The Knock series of zines are simply fantastic for any tabletop roleplaying game GM and especially anyone running OSR type fantasy. I love them because they call themselves a 'bric-a-brack' and they are certainly that. They have philosophical articles on how games work and best practices, there are fun random tables, there are tons of neat toolkits to import in to any game. And no space is wasted. The dust jacket is covered in tables. The inside covers have other bits and bobs to use. There's a whole chapter on how to up your Giant Spider encounter game.
They are made with love executed phenomenally well.
Much like Volume 1 much thought and love was put into the layout of this small on the outside but much to see on the inside ttrpg leaflet. This volume possesses some ideas and thoughts on having a PC play a crash landed Grey Alien 👽 and I'm here for that. What a fun concept. Reread this here this afternoon.
More monsters, more classes, more tips for world and dungeon building, adventures, cool art, maps, articles, random tables and even more stuff for your OSR and fantasy games.
Same as the first issue there are a few highlights and a lot of mediocrity. Still the essays are generally the best content.
Highlights include: The Master's Words of Wisdom (Arnold K pg 9) Landmark, Hidden, Secret (Anne Hunter, pg 22) Running Out Of Light In A Dungeon Crawl (Josh McCrowell, pg 45) The Anatomy Of A Dungeon Map (Gabor Lux, pg 51) Thief Knacks (Josh McCrowell, pg 74) Istus Take The Wheel (Brent Edwards, pg 131) D6 Hexcrawling (Sandor Gebei, pg 151) Another Fool For Your Adventures! (Vagabundork, pg 155)