I just accquired a set of these rules from Ebay. On an initial glance they seem fairly interesting. There are even conversion rules for D&D. Anybody ever play these or have some observations about them?
Knights and Magick is my ruleset of choice for miniatures. It's awsome. Not too complicated but robust enough for interesting battles and flexible enough to adapt to Role playing - there are even guidlines for doing so.
The chief designer was Alan Hendrik - same fellow who did Crypt of the Sorceror and same one who wrote that early review of D&D that prompted Gygax to attack his character in a SR rebuttal.
Yeah that's a great score. K&M was my first minis rules set--its something like five books total, right?-- and remains a personal favorite.
The whole 0-14 range for die rolls (roll a d6 and a d10) is a little strange, but manages to work. I like how it blends in weapons against a simple armor system for a smoother system than the attempt in AD&D.
But it's the campaign rules were the whole thing shines.
I was involved in a short-lived effort about four years ago to put out a second edition of the rules, but it ran out of steam as the rules were ultimately considered way too old school by some of the other parties to be of interest to a wider audience. Perhaps now is the time?
Btw the K&M game designer, Arnold Hendrick, was also the designer of the Microprose classic Darklands and it shows in the attention to historical detail (there is a big section in K&M on heraldry and other campaign details).
This weekend is Enfilade, the Pacific Northwest's miniature convention. I'm hoping to pick up some more medieval stuff to fill out my armies. Figures, the one bloody thing I DON'T have are enough cavalry.... Plenty of Normans, but not so much the later knights.
Speaking of things old school, check out www.baronyminiatures.com. Max Carr is sculpting and producing new 28mm medieval miniatures! I plan on making numerous purchases myself! For those who don't know Max Carr sculpted many of the old Heritage miniatures. His new stuff looks like the old Heritage figs too!
Post by vladtolenkov on Mar 20, 2013 9:29:55 GMT -6
I'm probably going to pick up the pdf as well.
I guess the guys at the Gaming Game checked around with all of the folks who bought Heritage's IP/miniature stuff and nobody had purchased Knights and Magick because Heritage didn't consider the rules to be of any value--thus they weren't part of the selling off of their stuff. None of the folks who bought Heritage's IP had any objection to these guys republishing the game. So the only person who could object is Heritage and they haven't existed as an entity for nearly thirty years. So. . .good news for us!!
I bought a copy of the .pdf as well, for convenince, although I am fortunate enough to still have my 1982 hardcopy. We had a smallish skirmish, about 50 figures total, on a 3x3 setup this past Saturday. I haven't got a full battle report with additional pictures on my blog yet, but there's an overview shot here: sharpbrush.blogspot.com/2013/03/knights-and-magick-game-in-progress.html
I don't see why not. The game doesn't include suggested stats for all D&D monsters, but you should be able to do something with the usual character races, humanoids, dragons and mythological monster types.
So, K&M in hardcover was one of my acquisitions when lulu had it's 50% off sale. I havn't delved into it in earnest yet. I've only read the Basic Rules section so far and have perused the rest. I really like how complete the set is, even giving guidelines for painting figs, conversion notes for D&D, and an extended section on running campaigns.
It's written in a vague manner when it comes to scale though. I know it's intended for Heritage's 25mm line, but it isn't clear what they use as a ground scale. They even give minimum basing requirements in mm and movement speeds in inches, but no suggested ground scale. For you guys that have run games using K&M, what are you using? Also, are these rules intended for 1:1 or can they be used at a greater scale?
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