be pretty boring. I enjoyed the process of interpreting the narrative prompts to create the things that Piers saw and what they did. Actual rolling to hit and damage over and over ... not so much.

I will say there is a bit of a disconnect between rolling the dice, looking up the results, and then interpreting the results. I got to the point where I would roll several sets of numbers, then look them all up at once, then start writing. It worked out, but I wish the process had felt smoother.

  
  

I forgot to look at my character sheet, because it was just one more thing to try to juggle. That's not Knave's fault. The game isn't designed specifically for solo play. All the tables are meant to help a GM to prepare to run a guided adventure. For that, this game is perfect. I think you can use it to help prep for any dungeon crawling fantasy adventure game.

Am I going to do more solo adventures? 

Probably not with Knave. I don't like the inventory restrictions for solo, but they are pretty ingrained into the game's systems. (As I said, the game isn't really meant for solo play.) Also, I know I wouldn't want to try to run a combat. Although if I did, Knave would probably be one of the easiest to handle.

It might be time to try a game that's designed for solo play and comes highly recommended by the community at large. I don't want combat, so I think I may enjoy playing a "journaling" style game. I have read some really good things about Colostle by Nich Angell. I think I may give that one a try.

  

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