Nocturnal Media plans to release a new, full-color edition of
designer Greg Stafford’s Prince Valiant: The Storytelling Game through a Kickstarter campaign. The news inspired my nostalgic
memories of the game back when it was first published. I found a copy
shortly after its release, immersed myself in its rich Arthurian
legend and vivid artwork, and used it to satisfy my established
gaming group and entertain a few casual gamers. It’s an
oft-overlooked introductory game that uses basic yet elegant
mechanics, offers a rich setting, and provides plenty of suggestions
for novices. Although I’m on the fence about backing the
Kickstarter edition, I heartily recommend it to anyone seeking a
light roleplaying game with a legendary setting ideal for both
experienced gamers and those seeking to explore the roleplaying game
experience.
The original 128-page softcover rulebook looks pretty standard for
games of the late 1980s and early 1990s, with a few outstanding
innovations that still resonate today. After the “One Page Prince
Valiant” rules – an almost scripted walk-through of a brief
adventure using pre-generated knight characters – the book covers
the usual territory: the obligatory “What Is A Storytelling Game?”;
the basic game rules (including character creation, core mechanics,
and the “Fame” section central to the game); a good guideline
section discussing player goals and lots of useful storytelling tips;
advanced game rules for experienced gamers to add greater depth to
their experience; and a reference section covering the Prince
Valiant setting and its major characters. As introductory game
rulebooks go it’s fairly traditional, going into detail expounding
about rules and specific situations even within the basic game
chapter...and yet it all still works, at least in the hands of a
seasoned gamemaster.
I found a lot of useful material both in the mechanics and
setting. It’s clearly a skill-based system – not a
class-and-level system – but with simplified and quite fluid
function. Each character has just two stats, Brawn and Presence, with
a handful of skills to select; skills can function under either core
stat depending on circumstances, a nice touch to someone used to
rigid lists of skills tied to particular attributes. Task resolution
works on simple success/failure of a coin toss, with players using a
number of coins equal to their relevant stat, skill, and other
modifiers. The “Storytelling” chapter is among the best
roleplaying game toolkits on the subject I’ve ever seen. For
experienced gamers the “Advanced Character Creation” chapter
expands on the main concept that all characters are knights. It
allows for a host of diverse occupations and skills and addresses the
pesky “female adventurers” issue the setting naturally invokes
(more on that below...). The setting resources offered in “Background
to the Game” seem brief but cover the core characters in both the
Prince Valiant comic strips and the Arthurian legends. The
book ends with a host of one-sheet adventures succinctly outlined
with key story elements. I love one-sheet scenario materials like
these, even if they seemed all the rage back in the late 1980s,
because they provided a loose story structure in which the characters
could act and grow. Throughout the entire rulebook Hal Foster’s
amazing artwork in black-and-white enhances the pages, offering
visual inspiration for settings, characters, and plots while bringing
the Arthurian tradition to life at a personal, character level.
Was Prince Valiant: The Storyteller Game perfect? Looking
over it now it seems oddly rules-heavy with extras for lots of
specific fiddly bits not expected in an introductory game: a host of
modifiers for various elements like fortifications, horses,
locations, and weather; rules for mass combat; advanced character
traits; and, despite a host of excellent artwork, some page spreads
that seem like walls of text. I’d love to see a streamlined
“quick-start” packet with core rules, pre-generated characters,
some blank character cards, and a starter scenario or two, beyond the
one-page, almost step-by-step instructions for running an adventure.
Yet the game managed to introduce a different style of play from the
hack-and-slash fare of the time; it clearly articulated storytelling
aspects and such abstracts as “fame” as an experience concept.
A new edition of the game – even if primarily a reprint with
full-color artwork – is better than hard-to-find original editions.
Prince Valiant: The Storytelling Game remains relevant as both
an introduction to roleplaying games for beginners and a full
experience for seasoned gamers seeking to adventure in the classic
Arthurian tradition. It’s been out of print for years; the
Kickstarter edition can help make it accessible to a new generation
of gamers.
Although I’m glad to see this classic, introductory roleplaying
game return in a hardcover, full-color format, I’m on the fence
about backing the Kickstarter campaign for a personal copy. I already
have a well-loved copy that’s seen actual play, something that
inspired me in my drive to find and create more introductory,
newcomer-friendly roleplaying game materials. I like full-color
gamebooks, but I found (and still find) the crisp, black-and-white
line art extremely inspiring without full-color enhancement.
I don’t recall exactly when I picked up my copy of Prince
Valiant: The Storytelling Game, but it was shortly after its
release, either in December of 1989 or 1990. I found it while
browsing the shelves at a branch of The Compleat Strategist on the
Rockefeller Center concourse (an amazing and no-doubt short-lived
location) during a holiday excursion to Manhattan. I didn’t
hesitate to buy it. Introductory games have always intrigued me both
as a player and as one who’s always sought new ways to introduce
newcomers into the gaming hobby. I studied Arthurian legends for a
bit in college and always enjoyed any related media I could find.
I don’t remember when exactly I ran it in the three years
between college and my stint at West End Games – whether it was
before or after my very successful summer-long Star Wars
Roleplaying Game campaign – but it served as a fun introduction
to gaming for a few outliers to our regular group as well as an
entertaining diversion for my more experienced gamer friends. I
recall running it for friends home from college for the holiday
break. We tried using coins for task resolution, but quickly
defaulted to using dice with results of 1-3 as tails and 4-6 as
heads; tossing actual coins got very loud and troublesome as they
scattered across the gaming table. I still have my game notes and the
index cards we used for character sheets, including the player
roster. It shows a wide diversity on several levels: a mix of male
and female players; a range of characters, from the traditional
knights to monks and hunters; and players who were die-hard gamers
and those just getting involved in the hobby. The female gamers rose
to the challenge of playing women in a very male-dominated setting.
Some played female characters at home in the setting, but many chose
to go “incognito” (per the aforementioned “Female Adventurers”
suggestions in the rulebook), which led to some humorous situations
as they tried to maintain their disguises as men. One of them even
played a dual-role character, a lady-in-waiting who at times
masqueraded as a male squire. I recall everyone seemed to have lots
of fun in the few games I ran.
I still have some one-page notes on the scenarios I’d planned,
though they borrowed liberally from elements in the rulebook’s
one-sheet adventures. (My notes still include cues for soundtracks as
background music to various scenes, something I was experimenting
with at the time.) Most of the gamemaster characters were standard
for the setting or taken directly out of the rulebook, but one I
recall was an entertaining enigma. After having arrived at Camelot,
the characters needed a guide to navigate the halls, corridors,
chambers, and courtyards of the sprawling castle-city. Some also
needed some guidance in identifying the various key players in the
Arthurian settings. Marcus the Page was at their service – more to
facilitate information and story lines – and he had a disturbing
ability to pop out of the woodwork when most needed. The players took
to summoning him at awkward times, a challenge for the gamemaster in
finding a logical place for him to appear. He also disappeared on
errands and seemed to have a magical ability to flit around the
castle at will...to the point that the characters considered tying a
thread to him just to see exactly where he’d gone.
Certainly Prince Valiant: The Storytelling Game remains
more accessible to casual gamers than the more rules-heavy King
Arthur Pendragon (also from Chaosium and available as an add-on
through the Kickstarter campaign). As someone who’s had a lifelong
interest in medieval history and literature I own a copy, too, but
alas, never found players willing to dive into its complexity.
Prince Valiant: The Storytelling Game stands
as a good introduction for newcomers and a satisfying diversion into
the Arthurian tradition for seasoned gamers. The Kickstarter campaign
has
already funded and is breaking through new levels; it ends around
August 25, so if it has any interest for you, back
it now. I’ll continue debating whether I want
a new edition or can simply manage with my trusty original
edition...the full-color,
hardcover format tempts me with
its siren song.
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