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<blockquote data-quote="pemerton" data-source="post: 7517799" data-attributes="member: 42582"><p>I would say "scenario" rather than adventure. It's generally a situation that will activate knightly intervention - attacks by bandits, rescues from bandits, helping out innocent women/villagers/ghosts/etc figure prominently.</p><p></p><p><a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Ron Edwards gives some nice descriptions of how Prince Valiant scenarios work</a>:</p><p></p><p style="margin-left: 20px">. . . the character's judgmental and active presence is established and already in action as play begins, that beginning point is usually the crisis-point for the story in general. . . . [There is] a slight danger of "over before they begin," but they are also the most reliable for immediate Premise-consensus. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Low risk play . . . for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing. . . .</p><p></p><p>My OP has at least a couple of really clear illustrations, I think: the PCs encounter the abbot under attack, and so have to choose whether to help the abbot or help the bandits - they're not going to just ride on past! And the PCs arrive in the domain of the Crowmaster and have to decide - help the villagers, help the Crowmaster, help the apprentice, or maybe some combination thereof?</p><p></p><p>So there's a situation that the PCs will engage - but what they do with it is up to them. (I would see a fairly marked contrast here with (say) a typical D&D or CoC adventure, which tends to have a more timid initial set-up, then a doling out of information, generally unfolding in a single direction often to a premeditated climax.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7517799, member: 42582"] I would say "scenario" rather than adventure. It's generally a situation that will activate knightly intervention - attacks by bandits, rescues from bandits, helping out innocent women/villagers/ghosts/etc figure prominently. [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Ron Edwards gives some nice descriptions of how Prince Valiant scenarios work[/url]: [indent]. . . the character's judgmental and active presence is established and already in action as play begins, that beginning point is usually the crisis-point for the story in general. . . . [There is] a slight danger of "over before they begin," but they are also the most reliable for immediate Premise-consensus. . . . Low risk play . . . for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing. . . .[/indent] My OP has at least a couple of really clear illustrations, I think: the PCs encounter the abbot under attack, and so have to choose whether to help the abbot or help the bandits - they're not going to just ride on past! And the PCs arrive in the domain of the Crowmaster and have to decide - help the villagers, help the Crowmaster, help the apprentice, or maybe some combination thereof? So there's a situation that the PCs will engage - but what they do with it is up to them. (I would see a fairly marked contrast here with (say) a typical D&D or CoC adventure, which tends to have a more timid initial set-up, then a doling out of information, generally unfolding in a single direction often to a premeditated climax.) [/QUOTE]
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