Monday, January 18, 2021

Good Knight Sweetheart

Just before Chrimble I was sent a review copy of Gabriel Ciprés' role-playing game Space Knights:

Space Knights is a science fiction roleplaying game about alien invasions, mighty warriors and desperate battles in the dark future. The player characters in Space Knights are no individuals but the companies of an Order of Elite Warriors in a time when humankind has spread through the galaxy and fights for survival. Space Knights uses a PbtA-based system and contains everything you need to play.


Space Knights is a pastiche of Warhammer 40,000, in particular the fascist warrior monks of the Space Marines. The game is short, consisting of 10 pages, which includes a cover and a credits/introduction page. It can be purchased at the very reasonable price of Pay What You Want from Drive Thru RPG.

I haven't had a chance to play it, so these impressions are based on reading the pdf. Don't hate me.

The Good

  • There are a number of rpgs out there that put you in the power armour of a Marine of Space, but in my experience they tend to focus on individuals. Space Knights instead puts players in the roles of entire companies, which is an interesting approach. (Of course, the Warhammer 40,000 tabletop game has the same sort of perspective, but that's not an rpg.)
  • The system -- which is derived from Apocalypse World -- is simple and leans towards storytelling rather than crunchy detail. It seems like it would be quick and elegant to play, and again it is an interesting approach to a game that is about blokes with guns shooting each other. Roll 2d6, with partial success at 7 or total success at 10, applying modifiers or rerolls based on a company's unique traits. Bosh! That's it!
  • Despite its length, Space Knights is full of flavour, and the writing captures the theme well. There is not much in the way of fluff or background, but all of the little mechanical bits and pieces capture the feel of doomed heroes -- or perhaps they are religious extremists, or perhaps they are both -- on vast crusades, risking not only their lives but their souls. I suspect that in part the game is relying on evoking my own experiences of the 40K setting, but even if that is the case, there is some skill in that.

The Bad
  • The game gives examples of Space Marine chapters Space Knight orders and some sample missions, and there is a section of random table to generate mission details, but the game is a bit fuzzy about what happens in a session and what the players are supposed to do. In other words, how the game works is described well, but how it plays is not. Is it designed for one-shots? Can it be used to run a campaign? You can work this stuff out by reading between the lines but a bit of guidance would be handy.

The Ugly
  • There is almost no art in the game, but I can't criticise it too much for that. Space Knights is a Pay What You Want indie rpg based on a well-known setting that already has four decades of art behind it, so it's a very minor issue. You don't need Ciprés to draw a Space Marine, because everyone knows what a Space Marine is and if not it's only a Google away. To be honest, I'm only mentioning it so I have something to put in this section.

All in all, I recommend Space Knights as a fun little game that would fill an evening of play, and brings a new perspective to the experience of playing a power-armoured religious warrior. I have some questions over whether there's anything more to it than a couple of hours of play, but those couple of hours should be fun enough. Assuming the Emperor hasn't banned fun, obviously.

If I get a chance to play Space Knights, I'll update this post -- or write a new one -- about how it went.

2 comments:

  1. Wow! Thank you very much for the review, Mr Green! It means a lot to me.
    I take note of your observations. I am working in a 2.0 version with all the feedback (wich is incredibly hard to get) and definitely is going to be a longer How to Play section.
    I will do my best with the art (the watermark guy is mine!) and try to add more.
    The original idea was a true Space Marine Chapter simulator but as the idea grew, I made it generic. You create your own universe with the table in the end so your Space Knights can be as close or as different of space marines as you wish.
    Thanks again

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    1. Hey, don't worry about the art! You definitely don't need art in the book, and I only mentioned it so I wouldn't have an empty section in my review!

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