Prince Valiant : The Storytelling GameŽ
A
roleplaying game written by Greg Stafford, published by ChaosiumŽ in 1989.
These remarks copyright 1997 by Steffan O'Sullivan
This page last updated August 7, 1997
Prince Valiant is a very rare game: a
roleplaying game with an emphasis on storytelling aimed at novice GMs (and
players, of course - though any RPG can introduce novice players to the hobby
if the GM is experienced). Unlike other games which pretend to be aimed at the
novice GM, Prince Valiant really works.
Setting
The setting is, of course, taken from the long-running comic strip of
the same name. The excellent artwork is by Hal Foster, and adds much to the
book. Prince Valiant takes place in a semi-historical world of
Arthurian times, so the scenarios are sufficiently common enough to be
accessible to most modern Western people. It's low magic, to say the least:
there are magical events in the setting, but they are rare. Most such
manifestations are pseudo-magic: fakery, psychological trickery, whatever. The
same with monsters: there are some dragons and trolls, but most creatures are
real-world animals. Still, there's enough otherworldliness about the game to
appeal to one's yearning for the fantastic, without being drowned in it.
Character Creation
The actual game mechanics are deliberately simple, and work very well. There
are only two attributes: Brawn and Presence. These stats range from 1 to 6, and
PCs start with seven points to distribute between Brawn and Presence as they
see fit. Brawn covers all your physical traits, and Presence your mental and
psychic traits.
There are numerous skills in the game, but all are fairly broad skills. These
range from Arms (combat weapon skills) to Riding to Healing to Fellowship to
Glamourie (manipulative skills), etc. A PC starts with nine points to allot to
six beginning skills. As with attributes, skills range from 1 to 6. Sometimes
you add your attribute and skills, other times you just use one or the other -
the game gives very good guidelines on when to combine them and when not to.
Action Resolution
The book goes into very good detail, using artwork from the comic strip
in very clear style, to illustrate just how the new GM should handle action
resolution.
And fortunately, it's simple: the GM sets a task difficulty from 1 to 5
with 1 being a very easy task, 3 being a normal difficulty task, and 5 being a
very difficult task. The GM then tells the player which attribute/skill to use,
and the player throws that many coins. Each head result counts one, each tail
result counts zero. (If
you find tossing six coins to be awkward, you could roll dice: each odd number
equals one, each even number equals zero.) If the player has enough heads
showing, his character succeeds at the task.
For
example,
if your Presence is 4 and your Oratory skill 2, you would throw six coins to
stir an audience to your cause. If you were a fighter who had put all his
points into Brawn and physical skills, however, you might have a Presence of 1
and probably no Oratory skill at all: throw 1 coin. You'd have a much tougher
time swaying even a sympathetic audience to your point of view. The number of
heads needed to succeed would be set by the GM, based on how friendly toward
your cause the audience is to begin with. A very easy audience to win over
would only require 1 head, while a very difficult audience would require 5
heads.
Conflict between two characters is handled by
comparing results against each other - who throws more heads - as opposed to a
set difficulty level. Hits in combat reduce your coins, so it gets harder and
harder to win the more wounded you are.
Fame
There is a big section
on experience, which is called Fame in this game. You get to add or raise a
skill with a certain amount of Fame, but there are other game effects: crowds
gather when you come to town, if you have enough Fame. Brigands run away from
an area before you even get to fight them. You get challenged to a joust by up-and-coming
young knights, eager to prove themselves, and so on. Very nicely done.
Game
Mastering
Storytelling is
emphasized, and there's a large section on how to maintain a storytelling
atmosphere. This is recommended reading for all GMs no matter what game
you run.
The book includes basic
rules, advanced rules, optional rules, world background, an extensive section
for a new GM on running a game, lots of illustrations including a castle plan,
a map, sample characters, blank character sheets, twenty sample adventures, and
more.
Summing
Up
Although out of print,
you can still find Prince Valiant, and I recommend you pick up a
copy sometime. Young people are constantly growing into the age to be
introduced to the hobby, and this is one of the best games I know for doing it.
It allows them to be heroes, avoiding the World of Darkness trap, and is so
simple they concentrate on playing the role, seeding good roleplaying habits
that should last them the rest of their lives. Recommended.
(Note:
it would be a piece of cake to translate the attributes, skills, and setting to
Fudge. The only reasons to
do this would be if you prefer word descriptions of trait levels to numbers
[such as being "Good at Arms" instead having "Arms 4"], and
to use the Fudge 4d3 system, which I feel is superior to the binary
system of Prince Valiant. But these are minor disputes with the system -
it's really fine the way it is, and is one of the few RPGs I would run
as is, without converting to Fudge!)
Prince
Valiant the Storytelling Game is the Registered Trademark of Chaosium Inc., and
is used with their permission. Chaosium Inc. is the Registered Trademark of
Chaosium Inc.