# Knave RPG

Knave is a classless OSR fantasy RPG by Ben Milton that uses fast character creation, slot-based inventory, and old-school problem solving. It is especially useful for groups that want D&D-adjacent dungeon adventure without fixed classes or heavy character builds.

## At a Glance

OSR fantasy • Classless • Slot-based inventory • Fast characters • 3-5 players + GM • Low prep • Best for old-school modules and dungeon campaigns

## Why It Fits

A strong fit for groups that want fantasy adventure with a clear play identity, with character Customization helping define the experience.

## Fit Facts

- Players: 3-5 players + GM
- Session length: 120-180 minutes
- Prep: Low

## Facets

- Genres: Fantasy, Dark Fantasy
- Systems: Old-School Renaissance (OSR)
- Mechanics: Character Customization, Exploration-Driven, Rules Lite, Solo Play
- Decision tags: Beginner-Friendly

## Scores

- Complexity: 4/5
- New GM Fit: 2/5
- Roleplay Focus: 3/5
- Combat Focus: 5/5
- Tactical Depth: 3/5
- Campaign Depth: 4/5

## Best For

- Groups that want fantasy adventure with a clear play identity
- Tables that enjoy tuning characters and expressing concepts mechanically
- Players who enjoy danger, discovery, and player-driven problem-solving

## Avoid If

- You want a very light rules load
- You mainly want short standalone sessions with minimal carryover
- You want the system to stay almost invisible at the table

## Directory Notes

Knave is Ben Milton's rules-light fantasy RPG designed to run old-school adventures with minimal conversion. It keeps the familiar fantasy adventure loop - dangerous locations, fragile characters, treasure, spells, and hard choices - while stripping away classes and long character builds.

## Theme and Setting

Knave does not bring a fixed world. It is meant to plug into dungeons, hex crawls, and OSR modules, so the tone depends on the adventure you run. That makes it useful as a house system for classic fantasy, weird ruins, grim survival, or a campaign where gear and choices define the characters more than a class sheet.

## How Play Feels

Characters are quick to make and easy to endanger. Players spend more time asking what they can do with rope, tools, spells, light, hirelings, and leverage than choosing from ability menus. The GM still makes rulings, but the rules give enough structure for saves, combat, inventory, and magic to stay consistent.

## What Makes It Distinct

The slot-based inventory is the signature idea. What you carry shapes what you can do, and spells take up inventory space like other equipment. Because there are no classes, a character's role emerges from gear, risk, and play instead of being locked at creation.

## Where It May Not Fit

Knave is not ideal if your group wants detailed builds, balanced tactical encounters, or a system that explains every edge case. It shines when players enjoy improvising plans, managing limited resources, and treating danger as something to outthink rather than defeat fairly.

## Links

- Directory page: https://www.ttrpg-games.com/item/knave
- Agent JSON: https://www.ttrpg-games.com/api/games/knave.json
- Publisher or official site: https://shop.swordfishislands.com/knave-2e/
- Reviews or retailer page: https://www.drivethrurpg.com/en/product/250888/knave?affiliate_id=1659151
