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Showing posts from August, 2025

Intersections: Corners, but Better

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I thought a lot more about corners. In the last post about them, I highlighted a lot of issues around dealing with corners I hadn't figured out yet. I think the most glaring of which is what to do in a natural cave. Maybe you could try measuring angles or something, but there would probably be too many, and more importantly nobody wants to measure angles on a dungeon map. Corners are also pretty nebulously defined. I still don't have a good definition. "Trust your gut" is the best advice I can offer, and that's not good enough. I stared at dungeon maps and counted corners for a while. The spread between different types of modules was pretty wide, and I came to the conclusion that they're a pretty poor metric upon which to base the frequency of random encounters. But I noticed that some of the corners were the result of intersections in dungeon hallways, and I think they may be a much better substitute. Hallway intersections are just begging for traffic, where...

Crafting using Knave 2e Careers

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EDIT 8/18/25:  This post was originally intended to be a part 1 of 2, and the second part was intended to go over pricing for crafting. But I really couldn't come up with anything terribly complicated, so I've just attached it to the end of this post and revised the conclusion. I have also removed the ability to create magic items, this crafting system only really works for the mundane. The more I run Knave 2e, the more I keep finding places it lacks things I want and need. Some of the time this is frustrating, but I'm finding mostly it gives me fun opportunities to find or homebrew procedures the way I think they should work. Crafting has come up in the campaign I'm running in the last few sessions, so in the moment I adjudicated a very simplistic and not terribly interesting procedure to handle it. Now I think I have the fundamental structure of a much better defined procedure that's still vibes-based enough to be fun for all of us. Also, while I am designing this...

Corners

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I agonized over the title for this one. It is difficult at this point of conception to succinctly condense my thoughts into something pithy though, hence the length of this post. I was mostly inspired by Dwiz's post Advanced Darkness ; I recommend you read this first to understand the rationale behind the 10' light radius that will be used as a fundamental part of this new framework. Corners Anyone who has played Counter-Strike or similar games understands the tactical problem which going around a corner presents. A corner can be one of the biggest obstacles in that game because of a simple fact: the person who rounds a corner is at a severe disadvantage against anyone around that corner who is standing still and watching that corner. This is due in part to a couple of mechanical factors in Counter-Strike which I won't go into detail about here, but it is largely due to the fact that there is no easy way to perceive or interact favorably with potential enemies around a corn...