I recently finished a campaign of Knave Second Edition, and I think there’s stuff to say about it. This isn’t a review per se – neither of Knave 2e nor of the material that saw play during the campaign. Rather, it’s a retrospective at how the various bits and parts that contribute to a campaign metastasize and create emergent situations and game/fiction situations.
The campaign began when the usual Friday group (me, Paul and John) were looking for stuff to play before John planned on launching us in the Reft Sector in a game of Traveller. I had recently received the PDF of Knave 2e (the physical copy should come by soon!), and wanted to make use of some of the piles of OSR and OSR-adjacent stuff I’d collected over the years. Frankenstein them together for a fun game, set on the planet of Hisagol in the Tapestry. Hisagol has pretty much become my quasi-Renaissance, chaos magic-infested adventure-friendly setting.
There were two major modules I’d wanted to run for a quite a while: Charles Avery-Fergusson’s Into the Wyrd and Wild Second Edition and Sean McAnally’s Times That Fry Men’s Souls. The former is a comprehensive and highly modular source for running adventures in a hostile and weird woodlands setting, while the former is an OSR take on the New York theater of the American Revolution. Times’s setting was tweaked to remove it from the specifically North American context and into the quasi-Renaissance, Warhammer Fantasy Roleplay-inspired sensibilities of Hisagol. The premise was straightforward: the players would start at one end of Times‘s excellently stocked hex map with a map to treasure on the other end – and those hexes would be part of a wilderness based on Into the Wyrd and Wild. Lastly I wanted to use some beasties from Fire on the Velvet Horizon.
A kind soul on Mastodon helped me create a blank and modifiable version of Times‘s hex map, from there, it was just a question of skimming through the hex keys, adjusting as need, and peppering in other material. That part was a lot of fun, and relatively little needed major overhauling. McAnally’s work here is superlative; practically every hex is stacked with adventure material that is neither convoluted nor contrived. Threads connect various hex contents, to be pursued by the players if desired. While I filed off some of the specific details on North America of circa 1777, even that couldn’t take away from the potent situations seeded across the map. I peppered in some dungeons and other more customized encounters and locales without much friction at all.

Setting Off
The implied setting of Knave 2e is one of gritty, dirty adventure. Adventurers aren’t clerics, paladins and wizards; they’re ratcatchers, pit fighters, highwaymen and itinerant musicians. While the systems allows for a tailored character, the tables are just too fun to not roll. And so our heroes Pascal (played by John) and Leif (played by Paul) were born. Paschal was a botanist and cultist, sole survivor of a mass suicide ritual gone wrong, and looking to strike it rich in Elatri. Leif was an astronomer and musician, a suave and largely level-headed and sensible man who did not share Pascal’s enthusiasm for the occult and the magical. They were a great pair, and the banter between them, courtesy of John and Paul, was fantastic. To keep with the slight Renaissance theme of the setting, we imported some rules for gunpowder weapons from an issue of Carcass Crawler too. The flintlock gun quickly became a treasured item, not least because shooting it triggers morale rolls in nearby animals and beasts unacquainted with the horrors of modern human weaponmaking.
Knave differs slightly from its predecessor and from many other OSR games in that it has very streamlined and clear processes for exploring and traveling in both dungeons and hexes. The game knows what it wants, and it delivers with confidence; its procedures are neither intrusive, prescriptive nor overly detailed. If more detail is desired, it is intuitive and easy to add. But the system fundamentals are rock-solid. They are not simulationist in the traditional sense. Time is broken up into discreet units that can be spent on sundry adventuring actions, but after each time slot is spent, a hazard die is rolled. The hazard die is a d6, and the roll can inflict a variety of adventuring miseries and mishaps – or it can inflict nothing at all.
The hazard die table in this game is a masterpiece. Much of it is for one very specific reason: it presents plausible thematic outcomes and results, but lets the specifics be dictated by the fiction and the context of the adventure and the situation at hand.

I think Knave solves one of the bugbears of OSR procedure design this way. Many similar tables and procedures fall into one of two traps: They either try to account for everything and become bloated, tables within tables, subsections within subsections, subject to modifiers and so on; or they become so general and bland that they don’t actually inspire anything the Referee couldn’t come up with on their own in the moment.

Where Knave‘s procedures triumph is that they are always impactful and they interface with whatever adventure or module you’re running incredibly smoothly. Chances are most overland regions and dungeons come with an encounter table – and it slots right in. Special conditions about weather, wild magic, roaming airship pirates, the lot? They too combine smoothly with the Knave hazard die results. What doesn’t refer to the module specifics are easily recognizable as sensible dangers or events that might hit adventurers; food going bad, torches going out, fatigue. It’s a positively brilliant piece of design, and it makes running Knave a breeze. Low prep too!
Furthermore, the hazard die ensures that the Referee is always playing as well. I never quite knew what was going to happen, but was aware of the general scope of possibilities. It was wonderful.
And what made it even more wonderful was how packed with content the hexcrawl of Times That Fry Men’s Souls is. Sean McAnally does several very clever things in writing these snippets; there are evocative (but not intrusively poetic or abstract) descriptions of situations that can go any number of ways depending on player decisions. And there is a lot of “at the Referee’s discretion” sprinkled in, ensuring that A) no two crawls will ever be quite the same; and B) there are blanks to fill out if the Referee desires. I certainly did so in a fair number of situations. Sometimes the text will refer to other tables in the book, but again, it’s very easy to slot other content in and out as needed. For instance, I used the module’s weather tables, but random items were sourced from the Knave rulebook’s set of tables. No trouble at all.

The PCs plodded along, adventuring and even delving a bit, to gather resources and coin to hire extra muscle for their trip into the Weald of Spite, where they knew of a treasure spot. I got a chance to employ one of my favorite beasts from Fire on the Velvet Horizon by Patrick Stuart and Scrap Princess – the potemkinmen. Wonderful little weirdoes that make mocking simulacra of the human world they observe, peppered with traps, but beyond that, possessing little true intelligence. They are a joy to spring to bring to the table. Monsters with great intelligence in some areas and very limited intelligence in others are always a hit with me, as they tend to create situations where normal logic is bent, but not broken. Potemkinmen are great fodder for OSR-style challenges of lateral thinking and in-fiction puzzle solving and cleverness.

The Woods Do Not Care For You

Eventually Pascal and Leif arrived at the outskirts of the Weald of Spite with hirelings in tow. They had gathered quite a little entourage of torchbearers, cooks, and sundry hired muscle. And upon the threshold of the woods, we shook things up a little bit.
Charles Avery-Fergusson’s Into the Wyrd and Wild is a fantastic, and I mean fantastic, book. It is written in a system-agnostic fashion that makes it easy to use in rules-light games, but might require some more fiddling and prep if employed in a crunchier game. For Knave, it was perfect. Upon entering the accursed, strange, hostile, borderline eldritch woods, we discarded the travel procedures from Knave and cracked out those from Into the Wyrd and Wild. Here, things are harsher. Fatigue and foraging mean more, and the conditions of fatigue, thirst, delirium and madness you can accumulate are more punishing. Travel is done in a point-crawl kind of way, with trails of various kinds connecting places of interest in the woods.
This change in rules framework worked as I’d hoped. It hammered home the point that the Weald of Spite was part of the capital-W Wilds. Here, things work differently. The hunger is worse, the wind is more bitter, the rests less safe. The characters had left the relatively known and entered into something like an otherworld, and that otherworld did not care them in the slightest. The players had been sensible enough to do some proper preparation and were spared some of the worst vagaries of what Avery-Fergusson’s nightmare wilderness could have inflicted upon them, but the mood was still palpably different.



Just a snippet of all the good stuff in this beautiful book!
Into the Wyrd and Wild presents a lot of modular options that all reflect its overarching theme of “nightmare fairytale eldritch woodland”. It encourages you to pick what you need from its menu, and I can see myself using some of its survival rules, its monster-hunting minigame, and some of its monsters in other contexts. But the entire thing is such a cohesive experience with such a clear vision that it almost seems a shame to cherry-pick. I did, of course, cherry-pick, but overall I didn’t take anything from outside the book. Because why would I? This book packs a punch in terms of content. The monsters are wonderful and creepy; the point-crawl generator is wonderful and the huge menu of things to encounter and interact with all come together and represent the book’s vision so eminently. I did change some things, added and embellished, tailored and customized as needed, but that’s the whole point of emergent play anyway. The kernel of everything that happened during the players’ trip into the Weald of Spite was Into the Wyrd and Wild.
On future adventures on Hisagol, I’m definitely going to keep using this book to flesh out the spots of strange and horror-tinged Wilds that dot the planet’s geography.
The Moral of the Story
I sometimes find that a lot of online discussion of OSR and RPGs in general emphasizes the tangible products of our hobby. Adventures, settings, modules, rulesets. The emergent and transformative aspects of actual play shouldn’t be afterthoughts – they are the magic that bring all these wonderful items to life. I think it’s important to emphasize the non-theoretical and non-product-oriented sides of our hobby as well. Actual play, with the people we care about, in games we that love, is where the promise of all that good stuff on our shelves get actualized and realized. It’s where the game is. And a what a game it can be when all this material created by a wonderful community of imaginative souls coalesce in new and unexpected ways. I think that’s pretty cool, honestly.













