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An adventure by Shannon Stevens, level irrelevant.
…because written for Knave 2E Ah. Right. Knave. I find the initial offering of Knave to be interesting as a thought exercise, although of course not nearly functional enough to be a full game. Knave got itself a second edition to make it big enough to be fully playable, but that seems like a compromise pleasing to no-one. It’s no longer simple enough to be immediately picked up at a con or wherever, but it’s also awkward when tried to be run with more. At least its license is built for art projects. Hey look, it’s an art project. Godhead is a sixteen-pager for a village and its attendant two-level, thirty-key dungeon, loaded with a lot of gotty art and plenty of color design. There’s a lot of Format Work that went into this one, with each key having a normal section and some added bits of DM offset, different 1-column, 2-column, or 3-column formats depending on where they’re placed. Village map is scrawled and the dungeon maps are isometric, loaded with someone’s hard work. NPC cards have portraits. Monsters have illustrations. There’s a load of effort that went into this, and it shows. The story is a variation on a standard, “locals in trouble because an adventurer messed around”. Little village beneath an abandoned and haunted temple to a god of change/corruption is having issues with mutations, made especially bad because a thief broke in and stole the gemmed head of a statue. Thief got himself horrifically mutated to death while he was trying to pry jewels off the head. Now the headless body is wandering around down there about to heat to supercritical and blow up the mountain. Like you do. Go up there, loot the crap out of the place, and return the head kplz and thank you. What I liked on the outset is the premise. I dig the stolen idol head, I like the idea of it mutating anyone who tampers with it. Moving on to the map, it’s isometric, which as usual doesn’t do a lot, but I like that there are two levels which have multiple connection points. I’m particularly fond of a fountain with a crack, drained, with coins in it, that’s brittle…that’s a treasure, a trap, and a means of level traversal all at once, good design. The layout is simple but there’s definitely some fun to be had exploring… …which leads to the first of what can be improved, namely, “give me a dadgum 2-D grid map”. Art needs are overriding practical play concerns there. That’s a general theme, actually, most things here are more focused on style than substance. Tons of detailed mutations describing all kinds of weird-looking horrible warps…and all the effects are just +/- a given stat. See? We’re looking at the aesthetics, not game mechanics. Monsters are similar, all goopy and weird but not very complex tactically. Improvement here would look like starting with all art removed and figuring out how these things PLAY, particularly long-term. So I guess the actionable advice might be “just design this for B/X”. Sadly, this all means our best use case remains “use it for a Knave one-shot”. Extracting the bits and bobs takes all artistic gloss off them and reveals there’s not much “there” there. It’s an adequate little dungeonlet with a nice goopy hook, but otherwise it’s not something to be mined for parts. Final Rating? **/***** with another half star if you enjoy the themes. It’s a perfectly cromulent little dungeon but I don’t think it’s going to lead to very memorable play at the table.
5 Comments
Prince
6/29/2026 05:36:33 am
Thank god we have three fucking competing systems allowing us to simulate the experience of being perpetually stuck at level 1.
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Jacob72
6/29/2026 01:11:58 pm
That's still probably fewer than the number of restatements of Basic D&D.
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Jacob72
6/29/2026 01:08:38 pm
Yeah, that map looks very annoying. I think isometric maps have a place, but only as an individual room map, not the entire dungeon. I'm thinking of the use of isometric views made in slavelords module A1.
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B Gibson
6/29/2026 07:46:51 pm
My general rule of thumb is that isometric maps are for handing to the players. They are interesting and useful objects d'art, but they are a pain for the crunchy actually running at the table thing.
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Jacob72
6/30/2026 02:09:43 pm
Yes, I agree. There could be more use made of player handouts. I always felt thst the TSR era modules had art that it was useful to show the players but that doing so ran the risk of revealing information to them. Now with pdf it's a lot easier to manage. Leave a Reply. |
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