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Prince Valiant actual play - our most recent sessions
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<blockquote data-quote="uzirath" data-source="post: 7861584" data-attributes="member: 8495"><p>I'm intrigued. I have not followed the prior posts, so forgive me if I am asking questions that have already been addressed. </p><p></p><p>First, is Prince Valiant still being published? My Googling was inconclusive (often leading me to a kickstarter page that doesn't seem to allow for new orders). Would you say that knowledge or interest in the comic is an important prerequisite? </p><p></p><p></p><p></p><p>I like this sort of thing where die rolls can add or subtract complications. Often, at my table, these might be secret GM rolls, but we've done it openly too. Fun either way.</p><p></p><p></p><p></p><p>How much leeway do you have as GM in this scene? Do the rules dictate that the character must die, or is it framed as a "major defeat" or something like that?</p><p></p><p></p><p></p><p>Similarly, was this outcome suggested by the episode writeup or is it extrapolated out from broader success/failure mechanics?</p><p></p><p></p><p></p><p>Is the possibility of player objection baked into the mechanics, or is it like the typical table contract where the GM is paying attention to player reactions?</p><p></p><p></p><p></p><p>This is what initially intrigued me. I'm so used to D&D-style adventures where most adventuring is done just by the PCs. Sometimes they have a few allied NPCs with them, but rarely a significant force unless we're specifically planning on playing a mass combat scenario. Prince Valiant sounds like it can elegantly move between scales.</p><p></p><p></p><p></p><p>Was death a possibility here? Is the GM's fiat constrained by specific parameters? (I don't really have a preference; I'm just trying to make sure I understand how this fits together.)</p><p></p><p></p><p></p><p>Does the timing of things have much mechanical significance? Does one worry about how long it might take to get from point A to point B or what the antagonist is doing while the healing checks are happening? </p><p></p><p></p><p></p><p>Based on your description further down, it sounds like this encounter was successful and fun for all participants. When I read this first line, however, I wondered if it didn't devolve into a repetitive back-and-forth of rolls. There are occasional moments in RPGs when the fiction gets worn down by disagreeable dice. Skillful GMs and players can mitigate this a lot. System matters too, to some degree. How does Prince Valiant feel on that front? </p><p></p><p></p><p></p><p>I look forward to reading the next chapter.</p><p></p><p>As you may recall, I typically run GURPS (or DFRPG). Despite the reputation of the system, much of your description feels familiar. Characters bring different skills and aptitudes to bear against a variety of challenges (social, environmental, martial, etc.). There are elements, alluded to in some of my questions above, that do feel substantially different. I'm curious about how long (in RL time) these sessions were? We rarely have time for more than three hours at a game session these days.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7861584, member: 8495"] I'm intrigued. I have not followed the prior posts, so forgive me if I am asking questions that have already been addressed. First, is Prince Valiant still being published? My Googling was inconclusive (often leading me to a kickstarter page that doesn't seem to allow for new orders). Would you say that knowledge or interest in the comic is an important prerequisite? I like this sort of thing where die rolls can add or subtract complications. Often, at my table, these might be secret GM rolls, but we've done it openly too. Fun either way. How much leeway do you have as GM in this scene? Do the rules dictate that the character must die, or is it framed as a "major defeat" or something like that? Similarly, was this outcome suggested by the episode writeup or is it extrapolated out from broader success/failure mechanics? Is the possibility of player objection baked into the mechanics, or is it like the typical table contract where the GM is paying attention to player reactions? This is what initially intrigued me. I'm so used to D&D-style adventures where most adventuring is done just by the PCs. Sometimes they have a few allied NPCs with them, but rarely a significant force unless we're specifically planning on playing a mass combat scenario. Prince Valiant sounds like it can elegantly move between scales. Was death a possibility here? Is the GM's fiat constrained by specific parameters? (I don't really have a preference; I'm just trying to make sure I understand how this fits together.) Does the timing of things have much mechanical significance? Does one worry about how long it might take to get from point A to point B or what the antagonist is doing while the healing checks are happening? Based on your description further down, it sounds like this encounter was successful and fun for all participants. When I read this first line, however, I wondered if it didn't devolve into a repetitive back-and-forth of rolls. There are occasional moments in RPGs when the fiction gets worn down by disagreeable dice. Skillful GMs and players can mitigate this a lot. System matters too, to some degree. How does Prince Valiant feel on that front? I look forward to reading the next chapter. As you may recall, I typically run GURPS (or DFRPG). Despite the reputation of the system, much of your description feels familiar. Characters bring different skills and aptitudes to bear against a variety of challenges (social, environmental, martial, etc.). There are elements, alluded to in some of my questions above, that do feel substantially different. I'm curious about how long (in RL time) these sessions were? We rarely have time for more than three hours at a game session these days. [/QUOTE]
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