Of all the ways a tabletop RPG campaign can be managed, why did you choose the following approach for running Arthurian adventures in Prince Valiant?
When I GMed Prince Valiant, I made decisions as a GM about who the PCs encounter, intended to frame them into interesting situations that would require the players to make choices about how their knight errants respond.
Because that's the GM's job in the game?
Here is some text from p 5 of the rulebook:
What Is the Game Like?
Have you ever wanted to adventure in the realm of King Arthur? Prince Valiant, The Storytelling Game provides that opportunity for you.
Playing is like being in a movie. You are like an actor who plays one of the dramatic roles in a movie or a play. Your “actor” is a “pretend you” who lives in the world of Prince Valiant and King Arthur. Your character is not you, but is like a mask you wear for the duration of the game. You are responsible for acting out his or her role to the best of your abilities, Your role can be almost anything.
As you can see, normal games like chess, trivia games, and poker have little in common with Prince Valiant except that they are all games. Thus, like them, Prince Valiant is *something intended to incite social gathering, entertainment, and play. But unlike these other games , *Prince Valian*t has no winners and losers. Also, *Prince Valiant has no board to move on, no cards to draw on, and no dice to throw.
Prince Valiant is most like a “roleplaying” game, such as King Arthur Pendragon, RuneQuest, Call of Cthulhu, and Dungeons & Dragons, but is even different from them. Prince Valiant is a storytelling game.
Storytelling
In a storytelling game the object is to participate verbally in the cooperative experience of a story. Everyone talks in order to contribute to the ongoing story. Inevitably, some people will talk a lot, some will talk only a little. Hopefully, everyone will talk a lot when their turn comes around and only a little at other times.
Play of Prince Valiant is verbal and imaginative. The action takes place in the minds of the players. The game is all verbal interchange, punctuated by throwing the coins to resolve conflicts.
The players cooperate to create a shared fantasy experience, guided by one of their number, who takes on the role of the Storyteller. The Storyteller is like the director of a movie.
One job of the Storyteller is to make up the underlying plot of the story that the other players, as actors, will take part in. They provide their own actions and lines subject to his guidance. Like a good director, the Storyteller must keep the pace up and give everyone a chance to talk. The Storyteller and the players jointly create the script for the drama.
The Storyteller is also a referee. He uses the game rules in combination with his own judgement to moderate play. He will often make decisions as to how a situation in the story is resolved, once everyone has had a turn to act out their role.
(The reference to "no dice to roll" is a bit disingenuous, as the game does use a randomiser, namely,
coins. When I play we use dice, declared either as odds/evens or high/low before rolling.)
There is more about the role of the "storyteller", including this on p 7:
The Storyteller is responsible for creating an interesting and enjoyable adventure to challenge the players. He prepares the characters, friendly and unfriendly, who will interact with the players, and plans for their various reactions to events. He presents the problem on which the adventure hinges to the players and relates the story piecemeal, feeding incidents and hints to the players, who in turn reply by stating what their characters will do.
The references to "adventur[ing] in the realm of King Arthur", "dramatic role", "fantasy experience", "keep[ing] up the pace", "the drama" and "interesting and enjoyable adventure" to me all point in the same direction: the storyteller presents a situation to the players, narrated as the experience of their PCs, which will provide them with the opportunity to respond as knights errant. (Or similar sorts of Arthurian characters.) For me, this impression is reinforced by the scenarios ("episodes") in the book, which include 5 knight encounters (one of these is with Sir Lancelot), three women and one family in distress, a dragon encounter, two troll encounters, three encounters with Huns, a Saxon war-band, a Robin Hood-type ("Hugh the Fox"), and three encounters with the lower classes (including some rebellious peasants).
As I already posted, if one didn't want to play a RPG about this sort of stuff, one wouldn't sit down to play Prince Valiant.
For comparison, in my Living World sandbox campaigns, my goal is to leave players feeling like they’ve visited the setting as their characters, experiencing a world in motion and having varied, emergent adventures. That’s the overarching creative goal I aim for when managing a campaign, regardless of setting or genre.
So I’m curious: beyond choosing a genre like Arthurian romance in the world of Prince Valiant, what is your overarching creative goal when managing a campaign? What experience are you aiming to give or work out with the players through this approach? Especially given all the other ways one could approach managing a tabletop roleplaying campaign.
Using the sort of terms you use here, the goal in inviting my friends to play Prince Valiant is as stated in the rulebook - for the players to have enjoyed adventuring in the world of King Arthur, by having taken on the role of particular characters in that world and made choices about how they confront the problems that the GM has presented to them.
The contrasting examples I used about a trip to Greece reflects a deep difference in certain playstyle priorities. Even if that specific point isn’t relevant to your approach, answering the question about the Prince Valiant campaign would help me, and others reading, better understand how your priorities shape the way you manage campaigns.
Here is what you posted about a trip to Greece:
It’s like visiting Greece: you can take a tour bus from your hotel straight to the Parthenon, or you can walk the streets of Athens, talk to locals, and experience the life of the city. The first is efficient and curated; the second is more physically demanding but immersive. Neither is better. They’re simply different ways to experience a place and have their respecitve upsides and downsides.
Your Prince Valiant sessions aren’t about the players living in King Arthur’s world as their characters, they’re about testing how they respond as their character to specific dilemmas within Prince Valiant's version of that world.
And here are some reasons why I said that this is just wrong:
*The players in my Prince Valiant game are "living in King Arthur's world as their characters" just as much as the players in your game are "living" in your world as their characters. The PCs in my Prince Valiant game include a widowed father and his son. One who started play as a squire was knighted by Sir Lionheart, one of the greatest knights in Britain. All three PCs have married, each to a noblewoman, but in different circumstances. They have lived their religious convictions, and founded a religious military order. They have negotiated with nobles and royalty, and with rebellious peasantry. They have led their warband to victory, and also to defeat. All this has happened in 15 sessions of play.
*You are seeking to imply that your play is demanding and immersive in a way that mine isn't. But that is false, and the images you invoke inapt. Your players do not have a more gruelling time of it than mine: they sit around a table declaring actions, speaking and listening, and occasionally rolling dice, just as do the players in my Prince Valiant game. I have no reason to believe that your narration of lovers, or bandits, or taverns, or mud and trees and blood and racing hearts, is any more immersive than mine.
*You use timelines and random encounter tables and the like - upthread, what I describes as somewhat complicated procedures - to determine who the PCs meet as they travel. I make decisions based on what I think will be interesting. Neither approach changes the vividness of the narration, nor has any bearing on whether or not the players learn about "locals" and "the life of the place".
*The notion of "specific dilemmas" is also inapt. For instance, when the PCs encounter the outlaws attacking the abbot, what is the "specific dilemma". There are people, doing their things, and the PCs are invited to respond. As per the rulebook, this is intended to be "interesting and enjoyable". And I at least found it to be so.