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<blockquote data-quote="pemerton" data-source="post: 9566816" data-attributes="member: 42582"><p>No worries at all!</p><p></p><p>In the actual play, both the knight and the squire were PCs. Because this all happened about 6 years ago my memory for details is hazy, but I don't think either player was inclined to have their PC withdraw from romancing Violette. I don't know who suggested discussing it over a few ales - that could have been me as GM, or one of the players. Obviously some sort of consensus was reached, given that that is what then happened.</p><p></p><p>As far as the move to the resolution mechanics, Prince Valiant has a canonical fashion for resolving disputes of precedence and the like, set out in the rules precis + example of play on p 4 of the rulebook:</p><p></p><p style="margin-left: 20px">The number on your card under “Fame” indicates who is the most famous, experienced, and important knight. Players, compare Fame numbers, and figure out who has the most Fame. That knight takes precedence over the others, and is the traditional choice for leader of the group. As warriors, you all know that a group should have a leader.</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><strong>The Adventure Continues:</strong> The most famous knight should bow to the others and thank them for recognizing his superiority. If anyone laughs at him or is rude, he may challenge them. The challenge may be either boasting or wrestling. Only a coward knight would refuse a challenge by God’s teeth!</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">To wrestle, the two combatants each take a number of coins equal to their knight’s Brawn. If your Brawn is 4, take four coins. When the Storyteller says “begin,” each player shakes his coins together and drops them on a flat surface. Whoever has the most heads showing is the winner. If there is a tie, that round of wrestling is a stalemate; try again.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">To boast, use Presence the same way. If your Fame is 1000 points or more greater than your opponent’s Fame, add one coin to your total, to reflect the fact that you have more to boast about.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you lose, you are intimidated. If you can defeat all the other knights in either boasting or wrestling, you have proven your right to be the leader, even if your Fame is the lowest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If no one can beat all the others at either task, the knight with the most Fame is the leader.</p><p></p><p>In the example of play from my game, the roll was made using Fellowship + Presence. As per the skill description on p 16, Fellowship indicates</p><p></p><p style="margin-left: 20px">how sociable and friendly a character is; how well he or she turns acquaintances into friends. Implies equality with those practiced upon: This skill must be exercised only upon peers . . . Fellowship is an honorable skill, based more upon deeds rather than words, and may not be used for direct gain, unlike the Courtesie skill, which depends on ritual and manners. Prince Valiant often uses Fellowship in his adventures. Fellowship is added to Presence.</p><p></p><p>So the use of Fellowship + Presence to resolve the dispute followed from the fact that the two characters were meeting as peers to try and resolve the matter amicably. This is already a choice - a choice to not jeopardise their fellowship over a romantic rivalry.</p><p></p><p>I don't remember the details of the roleplay, and whether any bonus dice were gained by either character. As per p 23,</p><p></p><p style="margin-left: 20px">Psychological factors such as love, hatred, faith, loyalty, hope, and even sheer desperation are important in real life. Such factors are reflected by morale modifiers in Prince Valiant, the Storytelling Game. The modifiers may be both positive and negative.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Morale can affect both Brawn and Presence. Apply a modifier of 1 when the emotion or passion is strong in intensity. Apply a modifier of 2 for extremely powerful psychological factors.</p><p></p><p>But anyway, as per your post:</p><p>Handily, the game we were playing has such a mechanic!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9566816, member: 42582"] No worries at all! In the actual play, both the knight and the squire were PCs. Because this all happened about 6 years ago my memory for details is hazy, but I don't think either player was inclined to have their PC withdraw from romancing Violette. I don't know who suggested discussing it over a few ales - that could have been me as GM, or one of the players. Obviously some sort of consensus was reached, given that that is what then happened. As far as the move to the resolution mechanics, Prince Valiant has a canonical fashion for resolving disputes of precedence and the like, set out in the rules precis + example of play on p 4 of the rulebook: [indent]The number on your card under “Fame” indicates who is the most famous, experienced, and important knight. Players, compare Fame numbers, and figure out who has the most Fame. That knight takes precedence over the others, and is the traditional choice for leader of the group. As warriors, you all know that a group should have a leader. [indent][b]The Adventure Continues:[/b] The most famous knight should bow to the others and thank them for recognizing his superiority. If anyone laughs at him or is rude, he may challenge them. The challenge may be either boasting or wrestling. Only a coward knight would refuse a challenge by God’s teeth![/indent] To wrestle, the two combatants each take a number of coins equal to their knight’s Brawn. If your Brawn is 4, take four coins. When the Storyteller says “begin,” each player shakes his coins together and drops them on a flat surface. Whoever has the most heads showing is the winner. If there is a tie, that round of wrestling is a stalemate; try again. To boast, use Presence the same way. If your Fame is 1000 points or more greater than your opponent’s Fame, add one coin to your total, to reflect the fact that you have more to boast about. If you lose, you are intimidated. If you can defeat all the other knights in either boasting or wrestling, you have proven your right to be the leader, even if your Fame is the lowest. If no one can beat all the others at either task, the knight with the most Fame is the leader.[/indent] In the example of play from my game, the roll was made using Fellowship + Presence. As per the skill description on p 16, Fellowship indicates [indent]how sociable and friendly a character is; how well he or she turns acquaintances into friends. Implies equality with those practiced upon: This skill must be exercised only upon peers . . . Fellowship is an honorable skill, based more upon deeds rather than words, and may not be used for direct gain, unlike the Courtesie skill, which depends on ritual and manners. Prince Valiant often uses Fellowship in his adventures. Fellowship is added to Presence.[/indent] So the use of Fellowship + Presence to resolve the dispute followed from the fact that the two characters were meeting as peers to try and resolve the matter amicably. This is already a choice - a choice to not jeopardise their fellowship over a romantic rivalry. I don't remember the details of the roleplay, and whether any bonus dice were gained by either character. As per p 23, [indent]Psychological factors such as love, hatred, faith, loyalty, hope, and even sheer desperation are important in real life. Such factors are reflected by morale modifiers in Prince Valiant, the Storytelling Game. The modifiers may be both positive and negative. Morale can affect both Brawn and Presence. Apply a modifier of 1 when the emotion or passion is strong in intensity. Apply a modifier of 2 for extremely powerful psychological factors.[/indent] But anyway, as per your post: Handily, the game we were playing has such a mechanic! [/QUOTE]
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