Knights and Magick
{{Short description|Tabletop role-playing game}}
{{For|the Japanese light novel series and media franchise|Knight's & Magic}}
{{italic title}}
File:Knights and Magick, boxed set.jpg
Knights and Magick is a role-playing game published by Heritage USA in 1980.
Description
Knights and Magick is a fantasy/medieval miniatures system designed for mass or single combat, in individual battles or large political-economic-military campaigns.{{cite book|last=Schick |first=Lawrence|authorlink=Lawrence Schick|title=Heroic Worlds: A History and Guide to Role-Playing Games|publisher=Prometheus Books |year=1991|isbn=0-87975-653-5 |page=189}} The game includes rudimentary role-playing rules, magic spells, and guidelines for use with other RPGs.
Publication history
The Knights and Magick Rules Set was designed by Arnold Hendrick and published by Heritage USA in 1980 as a boxed set containing three 48-page books and a 32-page book, a digest-sized 16-page pamphlet, and a reference sheet.
Reception
Aaron Allston reviewed Knights & Magick in The Space Gamer No. 35.{{cite journal|last=Allston |first=Aaron |authorlink=Aaron Allston |date=January 1981 |title=Capsule Reviews|journal=The Space Gamer|publisher=Steve Jackson Games|issue=35|pages=22–23}} Allston commented that "Overall, I would guardedly recommend Knights & Magick, but not to straight FRP gamers; they would find little of use. Fantasy and historical miniatures gamers will find some innovation and a good deal of resource material."
Lawrence Schick felt that the game was "Designed mainly to sell Heritage miniatures".
Marco Arnaudo in the book Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today said that Knights & Magick "appeared to connect the narrative lessons learned by hobby board games of the late 1970s with the conventions of miniature wargaming that had given birth to D&D. Knights & Magick consists of three volumes of rules for miniature combat set in a world of high fantasy, but its extensive world-building, story-oriented approach, and numerous possibilities for customization, give the design a very strong role-playing feel."{{cite book |last=Arnaudo |first=Marco |editor-last=Kapell |editor-first=Matthew Wilhelm |date=2018 |title=Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today |url=https://books.google.com/books?id=IERsDwAAQBAJ |location=Jefferson, North Carolina |publisher=McFarland & Company |via=Google Books |pages=[https://books.google.com/books?id=IERsDwAAQBAJ&pg=PA93 93] |isbn=978-1-4766-6951-9 |accessdate=2024-01-30 }}
Reviews
- Pegasus #1 (April/May, 1981)https://archive.org/details/pegasus-magazine-01/page/n85/mode/2up