This page collects thoughts on what MyRPG can learn from [Knave 2nd Edition](https://questingbeast.itch.io/knave-second-edition) by Ben Milton (Questing Beast).  
**Note**: Based on the published rules and previews plus [Beau Rancourt's analysis](https://rancourt.substack.com/p/analysis-knave-2e). I have not run a full Knave 2e campaign.

## ✅ Worth Adopting

### Slot Pressure (Soft Version)

Gear competing for space creates real choices (armor vs. torches vs. loot). MyRPG takes the *soft* version: carrying too much may impose **Stress** or **Exhaustion** at the GM's discretion—no full slot grid.

### Wounds That Force Choices

At 0 HP in Knave, harm costs you options. MyRPG already has Serious/Critical thresholds; a mild version could have a **Critical wound** impose a named condition or make a piece of gear temporarily unusable.

### Career / Background Loadouts

Knave hands out starting kits by career instead of shopping lists. **Adopted:** the handbook now uses [Background Starting Kits](/rules/backgrounds/). Domains give powers; Background gives your stuff.

### d100 GM Tables

Dungeons, regions, factions, spells. A great candidate for a separate **GM Toolkit** module, kept out of the core rules.

### Utility-First Magic

Many Knave spells solve problems rather than deal damage. Push [Thaumaturge](/rules/domains/thaumaturge/), [Theurgy](/rules/domains/theurgy/), and nature spell lists toward utility.

### No Checks for Common Knowledge

What your Background or Domain would know, you know. Roll only when information has to be *sought*. This matches the [Aspect](/rules/aspects/) philosophy.

## 🎓 Lessons to Learn

- **One competing resource focuses play.** MyRPG already has Action Load and Stress. Don't add a third scarce resource unless it replaces one.
- **Big, clear modifiers beat tiny ones.** Knave's ±5 is the cousin of our Advantage/Disadvantage on d4 pools.
- **Treasure-as-progress shapes behavior.** XP-for-gold makes exploration the point; MyRPG's narrative Tier requirements already do this, with combat as one path among several.
- **Hazard die: elegant, but noisy.** If we use one, make it **one check per meaningful stretch of time**, not several per watch.

## 🚫 Do Not Adopt

- **Weapons breaking on a natural 1** as a default
- **Wounds filling every inventory slot until death** as the default death spiral
- **Ration and torch depletion roulette** every watch
- **Carousing XP** and comedy mishap tables as core rules
- **Classless "anyone can cast"** play that flattens Domain identity

## 📝 Takeaway

**Steal slot pressure, GM tables, and career kits. Leave the attrition roulette and weapon-break lottery alone.**
